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Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

Hi everyone, I was trying to find a game, which I think was made in RM 2k, but I don't have the name.

I'm just trying my luck here, since there was only a smallish demo.

So it went like this: The hero was a sort of student living in a small island, and his name was Duane or Durane, not sure. He started class, and some professor tested him on battle. After that, for some reason, he needed to go to a forest, where he, among other things, I think found a small gemstone, sort of like a magicite. From there, I think he arrived on a beach and he followed some... dark elf of sorts. I think that's where the demo ended.

The game was fun, and I'd love to see if a complete game exists, or just download that demo.

The other only relevant detail I remember, was that upon critical hit, the message was "There's blood!".

Yeah, I know, it's not much.

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

This can get me started, at the very least. Thanks!

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

Hello everyone, long time user... even plugin developer, but real life got in the way a few years ago and now I'm returning. A couple of ideas popped up recently and I was wondering if they were possible using DynRPG:

1. Using DynRPG, can I somehow generate events on map during runtime? Let me elaborate.

In my project, I'm using a Caterpillar Party System, so as to show the party members during the regular maps, following the hero. I accomplished this by having some events pre-generated in each map, and through conditionals, determine who's the party member, assigning the corresponding character graphic.

So I was wondering if I could remove this events from the maps, and just have code in C++ to do this, inserting events each time the hero enters a map.
Would it be possible?

2. Pepsi's plugin for overhauling the speed of the ATB with the RM2k3 default battle system.... I was wondering, in the DBS, I think I've noticed some behavior that I wanted to change: when I have a character use a skill, and I have another character with their ATB filled up already, if I select an action for the 2nd Actor, that Actor WAITS for the 1st Actor to finish their animation/action, before executing their action.

I'm assuming that this is sort of a "WAIT" setting during the battle. I was reading about the plugin and it seems it can turn this into "ACTIVE" since the engine does not have an option for this setting.

Am I correct?

Thanks in advance!

The Screenshot Topic Returns

The snow screen shows some... shadows, I guess, from the walls, but it's all wrong.

The Screenshot Topic Returns

Veeery nice, Supa.

[2k3] Steps Issues

Your common parallel event should only start on a switch. Call it... countSteps, and only if it is ON, the Parallel event will happen.

Turn it off whenever there's a teleport event or custcene stars and back ON once all of them are done.

[RM2K3 DynRPG] Fog of War Request

Idea-in-a-minute:

Draw a pic the size of a tile, for every tile there is in the map. Have a function check hero's coordinates and start erasing pictures around him.

You don't even need to draw a pic for every single tile, but for what you see in the screen plus 2 or 3.

[Plug-In][RM2k3] More interesting conditions

Great ideas. I'll try to implement the Protect and Shell, BUT, 2k3 has a problem that I hate. You can make physical skills (Call them Techniques) or magic spells in the Skills Tab, with no way to discern between the two of them. Sure, Protect can be used to reduce damage from basic attacks, but then Techniques wouldn't be reduced; and similarly, Techniques would be reduced when Shell is active, sames as a purey magical Fire spell.

Any ideas? I've thought of checking the Attribute of the skill...

[Plug-In][RM2k3] More interesting conditions

Yes, I believe you're in the right track. I was messing up last night to have it scale with level, but your idea seems feasible.

I'll look into it.

BTW, I noticed a bug last night. Even if there is no condition for Retribution, the enemies are getting damage back. I'll work on that tonight.

How do you revert changes made by DynRPG?

Oh. Hadn't thought of that!