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Customer gameovers for Rm2k

author=LockeZ
It doesn't actually override the boss event. Because it calculates your position change as soon as you start to move, the random battle happens mid-step as soon as you start to move. Then the random battle ends and you finish your step. Then the boss battle occurs.


Not for me. It will actually cancel the on-touch event since I'm teleporting the player to a new map, then upon victory teleporting him back on top of the on-touch event, which doesn't trigger it.

Cosplay Crisis

Kyrsty, there are some weird things going on. When I first got control of Kumo, I opened up the menu. When I closed it, Kumo said he can't leave until he gets dressed. So I left anyway, because real heroes don't need clothes. Anyway, I found myself in a seemingly endless stairwell where I found two piles of infinite Energy Drinks... I got to the top and then the stairs were broken so I had to walk all the way down. So I talked to the Squall guy and my clothes magically appeared, but then promptly disappeared later. Then I traveled west and talked to the train guy, who told me I needed $10 for tickets and then the game locked up. Not crashed, because the music still played and all the NPCs were still walking around, I just lost control of Kumo.

Problem with MP3s in RPG Maker 2003

My problem with MP3s in RM2K3 is they don't loop properly. It always pauses for a moment, which breaks the rhythm. Kind of annoying, but not a major issue.

Customer gameovers for Rm2k

author=GreatRedSpirit
The GameOver event handler was added in 2k3, it isn't in 2k. You'll have to make every encounter handled by an event which I'd recommend anyways. Make a common event random encounter handler that gets the player in random encounters.

One problem with custom random encounter systems in RM2K3 is that it doesn't prioritize events very well. What I mean by that is if you step on a teleport event or something that triggers a cutscene, your random encounter event will override it since it calculates your position change as soon as you start to move, rather than once you feet are firmly planted. If that makes sense.

One way I've gotten around this is in every teleport event (or whatever), I turn the RandomEncounter switch off, reduce the "Steps" variable by one, and then turn the Random Encounter event back on (unless I don't want it back on). Then, I add a 0.2 second wait before the battle is triggered in my random encounter common event, and put in a conditional branch which verifies that the RandomEncounter switch is still on, and if it isn't then it breaks the process. This seems to avoid problems.

My encounter system is steps-based, unlike yours, since I like to have a more defined threshold (and I get angry when a battle triggers after five steps or less, just because my random number generator was unlucky). It looks like this, if my explanation was difficult to understand:


Name: Random Encounter
Trigger: Parallel Process
Trigger Switch: 0228:RandomEncounter

<>Memorize Location: [0449:MapID], [0450:HeroX], [0451:HeroY]
<>Wait: 0.1 Sec
<>Memorize Location: [0442:MapID2], [0443:HeroX2], [0444:HeroY2]
<>Branch if Var [0450:HeroX] is V[0443:HeroX2] Not
<>Variable Oper: [0446:Steps] + , 1
<>
: Else Handler
<>Branch if Var [0451:HeroY] is V[0444:HeroY2] Not
<>Variable Oper: [0446:Steps] + , 1
<>
: End
<>
: End
<>Memorize Location: [0449:MapID], [0450:HeroX], [0451:HeroY]
<>Branch if Var [0445:Steps] is V[0447:MaxSteps] or more
<>Wait: 0.2 Sec
<>Branch if Switch [0228:RandomEncounter] is ON
<>Call Event: Encounter!
<>
: Else Handler
<>End Event Processing
<>
: End
<>
: End
<>

One alternative I've found as a pretty effective step-counting mechanism is using a dummy party member who has a Regen+1 item equipped. It's more accurate to count health than trying to count steps. It just gets annoying having to juggle a fake party member so I abandoned that.

Ability Progression, plus new media:

author=Crystalgate
I've seen screen-shots of Marcus fighting three enemies simultaneously. That sounds to me like a 12 * brave modifier fury generation as long as all three uses physical attacks. I guess it's all right though since you can't store fury between battles.

Anyway, now that I know TriSlash generates three fury, it does look rather powerful to me. Three times 75 compared to say Smash which does 150 one time. Or is there a "useless against high defense enemies since it's multiple weak hits" clause going on?

Fury by using skills sounds much better to me than Fury by being attacked. Being attacked should IMO be a bad thing and I don't like mechanics which rewards players for having bad things happen to their characters.

In any case, I'm really looking forward towards playing this game.

Yes, abilities like Parry/Retort get pretty ridiculous when fighting groups of multi-hitters. One thing to consider is Marcus is faster than even "Fast" type monsters. Only certain bosses have a higher Speed statistic. Couple that with the fact that most monsters have abilities which take an extra turn to unleash, the odds of having three enemies hit you twice each in a single turn is an uncommon situation, but it can happen and it works out in Marcus's favor if you have the right abilities.

The balance between TriSlash, Thrust, and Smash is actually really solid (it took me awhile to reach those exact power levels with the way player/monster stats relate). TriSlash does exceptionally well against lightly armored targets, Thrust is premiere against high armored targets, and Smash is superior against everything in between. On the whole, Smash outperforms every multi-hit ability, and even Slash outperforms TriSlash against most monsters. This balance is tilted when you start mixing in attack up/defense down spells. Multi-hit versus single-hit abilities also have advantages with passive effects on certain weapons. For example, there's a weapon called MageSlyr which delays an enemy's spellcasting on hit. TriSlash will delay that cast for a full turn.

The highest damaging move is actually Lacerate, since your attack power is tripled against targets under the effects of Bleed (against targets which are vulnerable to Bleed, Rend -> Lacerate -> Mimic -> Lacerate -> Mimic -> etc is a pretty nasty combo).

Ability Progression, plus new media:

author=Crystalgate
I have a question about Parry and rage in general. Is there anything in the game that discourages the player from using Parry over and over in order to farm rage?
No. If it's a multi-hit, non-spellcasting enemy then it's the best move to use pound-for-pound. The only discouragement is that you're not doing damage and it doesn't combo into its own stance so you won't be working towards any finishers (which are the most important things you can do, especially since only one spell does direct damage). I have been considering swapping the Fury values for Parry and Retort, but it's undecided (I've all ready upped the damage on Retort... I'm getting into the dungeons where you start becoming strong enough to use these higher-end abilities, so there is some balance work in progress).

Fury is generated per "hit," so if monsters hit twice you will generate 8 Fury from Parry. Similarly, TriSlash actually generates 3 Fury if you hit the enemy all three times (there is no "missing" in Necropolis, so only a few things can prevent you from landing every blow).

This is a relatively new change since, but I changed a few Fury mechanics last week. It used to be where your Brave (Intelligence) stat impacted how much Fury you generated when struck in battle. So if its value was 4, you would generate 4 Fury just from being hit in combat. As I'm getting further into creating the game, the amount of Fury you get from actually attacking started becoming pretty negligible which I wasn't a fan of. So I changed Brave into being a Fury modifier instead. No Fury from being attacked (not completely true... some items have a Fury generation on-hit passive), instead if you have 200 Brave you get 200% Fury generation on your attacks (so Slash would do 10 instead of 5). This has been working out very nicely so far.

Uh? Do you guys listen to music?

I'm probably a little late to the party since I don't listen to the radio, read music magazines, or basically consume anything that provides insight into popular music... but I've been listening to Adele lately.


VS_Teaser_Banner_September_2011.png

author=Skie Fortress
Sprites from Nocturne/Rebirth... ; ^ ;

I feel sorry for cogwheel and company now.

Are his graphics made public? It's pretty low class to take another artist's work otherwise.

Fog_Bridge_Cliff_Map_Setup.jpg

That effect looks really slick.

Ability Progression, plus new media:

author=Crystalgate
This looks really fun. There seems to be a lot of possible strategies despite you controlling only one character.

If I understood the combat system right, you need to go 4/4/4 to get access to all finishers as early as possible. If so, that's definitely the first goal for the first playtrough.
Correct, and no matter what you will have access to all of them at endgame.

Edit: The Retort tooltip is a little outdated. It also stuns.