GRAYBURG'S PROFILE

Amateur artist, composer, scripter and designer.
Jack-of-too-many-trades, mediocre at all.

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Finding a way to stop music tracks from playing back at the beginning.

Without scripting, it's a serious pain in the ass.

I'd solve this with a variation of Link_2112's suggestion. Instead of having one full length song, then half length, quarter, ...,
the duplicates of the song would all be full length.

You'd be able to just leave it playing on repeat like usual when you've decided on which version to play. You wouldn't have to deal with manually timing the end of the song, and then playing the proper length version.

Deus Cards

Surprised to see this game on here after all these years, and it definitely needs more exposure.

This game had soo much potential, and it's always been saddening that it was never updated. It's ridiculous how advanced the battle system was for its time. Hell, I was going to make my own VXA game based on Deus Cards, and even that wasn't going to be as complex as Deus Cards.

I'd super hyped for an MV remake from you, and I really hope you decide to make it!


btw, do you remember the source of the town theme, hanapari.mid? it's been killing me since forever.

Experience and Leveling Up

kind of silly posts

- list wasn't (at first..) for rpg-exclusive features; lol @ only rpgs have dungeons

- 5b > 2a+b > 46b > 2a > 5c(15) 2c > 6b > 2b > 2d > j.bc > 28c > 4b > 2a+b > 46b > 236236d != summon > bahamut

- thread was resolved within the first few posts; wasn't even rya that derailed

Experience and Leveling Up

Action and adventure games don't have as anime-ish stories as JRPGs. Flashy animations at the press of a single button are also cool.

OakwoodTemple.png

You're very good with details. You don't need to change anything about them.

The building is constructed incorrectly, though.

solarfields.png

Not really. I'd probably run into them.

Non-random Randomness

@GreatRedSpirit
That's actually in line with some of my philosophical views. Same inputs => same results.

Anyway, I've been considering using the current state of the party to influence a random decision as well, touched upon by the second question. Say I wanted the party to obtain a roughly equal number of weapons or armor. If the party ended up with eight weapons and only two armor pieces, then I could perhaps change the 50/50 drop into a 30/70.

Also, say I wanted the party to encounter a monster chosen at random from a pool of ten. If the party ends up mostly facing only eight of them, I could then decrease the likelihood of encountering the "common" monsters.

the chances of the chest having the Zodiac Spear is 1%

o u


I actually save scum all the time, but don't like when games allow me to at all. If I can keep reloading until a 20% success rate enchant works, then just make the success rate 100% (with only 20% of the enchant's former effectiveness?) so I don't have to reload twenty times. The feature I'm planning to implement, however, does need to be random.

Non-random Randomness

I decided against using save-related measures for a few reasons:
- It doesn't work. Files can still be copied and whatever. Players can still abuse reloading, albeit with a bit more effort. This works when data's saved on a server, which.. I'm not doing for an RM project.

- It can affect normal players. I'm specifically talking about deleting save files once they've been loaded. On top of not working, if a player forgets to or is unable to save, gg.

- It doesn't allow saving anywhere. A third way to discourage abusive reloading is to place random events "far" (distance or time) from save points. I actually like this approach, but it's not applicable to my current project.

The random feature I had in mind is similar to an NPC that sells a parameter upgrade chosen at random. The "setback" here is like 5~10 minutes of play. And by "setback," I mean gaining +10 INT instead of +10 STR.


@Backwards_Cowboy
We're on the same page in terms of derandomizing randomness, but very off-topic

If you open a chest hidden in an area that the player shouldn't be in, such as a castle where you are trespassing, then you can't get an awesome weapon/armor later in the game.

Apparently you'd like to recreate the Zodiac Spear, the best weapon in FF12.

If you open a chest in an area where the player isn't supposed to be in (he's sneaking into the Royal Palace), then you can't get this awesome weapon later in the game.

Thankfully, the brilliant developers gave players stupid enough to open treasure chests another method: an endgame treasure chest that contains a Zodiac Spear 0.1% of the time.

FF12 is one of my favorites, but I love the ingenious design behind the Zodiac Spear.

On use of coarse language (swear words)...

If you don't use profanity, just don't swap offensive words with censored versions, or it'll sound like poop.

I don't think you should use profanity.

Non-random Randomness

In Harvest Moon, the weather each day can be any of the following:
- Sunny, which is the norm
- Rainy, which makes growing crops easier and raising livestock harder
- Hurricane, which destroys crops and kills animals

Players commonly reload their game if a hurricane ever occurs, essentially removing the existence of hurricanes.

1. How would you feel about determining the sequence of events beforehand?
The player will become aware of this should he ever replay a set of days.

2. How would you feel about influencing the RNG to not be random?
Eventually, there will be ten consecutive days of rain. This "oddity" could be ended prematurely at, say, the fifth day.


These are relevant to other forms of randomness.

Players can restart battles until an attack critical hits, or until a slot machine lines up 777.

Oddities can exist in the form of attacks with 90% accuracy missing thirty times in a row, or a roulette wheel never landing on the first dozen in twenty rolls.
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