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
Absolute Justice
Site last broken: 7th January, 2017
Before that: 24th May 2016
http://pile.randimg.net/1/120/92579/Katt.png
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Odd happening here...
I'm gonna start real basic and work my way up as I'm not sure what level of RM you're at.
VERY BASIC MATERIAL
Check to see that the tile you teleported the character on to is passable. Go to the database>Tileset. Click on the tileset for the map on which you are having the movement difficulty. Check which tile the character is standing on. If there is an X on that tile then it means that the character will not be able to move on it. If it is an O, then it's passable. You should teleport the character to a different spot or change the X to a O by clicking on it. *s show tiles that will be above the hero and squares show tiles that are best used as roof tiles.
If it is an O, click the 'directionality pass' on the right of the screen. You'll see a lot of arrows. If there are dots instead of arrows that means the character cannot move in that direction whilst on that tile. Click on the dot to change it to an arrow.
Basic
Do you have any events running on the map that you teleported to? If so, check that they are switched off when finished. If they are a necessary parallel process, make sure that you have a wait of 0.0 at the end of the coding, as the loss of movement could be caused through lag.
If there is an auto process, turn it off or change it to a parallel process instead. Auto process will stop all movement. No ifs, buts or maybes. If you want movement during a scene use parallel processes.
Check also the Common events in the database for the above.
Is your computer good enough? Does it lag? Try playing another's XP game to see whether it's the computer or the program.
If it's none of that, I'm at a loss.
VERY BASIC MATERIAL
Check to see that the tile you teleported the character on to is passable. Go to the database>Tileset. Click on the tileset for the map on which you are having the movement difficulty. Check which tile the character is standing on. If there is an X on that tile then it means that the character will not be able to move on it. If it is an O, then it's passable. You should teleport the character to a different spot or change the X to a O by clicking on it. *s show tiles that will be above the hero and squares show tiles that are best used as roof tiles.
If it is an O, click the 'directionality pass' on the right of the screen. You'll see a lot of arrows. If there are dots instead of arrows that means the character cannot move in that direction whilst on that tile. Click on the dot to change it to an arrow.
Basic
Do you have any events running on the map that you teleported to? If so, check that they are switched off when finished. If they are a necessary parallel process, make sure that you have a wait of 0.0 at the end of the coding, as the loss of movement could be caused through lag.
If there is an auto process, turn it off or change it to a parallel process instead. Auto process will stop all movement. No ifs, buts or maybes. If you want movement during a scene use parallel processes.
Check also the Common events in the database for the above.
Is your computer good enough? Does it lag? Try playing another's XP game to see whether it's the computer or the program.
If it's none of that, I'm at a loss.
How do you earn AP?
You can make a custom random battle system so that every X steps you go into a battle, then if you win the battle you gain x amount. Um. I'll try to explain a bit better.
Have a process that checks whether the player has moved by constantly comparing X/Y positions.
Make it so that if the player has moved there's a random chance of an enemy encounter. You'll have to test this so that random encounters aren't too annoying. Try about a 1/10 or 1/15 chance.
If there is an enemy encounter you can choose a random enemy via variables and have the victory condition give your the AP (best used if AP gain is constant no matter what monsters you face).
This way is easy if you want to just have a random monster group attack. Make a variable *Random* and set it to randomise between the numbers of the monster parties in the database. It's highly recommended that you have each areas monsters together. So say in the database:
MP(Monster Party)0001: Field Slimes x2
MP(Monster Party)0002: Field Slimes x3
MP(Monster Party)0003: Field Mice x2
MP(Monster Party)0004: Field Birds x 4
MP(Monster Party)0005: Cave Bats x 2
So if you wanted only the Field monsters to be chosen you'd make the *Random* variable randomise between 1 and 4. If you wanted the Cave monsters then you'd have to randomise between 5 and the number of the last of that area's monsters. Then, in the enemy encounter command have it choose an enemy via the variable *Random*. Viola!
If you want AP gain to be different for each type of monster, use variables to create random battles and add the different AP in the victory condition.
Make a *Random* variable (every game should have one ^.^). Using the above example (hidden) have the amount of monsters randomised. Four monsters in this case.
So:
IF VARIABLE =
ENEMY ENCOUNTER
VICTORY CONDITION
<>ADD POINTS HERE
DEFEAT CONDITION
<>DIE
END
END
IF VARIABLE =
ENEMY ENCOUNTER
VICTORY CONDITION
<>ADD POINTS HERE
DEFEAT CONDITION
<>DIE
END
END
ET CETRA and so forth.
Hope that helps. It's easier to add it during the battle, however.
Have a process that checks whether the player has moved by constantly comparing X/Y positions.
Make it so that if the player has moved there's a random chance of an enemy encounter. You'll have to test this so that random encounters aren't too annoying. Try about a 1/10 or 1/15 chance.
If there is an enemy encounter you can choose a random enemy via variables and have the victory condition give your the AP (best used if AP gain is constant no matter what monsters you face).
This way is easy if you want to just have a random monster group attack. Make a variable *Random* and set it to randomise between the numbers of the monster parties in the database. It's highly recommended that you have each areas monsters together. So say in the database:
MP(Monster Party)0001: Field Slimes x2
MP(Monster Party)0002: Field Slimes x3
MP(Monster Party)0003: Field Mice x2
MP(Monster Party)0004: Field Birds x 4
MP(Monster Party)0005: Cave Bats x 2
So if you wanted only the Field monsters to be chosen you'd make the *Random* variable randomise between 1 and 4. If you wanted the Cave monsters then you'd have to randomise between 5 and the number of the last of that area's monsters. Then, in the enemy encounter command have it choose an enemy via the variable *Random*. Viola!
If you want AP gain to be different for each type of monster, use variables to create random battles and add the different AP in the victory condition.
Make a *Random* variable (every game should have one ^.^). Using the above example (hidden) have the amount of monsters randomised. Four monsters in this case.
So:
IF VARIABLE =
ENEMY ENCOUNTER
VICTORY CONDITION
<>ADD POINTS HERE
DEFEAT CONDITION
<>DIE
END
END
IF VARIABLE =
ENEMY ENCOUNTER
VICTORY CONDITION
<>ADD POINTS HERE
DEFEAT CONDITION
<>DIE
END
END
ET CETRA and so forth.
Hope that helps. It's easier to add it during the battle, however.
Top Ten Topic: Playstation 2 Games
No joke. I liked it for the large amount of character interaction, the side quests, the battle system and the small extras that made it fun. I'm not saying that it's perfect by any stretch of the imagination and the story was pretty awful, but it's one of my faves for what's in it.
Then again, I haven't played half the stuff that's been mentioned yet. What's on my list are about the only PS2 games I have - as well as SO3, Unlimited Saga, Dark Chronicle, Ephemeral Phantasia, The Snow Queen's Quest and Orphen. Yeah. I need better RPGs.
Then again, I haven't played half the stuff that's been mentioned yet. What's on my list are about the only PS2 games I have - as well as SO3, Unlimited Saga, Dark Chronicle, Ephemeral Phantasia, The Snow Queen's Quest and Orphen. Yeah. I need better RPGs.
What we did horribly on our first games.
My first RM game was on the PSX RPG maker. I had the first town made, three islands on the world map completed and half a forest dungeon before I ran out of memory card space and gave it up.
I later started to remake it in 2K but didn't get to demo stage. It had something to do with an amnesiac who was trying to find her father and a few other characters.
My first 'real' RM game was ten kinds of crap and had you starting in a village where you were supposed to just know where to go. It did have a pretty awesome inn system, though.
I later started to remake it in 2K but didn't get to demo stage. It had something to do with an amnesiac who was trying to find her father and a few other characters.
My first 'real' RM game was ten kinds of crap and had you starting in a village where you were supposed to just know where to go. It did have a pretty awesome inn system, though.
Top Ten Topic: Playstation 2 Games
1 - Suikoden V
2 - Dragon Quest VIII
3 - Legend of Legaia II
4 - Wild ARMs 3
5 - Dark Cloud
6 - Suikoden III
7 - Suikoden Tactics
8 - Harvest Moon
9 - FF XII
10 - FF X
I would have put Suikoden IV... but I hate it. Same with Star Ocean 3. I need new games.
It is the second best of the Suikoden series (Suikoden II was better ^.^). Suikoden > DQ/W > FF It'd be well worth it.
2 - Dragon Quest VIII
3 - Legend of Legaia II
4 - Wild ARMs 3
5 - Dark Cloud
6 - Suikoden III
7 - Suikoden Tactics
8 - Harvest Moon
9 - FF XII
10 - FF X
I would have put Suikoden IV... but I hate it. Same with Star Ocean 3. I need new games.
It is the second best of the Suikoden series (Suikoden II was better ^.^). Suikoden > DQ/W > FF It'd be well worth it.
[GAMEDEV REDUX] Share your brainstorming
Working on the duel system in RS, I thought about using it for something else...
DUEL GAME
Basically a duel game where you can pick from a group of different fighters and enter a duel with them. Each character would have different strengths and weaknesses. You'd be able to duke it out against either a random character or (if playing two-player) a friend.
Add in unlockable characters and rewards for winning duels, of course. And the best part would be that I'd already have the duelling code mostly sorted. ^.^
MOBILE WARS (or something to that effect)
Ringtone battles. I'm not gonna do this one, I already decided, but if anyone wants to pinch the idea, go right ahead. I always thought it'd be a great minigame for a modern setting.
Basically you start on your birthday by getting a mobile from your parents. It'd be a piece of junk... but it's your piece of junk. Now you collect ringtones (starting with crappy ones) and have to 'battle' it out against strangers to build up both your reputation as a 'happening' fellow/gal as well as a mobile virtuoso.
I was thinking the battles could be popularity based rock-paper-scissor style, with about six rounds. ie: Realtone vs polyphonic, song vs sound etc.
You could swap tones with your friends, buy them or gain them after beating another battler. Maybe a limit to how many, dependant on your phone's memory and memory cards, as well?
Yeah, it's not too fleshed out.
DUEL GAME
Basically a duel game where you can pick from a group of different fighters and enter a duel with them. Each character would have different strengths and weaknesses. You'd be able to duke it out against either a random character or (if playing two-player) a friend.
Add in unlockable characters and rewards for winning duels, of course. And the best part would be that I'd already have the duelling code mostly sorted. ^.^
MOBILE WARS (or something to that effect)
Ringtone battles. I'm not gonna do this one, I already decided, but if anyone wants to pinch the idea, go right ahead. I always thought it'd be a great minigame for a modern setting.
Basically you start on your birthday by getting a mobile from your parents. It'd be a piece of junk... but it's your piece of junk. Now you collect ringtones (starting with crappy ones) and have to 'battle' it out against strangers to build up both your reputation as a 'happening' fellow/gal as well as a mobile virtuoso.
I was thinking the battles could be popularity based rock-paper-scissor style, with about six rounds. ie: Realtone vs polyphonic, song vs sound etc.
You could swap tones with your friends, buy them or gain them after beating another battler. Maybe a limit to how many, dependant on your phone's memory and memory cards, as well?
Yeah, it's not too fleshed out.
Release Something! Day II: The Sequel [March 20th]
author=Karsuman link=topic=633.msg8480#msg8480 date=1202000017
As long as I have the time, I'll try and get a demo of my RMVX game "Philadelphia" out.
I read that as Paedophilia for some reason. ^o^ Silly me.
We Did It First screenshot thread
Narissa talks to one of her few friends about the day ahead. Yay for dorm rooms, buds and pyjamas. And ponytails.

Sprite edits ahoy! I'm finding 8bit sprites both easy and harder to edit because of their size.
Realms Shattered

Sprite edits ahoy! I'm finding 8bit sprites both easy and harder to edit because of their size.
Realms Shattered














