KILLER WOLF'S PROFILE
Killer Wolf
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When you're bound by your own convictions, a discipline can be your addiction.
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Crafting equipment vs buying it
If your equipment system depends on item drops for your ingredients, don't make them low percentage drops. There is almost nothing more annoying than forcing a player to grind an area for hours just to get enough Unobtanium Fragments, that only drop 5% of the time, to build their next weapon.
You can control the equipment vs area progression by controlling your recipes. That way, the player has to go to new areas to find things to get stronger, they can't just keep recombining starter materials until they're over-powered. Unless some extremely rare item is required for the construction of ultimate level gear, don't force people to rely on luck for drops. Either give them what they need or don't. In a crafting based system, I would even prefer that the ultra-rare ingredients are things the player can find in the game world. Make the journey to get that component serve as the price paid to earn it.
If you want the Ultra Sword of Death Killing to cost 10,000gold, put the materials it takes to build it at the end of challenging dungeons or optional boss encounters. The player still pays the price for the new gear in inn costs, restoratives, and travel.
When it comes to price point, think outside the shop!
You can control the equipment vs area progression by controlling your recipes. That way, the player has to go to new areas to find things to get stronger, they can't just keep recombining starter materials until they're over-powered. Unless some extremely rare item is required for the construction of ultimate level gear, don't force people to rely on luck for drops. Either give them what they need or don't. In a crafting based system, I would even prefer that the ultra-rare ingredients are things the player can find in the game world. Make the journey to get that component serve as the price paid to earn it.
If you want the Ultra Sword of Death Killing to cost 10,000gold, put the materials it takes to build it at the end of challenging dungeons or optional boss encounters. The player still pays the price for the new gear in inn costs, restoratives, and travel.
When it comes to price point, think outside the shop!
Set Discrepancy
File sent.
Besides moving forward with the story, the only other major difference between when your game was working perfectly and now is that I have been dropping a lot of items around to make room in my inventory.
Besides moving forward with the story, the only other major difference between when your game was working perfectly and now is that I have been dropping a lot of items around to make room in my inventory.
Whatchu Workin' On? Tell us!
You can use the Modulus function to make a dynamic inventory system very easy, while still keeping your total variables used down.
With modulus, you can check for parts of a variable, based on decimal places.
If you have less than 1000 items, and can hold less than 1000 of each type, you can use a six digit variable to record both item type and quantity.
That way, with twelve, or however many you want, variables for your inventory slots, you could store any quantity of any item in your game. You just need to make an event that strips the useful data back out of your variables.
With modulus, you can check for parts of a variable, based on decimal places.
If you have less than 1000 items, and can hold less than 1000 of each type, you can use a six digit variable to record both item type and quantity.
That way, with twelve, or however many you want, variables for your inventory slots, you could store any quantity of any item in your game. You just need to make an event that strips the useful data back out of your variables.
Set Discrepancy
I'm finding Part 2 to be incredibly unstable. The Cheryl Ming fight crashed. The fight against a turret crashed. I was able to get through on the next playthrough, but had it crash in the very next fight I got into. I also ran into a script crash just exiting one of the rooms.
I was planning on writing a review (my notes for which, aside from some skill and combat frustration were almost entirely positive up to this point) but as it sits now, it seems impossible for me to progress any further in the game.
Extremely frustrating.
I was planning on writing a review (my notes for which, aside from some skill and combat frustration were almost entirely positive up to this point) but as it sits now, it seems impossible for me to progress any further in the game.
Extremely frustrating.
Rpg Maker 2003 Class Switching Troubles
Well, depending on how much work you want to do, and how many different animations you need, you could stack them together.
Class 2 Animation - Idle Animation Status
Class 2 Animation - Stun Animation Status + Stun Effect
etc.
There are always workarounds, but sometimes they are more work than they are worth.
Class 2 Animation - Idle Animation Status
Class 2 Animation - Stun Animation Status + Stun Effect
etc.
There are always workarounds, but sometimes they are more work than they are worth.
Rpg Maker 2003 Class Switching Troubles
author=Lil_Nuggetsauthor=kentonaBy doing so would you still be able to change all of the animations of the specific character, such as idle and attack and stuff like that?
You could probably replicate the effects of that skill without class switching. I think you only need it to be able to dual wield.
You could change attack animations with duplicated weapons. You COULD do most of your animation control with multiple status effects, but it would be a lot of work and might screw up other things.
Whatchu Workin' On? Tell us!
author=supremewarrior
Got back to working on my zombie game for a little bit before I start working. I'm still wondering how I'm gonna do this...
Glad to see you're working on the game again.
Breach: Awakening
1) After absorbing the shambling corpse (not capturing, absorbing,) the jack-o-lantern battle was immediately after. I didn't even get to move, or menu, or anything. Is this intentional?
Yes. After the first battle, you get a set number of moves before the second triggers. This gives the illusion that you are safe immediately after winning a fight. After winning the second battle, you fight the third immediately. This is to remind the player they are *never* that safe and should save often, just in case.
2) Resting did become available after beating the jack-o-lantern, and I think the jack-o-lantern might have actually attacked fenris instead, and just did zero damage. Unfortunately, the system doesn't seem to indicate when someone misses or does zero damage, so I'm not sure.
2k3 is not really geared for face-on battles. The empty battle charsets are on the screen, so the damage numbers usually flash over their location. Sometimes they are easy to miss, and sometimes they make it look like the enemy takes damage from their own attack, depending on placement. I'll probably move them to the bottom of the screen and advise people to just watch their numbers.
3) I could see everything during the battle, the blackout was immediately after exiting it.
Possibly a performance issue then. There is a delay that should prevent the screen from dimming again coming out of combat, but if the game isn't running at the right speed, for whatever reason, it seems it can skip the line entirely.
I have been saving carefully, and I think the game mechanics are overall very good. I think some of the gameplay might need smoothing (the font hurts my eyes, the turn and walk speeds are very slow,) but I think this is shaping up to be a really nice throwback to the old shin megami dungeon crawlers.
Thanks!
I'm thinking of allowing people to set the sensitivity level for the controls themselves. On my machine, the way the delays are set make things work pretty smoothly. When I had the "after-button press" delay set lower, the game had a tendency to runaway if you didn't peck very softly at the keypad. Allowing people to adjust it should let them match the command refresh speed to their cpu speed a little better. This may take a while, as I expect it to cause an entire host of problems with every event based off this refresh time (searching, operating any object, the events that determine which enemy encounter should trigger, etc).
Is the font issue due to it being a solid color instead of the normal gradient version, or just the type face itself? Part of the mission statement for this game is to make it using as stock a version of 2k3 as possible, so I'm not sure how much I can do about the font right now.
1) Searching while facing a wall-mounted monitor causes the monitor to briefly clip to a different position on screen, and then clip back. This bug also works with small terminals.
If you could tell me the exact locations this happened, it would help. I've mentioned that I've cobbled the object display system together out of two different methods I came up with. I need to know which method is causing the problem for you, because I wasn't able to replicate it this afternoon in my copy. (Again, probably a clock speed issue. An event is getting ahead of the refresh timer.)
2) Executed a search that found the familiar bracelet while facing a door. I pressed confirm to equip it, and this immediately caused me to exit the room. This also happens when executing a search while facing with an object that can be interacted with. I was facing a bulkhead that wouldn't let me through, searched, and then got the bulkhead text after the search text.
This was (hopefully) a quick fix. I forced a constant input delay (only key input, not anything that effects the display events) while the search function is active. According to my copy, this prevents room events from triggering automatically during a search.
3) Damage occasionally not displayed by incoming attacks. Lucas took a hit for about 8 damage, his life dropped, but it never displayed that 8 damage has been done.
Same as far above. They display over an invisible battle char, so they are easy to miss.
4) Ended a battle while Lucas was asleep. Received no exp for this battle, even though the monster had been killed and not captured. This battle was against a ghost. Do ghosts not give exp? I had another two battles with them in which they cast confuse, and I was awarded no exp for these.
Originally Demon possessed Ghosts were not supposed to give any energy when defeated, the rationale being they were using up whatever energy they had just to manifest themselves. However, this clashes with the rules I use to fill out enemy stats, so I've since adjusted it. The 0 xp thing was an oversight on my part.
fhr03.PNG
Or you could just submit the window skin you want to play with to Avee's "Game Border Drawing" contest?
Yahoo hacked, 450k+ user account credentials leaked
This is a sad day. One of my old yahoo accounts has had the same three letter password since the day I registered it. Now, I have to make a six letter password. Ugh...
Edit - No, I'm not a complete idiot about passwords, it is for one of my filter accounts that I use as a spam receptacle whenever I sign up for something online. There aren't exactly any state secrets in there that need protecting.
Edit - No, I'm not a complete idiot about passwords, it is for one of my filter accounts that I use as a spam receptacle whenever I sign up for something online. There aren't exactly any state secrets in there that need protecting.













