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sherman






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Mario vs. The Moon Base
Mario must fight his way to Bowser's Moon Base to rescue the Princess!

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Best Port for SimCity 2000

SimCity 2000 is out on GOG, so I don't think it'll be that much trouble to get it to run on modern machines. It just might be running the DOS version in DOSBox or so though.

I think any version with a mouse would be essential, I can't imagine playing it with a controller/dpad. SNES version might have some cool tunes though.

I haven't forgotten about stats. I've just been busy (avoiding stats)

kentona's evade stat too high

[Discovery] Was RPG95 about to get an international release?

The characters in the second to last screenshot aren't the classic RM95 style either. I wonder if as part of a release they were redoing assets that would appeal more to "Western" design. Gaudy CG and more human proportions?

One weird bit is why is JEFF's MP 000/000? All those leading zeros makes it feel a bit like a mockup, but then why do a mockup when you have the engine? Or maybe it's 1000/1000 MP that just got cut off.


It's always neat to see the RPG Maker I started with. Maybe this might've happened, or it was proposed but shot down. I'd guess all the disabled commands was to prevent a leak having a fully functional version of the game. Still a neat page of RPG Maker history though!

[RMVX] Need help disallowing the Player to remove Weapon (Barehanded)

I tried a quick hack of Window_EquipItem to remove the barehand item, and Scene_Equip to prevent the user trying to equip something when there's no options. Hopefully this does the trick!

Not tested with any other scripts.

Demo project

Script:
class Window_EquipItem < Window_Item

  # Remove the barehand option from the window selection
  # Note that this doesn't matter if NO equipment selections are possible
  alias :barehanded_include? :include? unless $@
  def include?(item)
    # Don't include an nil item if our equip_type is 0 (weapons), this will
    # remove the empty slot when there are >0 other weapons available
    return @equip_type > 0 if item == nil
    # Otherwise call the original include? method
    return barehanded_include?(item)
  end
  
  def item_count
    return @data.length
  end
  
end


class Scene_Equip < Scene_Base
  
  alias :barehanded_update_equip_selection :update_equip_selection unless $@
  
  def update_equip_selection
    # If the user is selecting an equip slot that has zero items to equip,
    # play the buzzer and deny the selection. 
    # Note that no-armors won't trigger this because an empty item (naked) 
    # means there is ONE item theey can equip and won't trip this code
    if Input.trigger?(Input::C) and @item_window.item_count == 0
      Sound.play_buzzer
      return
    end
    # Otherwise call the original update method. This will let the player
    # select/exit/etc normally
    barehanded_update_equip_selection
  end
end

e: oh no, I started this before I saw Strak's message. Sorry!

Super RMN Bros. 2 Review

a happier year than the hellscape of 202X

Super RMN Bros. 2 Review

Damn, I'm surprised you went through the game and reviewed it. I'm glad you enjoyed some of the levels. Thanks for playing and giving your thoughts on each individual level!

Altima

Updated to 2.2!

There's a silly bug: If the player has MP regen and gets hit by an attack that drains their HP, the game will crash when it's doing the MP regen for the turn! Even worse: Looking at my code at some point I found a similar bug with HP regen, but I never thought to test the MP regen too, or just take the precautionary bug fix, because the fix was the same for both.

Also there's one enemy that runs away at low HP. It does! But the graphic decides to check out how the rest of the fight is going and returns. It has zero impact, the enemy is still effectively gone from the battle besides its graphic, and fixing it sounds like a headache. I tweaked the script, it doesn't flee anymore, and its actual gimmick might happen in a fight.

today is my birthday

Happy birthday!

Deer, You Are Being Hunted

I hear the munch sound fine, but it does take half a second or so for it to start (or when I start hearing it at least). I like that the deer lifts its head if there's nothing to eat, should be visually clear that it isn't at a place where it can eat and doesn't rely on audio cues either.

I think if you press the currently mapped key to exit, it would make it more difficult to skip the current step (like if I wanted to skip mapping Right direction, I'd just push right)

Maybe if the exit mapping button was based on if the user was holding Escape or so? If the user taps escape, it accepts escape as a mapping, but if they hold escape for a second+, it takes it as a user input for something besides mapping. It'd take some extra work though. Game accessibility is tricky!

Deer, You Are Being Hunted

Nice! Yeah that works well.

I also gave the game a spin and successfully gave the hunter the slip! Lots of running in circles and getting the hell outta dodge the instant I saw the hunter, with strategic hiding behind trees and seeing which way the hunter took and darting in the opposite direction.

The endgame came down to waiting in one corner of the map to lure the hunter away and going for the food still to be eaten. Dashing to get distance, trying for the quick bite. Sniffing to see where the hunter was when baiting.

Two comments: It'd be nice if there was something so you couldn't eat on an invalid tile, or some sort of more immediate feedback that you're eating snow. It takes a bit to get to hear that you're eating, and thinking "oh no what if I'm eating snow" and worrying about the hunter is... stressful!

My other commend is something to get out of the bind keys screen without going through the list. Like F1 or something and just back out of the screen basically. Nothing game breaking, but nice accessibility bits.