GREATREDSPIRIT'S PROFILE
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That's awesome.
Although Prime sure is ratting Rodimus out: All those screw ups occured when Prime was in charge. Damn you Hasbro for killing all the old cool characters :(
Only watch this if you beat Earthbound. Otherwise it loses some of the impact.
What the hell Japan.
Although Prime sure is ratting Rodimus out: All those screw ups occured when Prime was in charge. Damn you Hasbro for killing all the old cool characters :(
Only watch this if you beat Earthbound. Otherwise it loses some of the impact.
What the hell Japan.
Show: Picture
Are you using Show Picture with "Picture Scrolls with Map"? It works find as long as you don't try to use it with Move Picture. The X/Y its fed is relative to the player's view. So if you Show Picture at 0/0 and scroll with map and the player moves so the picture is offscreen then you use Move Picture to move it to 0/0, the picture will move to the center of the player's view.
If you aren't using Move Picture, then I'm not sure.
If you aren't using Move Picture, then I'm not sure.
Discuss: Elements
I played it a few times a year ago, then almost everybody I played with quit all about the same time :(
I do draw a fair bit of my ideas from D&D though, I really like the mechanics behind it. Hell, I've even divied up my defence mechanics into "Defence" (resist getting hit) and "Resistance" (damage reduction). Element wise though, its a coincidence. Istole got the SPB idea from Vagrant Story and FIE from other games and Acid was chosen since, as I understand it (its been years since I last took Chemistry), its pretty much anti-electricity: It takes electrons instead of giving them.
I'm getting a lot of ideas from D&D, but the element breakdown isn't one of them :P (well, not consciously anyways)
I do draw a fair bit of my ideas from D&D though, I really like the mechanics behind it. Hell, I've even divied up my defence mechanics into "Defence" (resist getting hit) and "Resistance" (damage reduction). Element wise though, its a coincidence. I
I'm getting a lot of ideas from D&D, but the element breakdown isn't one of them :P (well, not consciously anyways)
Making First RPG (good story planned)
author=Speidrz link=topic=1059.msg14971#msg14971 date=1210127037Have the starting party empty.
1. I want to start the game with my character not there. Like a little cutscene.
If RM2k gives you a Game Over screen (because you have nobody in your party), just set the character's graphic to be completely transparent (basically an empty character set). Remember to give the character a walking graphic (first tab, second column, around the middle) or to change the party to characters with walking graphics when you're done.
author=Speidrz link=topic=1059.msg14971#msg14971 date=1210127037There's a few ways:
2. When I have an 'event' automatically say something, it just loops. How do I end it?
1) Teleport the player to a different map. When the event ends, since the player is on a different map it won't loop again.
2) Third tab, second column, about 3/4ths of the way down there should be an 'Erase Event' command which removes the event until you go back to that map. If you ever go back to the same map as the event, this won't work (and neither will option 1)
3) Use a switch. Turn on a switch at the end of the event (first tab, first column, around 1/4 of the way from the top) and give the event a new page. Set its condition to when the switch is on (around the eupper left corner). Best to play around with this stuff since you'll need to learn it for... a lot of things.
Discuss: Elements
I've got three physical elements:
- Slashing
- Piercing
- Bludgeoning
I'm treating these as more properties of the weapon instead of regular elements. For example, Bludgeoning attacks ignore some of the defence granted via armour while piercing attacks don't, but they deal more damage on a critial hit. Enemies might have different vulnerabilities for each weapon type, but so far I'm thinking "No".
For more magical attacks, I only use four:
- Burning and other hot stuff
- Freezing and other cold stuff
- Electricity
- Acid
These are more like the typical elements: Enemies have different vulnerabilities to each element. Spells from each category also have their own traits based on their element. For example, Electricity atacks don't do any MaxHP damage but more CurHP damage, but Acid attacks deal less CurHP damage but more MaxHP damage.
Too many elements can be a bad thing. Star Ocean 2 was terrible for this. There was a mess of elements, half of which I had no idea what they were or what spells did what kind of damage. Plus most gear didn't protect you from any of it (well, nothing that I remember) which made all the elements in the game really pointless.
I really like FF10 for its whole four elements. It was enough to add strategy and not cause characters to have a slew of spells for assorted elements that were barely used or have elements whose spells couldn't be used by most of the party. Think to FF6, if a boss was weak to Water or Wind, what could you do? Call in Strago, or... just murder the boss and not care. Having characters who can use the variety of elements is important. (wheee tangents!)
- Slashing
- Piercing
- Bludgeoning
I'm treating these as more properties of the weapon instead of regular elements. For example, Bludgeoning attacks ignore some of the defence granted via armour while piercing attacks don't, but they deal more damage on a critial hit. Enemies might have different vulnerabilities for each weapon type, but so far I'm thinking "No".
For more magical attacks, I only use four:
- Burning and other hot stuff
- Freezing and other cold stuff
- Electricity
- Acid
These are more like the typical elements: Enemies have different vulnerabilities to each element. Spells from each category also have their own traits based on their element. For example, Electricity atacks don't do any MaxHP damage but more CurHP damage, but Acid attacks deal less CurHP damage but more MaxHP damage.
Too many elements can be a bad thing. Star Ocean 2 was terrible for this. There was a mess of elements, half of which I had no idea what they were or what spells did what kind of damage. Plus most gear didn't protect you from any of it (well, nothing that I remember) which made all the elements in the game really pointless.
I really like FF10 for its whole four elements. It was enough to add strategy and not cause characters to have a slew of spells for assorted elements that were barely used or have elements whose spells couldn't be used by most of the party. Think to FF6, if a boss was weak to Water or Wind, what could you do? Call in Strago, or... just murder the boss and not care. Having characters who can use the variety of elements is important. (wheee tangents!)
Bitmap help?
8-bit, not 256-bit. 8 bit = 256 colours.
But yeah, get a program like iDraw, load your bitmap in it, convert it to an 8-bit image (*.bmp or *.png) and import it into RPG Maker.
But yeah, get a program like iDraw, load your bitmap in it, convert it to an 8-bit image (*.bmp or *.png) and import it into RPG Maker.
Release Something! Day III: Demo Day Edition [June 20th, 2008]
RMN Radio
Technically its simple. Everyone gets Skype and get a confrence call going. Someone records the call (like through Audacity->StereoMix) and you go wild.
The bigger issue is getting a quality recording. People with shitty microphones shouldn't talk and volumes should be adjusted so that nobody is significantly louder/quieter than the rest. And somebody will have to keep the discussion on track.
The bigger issue is getting a quality recording. People with shitty microphones shouldn't talk and volumes should be adjusted so that nobody is significantly louder/quieter than the rest. And somebody will have to keep the discussion on track.
Screenshot Thread With One Eyebrow and a Golden Tooth
author=ImmortalDreamer link=topic=965.msg14410#msg14410 date=1209966855
I'm not saying you're wrong or anything, but why? Imo, the player should have decided on their party long before they go to exit the menu. I dunno, to me it just seems like a needless hassle to go move that menu for such a small reason.
Its prioritizing what the player can see which relates to what the systems wants the user to input. In this case, its a window where the player inputs if the party they made is what they want, if they want to continue making changes, or screw it all and stick with what you had before. You're showing the Active party (which is important here) and some character's stats (which is low priority information) instead of who isn't in your party which I'd label as more important than some character's stats. You'd show more useful information if what was displayed was the active and reserve party instead of active party and Character X's stats.
Again, it isn't anything critical and implementing it might not even be feasable depending on how the code is structured. Like you said, most people have the party they want when they hit the confirmation screen. I just look for where interfaces can be improved, sometimes to the point of nitpicking.
Screenshot Thread With One Eyebrow and a Golden Tooth
author=ImmortalDreamer link=topic=965.msg14370#msg14370 date=1209959439That's what I meant: Obstructing the reserve party when you're done arranging the active party. Even when you're closing the menu I'd rather be able to see who I left out instead of looking at the stats of some character.
That confirm changes window only pops up when your ready to exit the party menu. Its not there when you're rearranging characters and stuff.
The bottom only needs to hold 10 characters as the active 4 count towards the 14. One thing I probably should note though, is two of the 14 characters are event characters that only join your party for a short time and have fixed equip and such (think like Bannon from FF6). So technically, I really only need space for 12.Ah, that makes sense. Plenty of room in that case.














