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LIBERTY'S PROFILE

I enjoy playing and creating games (mostly RPGs) and have a love of story and characterisation above graphics. I've been into RM* since '96 and have used all makers - started on the PSX makers, found and used a patched version of the SNES RM, then moved to RM95. When I found RM2K I finally decided to join some forums and I've been a part of the community ever since.

Absolute Justice

Site last broken: 7th January, 2017
Before that: 24th May 2016
http://pile.randimg.net/1/120/92579/Katt.png
Wolf and Kid
Save your best friend, a wolf.

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RMN Snews - Issue #1

Good job on this. Great idea.

Screen2.jpg

You may want to change the font as it's a bit hard to read. The map looks pretty good, though. ^.^

The Realms Shattered

Thanks, miceylulu. I've known about that bug for a while now. The newer version doesn't have it if you want to d/l that, or just go to that map and delete the black event. ^.^ (Not the one called Jidor)

Need a little more help

Try conditional branches in a common event.

IF: =20+
Remove 1 Potion
ELSE
-
END

One for each item and set the event to Parallel Process. Don't forget to wait 0.0 at the end of the 'code'.

[Community Project] Missiongarde -- Class refining in progress

I like the black one darken. ^.^


It sounds like a good advancement system if we had fewer characters. Maybe if we drop the number to 6 instead of 8 - just as a compromise. Or if we do have four instead, perhaps have it so that you can hire other classes for a certain amount of time?

I don't know. This is why I stick to 2-4 characters. ^.^;

Map Design Fun #8: Befuddle Quest! (DOWNLOAD NOW)

I'm in. ^.^

Team-Captin RMN

These really are great. Love the look on Emberly's face - and Archivia's GIANT pink briefcase. ^.^

What Are You Working On?

The Realms Shattered
I'm fixing a few of the things I missed in the RS!D release. Having trouble fixing a certain game crashing bug, but I'm sure I'll find an answer to it, one way or another. Then I'll work more on the story and hopefully have a longer demo to put out 9at least twice as long). So yay to that.

Dungeon Crawl
I restarted working on DC. Let's just say I'm hoping to get a few more floors done before it sees another release. Basically just mapping/puzzle-making at the moment. There's something to be said about making a game that doesn't rely too much on story.

[Community Project] Missiongarde -- Class refining in progress

Randomizer
Class Rank: Advanced
Class Points: Average
Description: Random damage mage/fighter/inflictor

HP:
MP:
STR:
DEF:
INT:
AGL:

Battle Commands: (Explain any new ones)
FIGHT
RANDOMISATION (skills/spells)
ITEM
ESCAPE

Spells:
ElemUp - START - Randomly chooses an element for weapon attack (self)
Self Infliction - START - Inflicts a random status (both good or bad, low end) on self for a boost in a random stat.
Whackery - Q1 - Random low-low/med damage on all enemies.
Statustry - Q1 - Inflicts a random low-end Status effect on all enemies. (med chance of infliction)
Flamery - Q2 - Uses a random Fire spell.
Icery - Q2 - Uses a random Ice spell.
Airy - Q2 - Uses a random Air spell.
Earthery - Q2 - Uses a random Earth spell.
Enhancery - Q3 - Inflicts a random good low/med status effect on the party.
Thwakery - Q4 - Random mid-v.high damage on one enemy.
Deathery - Q4 - Random chance of death (mid/low) on one enemy.
Elementary - Q4 - A spell that attacks with an elemental barrage. (all elements, low-med damage, all enemies)


Condition/Attribute Resistances:
Confusion resistance

Dual Wield? yes
Mighty Guard? no
AI Control? maybe
Lock Equip.? no
EXP levelling: Slow
Equipment Notes:
Can use mace/knives, light armour, light helms

General Notes:
May require a bit of tweaking and a lot of luck, but a Randomizer has the potential to be either very good or pretty scary to have on your team. Pretty basic statistic wise. Note that a Randomizer has no healing capabilities.

The Realms Shattered Review

I didn't even realise this was here. ^.^; Thanks for the review, hali! Looks as though I've got a few things to improve on.

I rather like the graphics as they are, though I've been tossing up about the monster graphics for a while - they'd be the only ones I'd bother changing. I like the rest as it is. ^.^

Sounds? Well, I'm working on those a bit more. I just need to find the right 'tunes'.
The demo shouldn't have ended at that fight, but I'm trying to get rid of that particular bug.

As for giving face graphics to the villagers (or even the important ones) well, I don't think so. Maybe I'll change the name colour to reflect their importance to the story or find some way to make them stand out a bit more.
I'm thinking about speeding the world map walk pace, but that may mess with the day/night timing and as the distances between one area and another aren't that large (and has no encounters) it seems reasonable the way it is (to me - though if there are complaints I may change it).

As for the story, well, it wasn't supposed to come off as too dark right now. I may need to tone down a certain event a bit (I've been hum-ing and haw-ing over that one scene) but there is a reason for mentioning some of these 'themes' and setting them up for later in the story (though I've tried to not make it sound graphic or anything like that).

Thanks again for the review, hali, it's given me some things to definitely think about and check out. ^.^