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A Path of Darkness

Caterpillar system fixed, including a Run function.

How can you create an event from a script?

Also, do you have a way of randomizing the walking speed and dialogue?

Looking for pre-transparent battlers

Use GIMP; is the GNU version of Photoshop

Random key [rm2k3]

With DynRPG Patch it does.

RPGmaker 2000/2003 battle defeat/victory case

Post the code, please.

+++ DynRPG - The RM2k3 Plugin SDK +++

That is an excellent idea. I'm studying C++ in school, and I took a look at some of the examples (Pathfinding and Time track plugins), but I honestly couldn't figure out how to even start. I'd gladly contribute in anyway to the initiative.

The Screenshot Topic Returns

The sprites are definitively blue. Or gray. Not black.

+++ DynRPG - The RM2k3 Plugin SDK +++

Hmm... seeing this question about Poison, something just occurred to me: is there something like a Bleeding status or a Regen skill? It would work like this:

Bleeding: The HP will start to drop 1 by 1 rapidly (Like 3 HP per second, but in 1 HP decrements), until Bleeding is cured or some time has elapsed.

Regen: This is the Final Fantasy VII type, not the VIII version; meaning that it will act as a "negative Bleeding", increasing the HP in 1 HP increments; VIII version has a small heal gain every few seconds.

Can something like that be done? I'm just wondering...

Requesting Feedback

author=Link_2112
You should try and introduce a run button on shift, if you have nothing else assigned to that button. I would agree that some parts are better played with the slower speed, but locking the player into that speed for the entire game is the problem.

Don't forget to add a savepoint at the fire when you first gain control.


I don't think I'll be adding a save point at the fire spot. It just seems... no.

I'll look into the running button.

author=Link
It wasn't because of a bug. I just didn't see where to go next. From memory; I beat the wolves, there was a bear in the next map I think, I started seeing bug enemies, on the second map that has bugs on it I hit a dead end. I followed the edges and couldn't find a way to go. I tried going back to the fireplace and when nothing new happened I quit.


In the map with the moth and bug, near the wall you'll see a ledge, press enter and jump to the left.

author=Link
Well, I think it was after the wolves? but at some point the squire starts talking to himself about the killer. He seems to mudder some kind of enchantment "oh goddess of something....eyes...." then he seems to know for a fact that the killer is in the forest? or something about the killer? I dunno, that whole monologue didn't make sense for me. It's like all of a sudden he gets information that he must keep from Lord Jerkface. It seemed like he used some kind of power to magically gain information. All seeing eyes? haha I dunno


Nothing like that. This guy is a zealot, so he's always praying; he was just elevating a prayer to the goddess.
The paladin is a guy who hates complications; Trent is just trying not to mention the animals being violent. He needs to explore a bit more.

Requesting Feedback

Thank you Link, for taking the time to look into it.

I am aware of the battle problem and realize that it is my weakest point. I already included some things (like skills, funny you should mention that), that hopefully will make the battles more interesting; we'll see.

Walking speed: I will change it; the consensus is "Wah, it sucks, I want to breeze through the map", so I'll change it.

The ATB was also changed, so that it is more visible.

I added a skip intro option.

It wasn't clear to me from your post if you hit a dead end because you encountered a software bug, or after killing some forest bugs, lol. You can PM and describe what you did, and I can give some pointers, if you're still interested.

Oh, also, I didn't understand the part about the squire foreseeing the future. What gave you that impression?