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KILLER WOLF'S PROFILE

When you're bound by your own convictions, a discipline can be your addiction.

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Dragons Dogma, anyone heard about this RPG from Capcom?

Kind of proud of my main pawn. When I logged in for a little questing this evening, she came back with over 37,000 in rift crystals and really nice ratings.

Story line Maker Event

I'm probably going to get the consolation prize for longest entry that nobody reads through... I have 2000+ words, and I've only made it less than a third of the way through my stack of plot note cards. Brevity is not my strong suit.

RMN Battledome! Round Three! This is closed.

If it is first come first serve, I'll take Iris.

Edit - Just watched the video. Despite the fact a couple of the takedowns look a little more Emin Boztepe than Yip Man, and the guy does commit the cardinal sin of "chasing hands" on one of the guys even though he's open for a straight shot to the center line, I may have to watch the whole movie now. It brought back fond memories of doing Wing Chun drills (especially triangular stepping) in a 120 degree warehouse while weighed down with wrist and ankle weights. Fun times.


Dragons Dogma, anyone heard about this RPG from Capcom?

Well, you can shift to any vocation/class with that character, so you could probably max them all out.

I'm enjoying the game, but I'm also having very mixed feelings about it. It is pretty much a single player mmo.

The ability to trade pawns with people online is a nice feature, but it only gets you about halfway there.The pawns learn about the areas, enemies, and quests that they get taken on, so you might be walking around and get little tips from your party.

I've only played one MMO before (the free to play Mega-Ten one) and I get a very similar feel from Dragon's Dogma. Kill X mobs in an area quests, and all. The pawns warning you about things almost makes it feel like you are playing with other people online, but it becomes hollow very fast. They get very repetitive with their hints/tips, and sometimes they come off just silly because they don't adjust to changes you've made in the area. I still have my team warning me about how dangerous an area is, even after I cleared it out and got a shopkeeper to set up in the middle.

The lack of world impact also bothers me, because encounters/giant monsters respawn in the exact area and condition (like an MMO). Some cases, usually quest related, let you clear an area out (as mentioned above), but usually your efforts are a temporary gain at best.

The combat is fun, but some battles just drag on way too long. The gimmick is the "find the monster's weak spot" and "climb the monster to strike the weak spot" routine, and it works well. Some of the monster reactions are really well done, like the ogre jumping up and trying to smash you into the ground if you stay on his back too long, but once you've mastered the sequence to kill something it gets annoying to keep hacking away at three to seven layers of life bar.

It feels like a gateway drug for people who are curious about mmo's but don't actually want to put up with playing with other people.

My other gripe is not being able to spread my saves out. Normally, I like to save before taking a level up/new class skill in games so I can try things out. Due to the "like an mmo" feel this game has, that isn't an option. It also auto-saves, so if you're wandering around near death without any healing items left just because you want to scout the area a bit before you reload a save - guess what, don't open any doors,climb any ladders, or drop down any hatches.

What Videogames Are You Playing Right Now?

Dragon's Dogma is getting a little better. So far, the most annoying enemies are sword and shield carrying bandits. I can be laying waste to everything in my path, raining down death from above with the Strider's helm split jump/dive and they will oneshot me... out of the air... without even facing the right direction 60% of the time. Really annoying.

Then, during an early story mission, I was making my way down an ancient passage rife with zombies (must be in Miami, duhr) when a troll/ogre (not sure) showed up. One of my pawns pointed out they go for women, and it went after my main pawn mage/healer. Heroically, I attacked the hell out of it.

I jumped up and grabbed onto it to finish it off. It staggered around under my assault and fell off the edge of the passage. Took me a moment to notice I'm going along for a fatal drop, since I'm hammering away at the x button to kill the bastard. Seeing the ground coming up fast, I let go of the beast and double jump away, just barely catching onto a nearby ledge as my foe plummets to his death... which I still get credit for.

Nice.

Dragons Dogma, anyone heard about this RPG from Capcom?

I really enjoyed the demo, so I went ahead and bought this. So far, it already does one thing that kind of ticks me off. I would have liked to have made one each of the three basic character vocations, played the first area of the game with them all, and then decided which style I enjoyed the most. I would like to be able to do that without creating multiple profiles.

Then there is the advertisement for new dlc that pops up on the main menu screen...

(RM2k/3) Variables

author=Seena
Very bad idea! Referencing variables beyond the amount defined would reference memory that isn't allocated to the game.
Everything else you said holds true though!


I haven't experienced a problem with it yet. I've been using the 0010000 to 1999999 theoretical range in one of my projects and haven't seen any crashes so far. I'll keep on the lookout though.

Seeking assistance from a sprite editor.

It might help if you could provide samples, perhaps one of the characters you would like a custom/edited pose/movement for, and one of the enemies you would like edited. That way you could post some notes about what you would like to see done to them, and people would have both a better idea of what you are looking for and a way to check if their style is compatible with what you're trying to accomplish.

(RM2k/3) Variables

Variables are useful in almost anything you can think of to do in Rm2k3.

Since you're just starting out with them, I'll make a suggestion I wish someone would have made to me:

Use referred variables as much as possible!

When you make a new system or function, plan to use variables as a sort of temporary storage (variables not locked down to a set value) to stand in for things like hero position, id, or anything else you want to check.

That way your system won't get cluttered when you add new party members, target's, calls, whatever. You can just reference them outside of the system, change the variables accordingly and let it work.

In one of my projects, I need to scan the entire map every turn to check the distance from the hero (for a lighting system). In a 20x15 map, that means I need to check 300 positions. By using only "derived" variables, I was able to automate the process. The distance check event grabs the position of the first tile, makes the check, then moves onto the next value to pull in. It saved me a huge headache.

Any time you copy-paste a function to make a new version for an extra party member, you run the risk of missing a change and glitching your system. If you leave the functions internal variables alone and just adjust your temporary values outside of the event, there is a much lower risk of screwing it up.

You can use variables in conjunction with the modulus command to store extra data in a single place. Lets say you were making a custom inventory system.

You could have one variable for item type, and another for item count, or you could just use one variable for each inventory slot.

You have seven places to use, so you could even track for object weight. Lets say you can have 999 types of items, you can hold 99 of any of them, and they can weight from 0 to 99 pounds.

[123][45][67]

The first block would be the type of item. The second block would be the number held, and the third block would be the weight. You can then use the modulus command with bases of 10,100,1000 etc to strip out the data you need for your calculation at any time.

Once you start getting used to variables, you might find yourself running up against the built in variable ceiling of 5000. Using the Variable Reference function, you can make use of pointers to add another 9994999 variables.

Zombies are Real!

author=Despite
No, because the whole nazi thing has been played out more than anything on this earth.


That is kind of the point.

In my old band, (the horror punk one) the guys wanted me to do a story about Vampires vs Zombies. I gave it some thought but didn't have time to do much more than a rough outline. Low and behold, Deadliest Warrior (I think?) did a Vamp vs Zombie special.