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Chips Challenge: Ace Edition

Loved this as a kid.

Lost in Dillaria

This game is pretty. It's such polished graphics and the design is clean and intuitive. Can't wait to play this.

Whatchu Workin' On? Tell us!

@SkyBirdGirl Your maps are begging to be explored. I like the viewpoint you've used on thr mapping!

@Holder Very cool. Makes me want to see more sets!

Screenshot Survival 20XX

Terrain and weather, yes. Mostly it will have an effect on base stats, where small changes can have big impacts. Outfits and armors can counter some effects or even use them to an advantage.

For example, being wet can have an effect on stats. That can come from heavy rain or wet terrain.

Windy weather (ie rain storm) can also have effects, such as dispersing smoke effect in fewer turns. This also lends to enemies capable of changing the weather in battle, such as calling in a blizzard, and having that weather persist after battle. Or they may clear the weather, or change the temperature, which could impact the player differently depending what they are wearing.

The terrain will be less prominent once the detail is added to the rest of the screen though. It's primarily just the art style for the battle backgrounds. It will be neat when enemies are partially submerged in water or show breaking out of the ground though. :)

[RM2K3] How to make games run smoothly on modern PCs

I'd be interested to know what can be done from the development side to make 2k3 games work better on modern systems, so players don't need to worry about this on their end.

Screenshot Survival 20XX



The concept of my battle screen is put together. Whatcha all think?

The black space immediately below the ground will be used for messages like 'critical, hit, dodged, win' etc.

The bottom left menu will slide down from the main menu. The Item Description image I'm thinking to make flip into view quickly (2 frame) from beneath the slide down menu.

Also space on the bottom of the screen for message display to the player. The top right and left will be pop-up messages between your character and enemies. All battles will be 1-3 enemies.

Concept only - everything will be cleaned up to be prettier. This was mostly to line everything up.

Is there life after finishing a game?

If you enjoy the process of creating a game, it doesn't matter if it's never finished. No one will love or be dedicated to your game like you. What is important is to never give up on it. That's like tossing away a piece of your soul. Love it for the journey, not the destination.

Concept Generation, Feedback and Fine Tuning

Good day all. My turn to give back to the community which has been so helpful with my technical issues.

This is free help.

Do you need help generating or fine tuning ideas and concepts? Need some feedback on what you have so far? Looking to start a new project and need some inspiration or a unique idea?

Message me with your needs and I'll give you an honest and creative response.

My skillset includes;

- creative, outside thinker
- game design theory and application
- game mechanics
- battle design including equations for CMS
- art design
- story and theme design
- setting, character snd plot development

Please be specific on your needs. I will not be programming or providing art samples, but can assist in the concept portion.

There is no cost and what you share with me will be considered to fall under a general non-disclosure agreement, thus no risk. No obligation to use my advice and my feelings won't be hurt!

[RM2K3] Picture folders

@koopakush thank you. If I could get around some of these lame technical issues I could get back to making serious headway.

So after moving all the images from my pictures folder into subfolders, pictures wouldn't pull up in my project. So I imported 275 of the pictures last night again which allowed them to work. Today I realized all the imports did was copy the images back into the picture root folder.

Is this supposed to happen with 2009 Ultimate? I'm not sure how this would actually be helpful if so. Maybe I need to change some settings on the program? If anyone had any ideas, please enlighten this nub.

The mechanics of a turn based system...

Say your agility works in small numbers, use a loop and add the agility of everyone on the field like so until 100 (or 1000 if working with huge numbers for some reason.)

I don't know C++ but I know if/else/variables are common enough language in programming that you should be able to catch what I'm saying in rpgmaker laymans terms.

If var N1 greater than 100, go to next label. Else,
Var N1 +10,
If var N1 is greater than 100+, character acts,
+1 to turn limit var.
If turn limit var = total actors in battle, reset all N variables to 0 and jump to top.
else (N1 was less than 100),

Repeat same code using var N2, etc, for thr total number of actors on the field.

The number of actors can be also be determined by setting a var, so id actor limit var is equal to set var, everything resets.

This way the highest agility always hits 100 first and makes the first hit. To ensure the player wins tie breaks, check the players agility first.

In this case, an agility of 10 would take 10 loops for the character to play, but an agility of 11 would only take 9 loops, thus playing first.