LOCKEZ'S PROFILE
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
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RM2003 Help File not working in Windows 7?
Yes, uh, the validation process has to be done before the download. That's how windows update works. It won't give you updates until it validates your computer.
Seriously how hard is it to install crap in windows? You just keep hitting the next button until you're done. If you really have trouble with something that simple, might I suggest that software design is not a good hobby for you?
Seriously how hard is it to install crap in windows? You just keep hitting the next button until you're done. If you really have trouble with something that simple, might I suggest that software design is not a good hobby for you?
Tips on Making Good Forests
That forest is the size of six large dungeons. Keep the same shape but shrink it to be half as tall and half as wide.
Generally I find that a plain, ordinary forest with nothing in it is a really bland area. The same is true of a plain, ordinary cave with nothing in it, or a plain, ordinary desert with nothing in it, or a plain, ordinary mountain with nothing in it. Not only is it boring to walk through, but it often feels like there's no reason for it to even exist as a dungeon. If there's nothing of interest at all, why isn't it just part of the world map?
So, these days I often try to add some points of interest to my maps, especially if they're natural areas. Maybe something as simple as a pair of huge Gondor style statues in the river to draw the player's eye. Maybe a cabin in the woods, containing a person who has some optional dialogue and a shop. Maybe I change a forest into a forest with a ruined temple in it, and the player goes in and out of the temple as they pass through the area. Maybe I give the jungle area a series of magic circles that send the player into a negative world, that has essentially the same map but with some puzzle-like interactions, Link to the Past style. Maybe a secluded sect of mages has built a tower into the mountainside.
The point is to make the area not feel like utterly bland filler - give it some landmarks, some meaning. I feel like this is way more important than well-placed flowers and bushes.
Generally I find that a plain, ordinary forest with nothing in it is a really bland area. The same is true of a plain, ordinary cave with nothing in it, or a plain, ordinary desert with nothing in it, or a plain, ordinary mountain with nothing in it. Not only is it boring to walk through, but it often feels like there's no reason for it to even exist as a dungeon. If there's nothing of interest at all, why isn't it just part of the world map?
So, these days I often try to add some points of interest to my maps, especially if they're natural areas. Maybe something as simple as a pair of huge Gondor style statues in the river to draw the player's eye. Maybe a cabin in the woods, containing a person who has some optional dialogue and a shop. Maybe I change a forest into a forest with a ruined temple in it, and the player goes in and out of the temple as they pass through the area. Maybe I give the jungle area a series of magic circles that send the player into a negative world, that has essentially the same map but with some puzzle-like interactions, Link to the Past style. Maybe a secluded sect of mages has built a tower into the mountainside.
The point is to make the area not feel like utterly bland filler - give it some landmarks, some meaning. I feel like this is way more important than well-placed flowers and bushes.
RM2003 Help File not working in Windows 7?
Whatchu Workin' On? Tell us!
Successfully got Atoa's Custom Battle System working! I think. It works in this battle, anyway! Formatting the animated monsters correctly was the biggest issue. http://www.youtube.com/watch?v=3XMlx6GqR-E
I got the motivation to actually start creating some content after I decided to edit my design docs and change how the game starts out. Instead of starting in a boring forest with some slimes and bees, it will start with the main character being lowered into a giant vat of lava sharks by the main villain. The video doesn't include the cut scene, just the battle. I need the main character to have a sprite before I can make the cut scene... Bleh, I hate stupid graphics creation!
I got the motivation to actually start creating some content after I decided to edit my design docs and change how the game starts out. Instead of starting in a boring forest with some slimes and bees, it will start with the main character being lowered into a giant vat of lava sharks by the main villain. The video doesn't include the cut scene, just the battle. I need the main character to have a sprite before I can make the cut scene... Bleh, I hate stupid graphics creation!
Lots of attacks missing [2k3]
Normal attacks or skills?
Skills have their own hitrate you can set per skill. It has nothing to do with agility. The only way you will miss is if you're blinded.
Normal attacks are harder to control. For any given weapon, you can check a box that says "never miss". Then your normal attacks will never miss, period. This will also have nothing to do with agility. The only way you will miss is if you're blinded.
It's definitely possible to remove all miss chance from your game by doing both of the above, and by only giving monsters skills and never giving them normal attacks. My RM2K3 game has no miss chance whatsoever except when casting status ailments or when afflicted with blind status.
Is it possible you have a status called "Normal" that reduces hitrate like blind, and all your characters are afflicted with it? If it's called "Normal" then you wouldn't be able to easily tell that you were afflicted with it. Go through your conditions and look for anything weird.
Skills have their own hitrate you can set per skill. It has nothing to do with agility. The only way you will miss is if you're blinded.
Normal attacks are harder to control. For any given weapon, you can check a box that says "never miss". Then your normal attacks will never miss, period. This will also have nothing to do with agility. The only way you will miss is if you're blinded.
It's definitely possible to remove all miss chance from your game by doing both of the above, and by only giving monsters skills and never giving them normal attacks. My RM2K3 game has no miss chance whatsoever except when casting status ailments or when afflicted with blind status.
Is it possible you have a status called "Normal" that reduces hitrate like blind, and all your characters are afflicted with it? If it's called "Normal" then you wouldn't be able to easily tell that you were afflicted with it. Go through your conditions and look for anything weird.
Wanting to make your game difficult.
author=boos405
Hard games do not necessary make fun games. Increasing and decreasing difficulty relays on very simple and basic maths skills once the game interaction is fun. First make the battles fun.
Understanding how to increase the difficulty is very easy. Simply do not allow the party to make as many mistake and you've increase it.
As a developer you would do that by either; giving the enemies stronger skills, increasing enemy stats, or both.
If reducing the number of allowed mistakes is your only method of altering difficulty, then no, it doesn't often lead to greatly increased fun.
A more enjoyable way of adding difficulty is to make the player's decisions harder to make. Create battles that require critical thinking, planning ahead, coordination, etc. You want each command they input to require some complex thought, not just "This enemy has the lowest HP, and it's weak to fire, so I'll use Firestorm every single round."
In a way, yes, I realize it can be considered to be the same thing. Even simple and easy games like Final Fantasy 4 allow for very complex tactics involving dozens of buffs and ailments, synchronization of turns, timed effect wearoffs, spell casting times, hit rates and dodge rates, MP conservation, sacrifices with tradeoffs, and more. But you can beat every single battle in the game without ever utilizing any of these tactics a single time, except for a single optional boss (bahamut). This gives you no motivation to understand the game, to actually become engrossed in the battle strategies. So what it feels like is that this layer of tactics isn't present at all, and the only skills in the game are Attack, Fire3, Ice3, Lit3, and a small handful of healing spells, and that what speed or order or frequency you use them in is irrelevant.
I guess this isn't really that different from what you said, just worded differently. But I think it's important to realize that your engrossing gameplay is useless if the player never actually encounters that gameplay, because button-mashing works well enough to beat the game.
Equipment Vs. Leveling
author=stoodyhoo
Equipment Cons
- Player has to rely on finding new equipment to get stronger
- Less grind required (for those who like to see their characters get stronger after battles)
Leveling Pros
- Lets the player get stronger when they choose/need to
- Gives more incentive to battle
100% of these problems are solved by making equipment drop from monsters.
Now if you do this, then obviously you can't use a traditional style XP system where the player can infinitely gain levels. But that's kind of the point, isn't it? Removing the infinite grind, removing the ability to cheese the game by becoming way more powerful than intended?
The idea here is to make defeating enemies somehow grant the player power in a way that only matters a limited number of times, which usually either means "once" or "once per party member." If an enemy drops a new sword then it powers you up the first time you get it, but getting ten more of them doesn't really power you up any further. You can probably sell the extras for gold, but that's not a big deal unless buyable items are incredibly powerful.
Enemy drops can be done a few different ways. They can be random chance, they can be 100%, or they can happen after a certain number of kills. An enemy that literally drops a new piece of equipment every 20 kills would admittedly be unusual - what I'm thinking of here is perhaps an enemy that you have to kill 20 times for some sort of mission to collect its horns, and once you have 20 horns you can trade them for a new shield.
Note that "equipment" doesn't have to literally mean... equipment. It can be anything that powers you up and that you can only use a limited number of. Materia, magicite, new classes, new spells, WoW-style gems you put into your equipment, blue magic, new party members (in something like a Pokemon or SMT game), and so forth. Anything that can't be repeatedly gained for near-unlimited benefit.
Probably Hopeless but I'll ask.
Yeah, Lavasoft Ad-Aware always thinks the main program file, RPG_RT.exe, is a virus of some sort. It's incredibly overzealous with its scans and gives a lot of false positives. You can just download any RPG Maker 2003 game and take the RPG_RT from that, and it should work fine.
If that doesn't fix it, check your antivirus logs and find out which files were quarantined. Maybe one of your security programs removed something else RPG Maker related also.
It's not possible for an antivirus program to corrupt the database file of a game. Antivirus programs don't modify suspicious files, they just remove them. The database of an RM2K3 game is all in one file, so it's either still there or your entire game is gone except for the maps, one of the two. If it did get removed entirely, antivirus programs can almost always restore any files they've quarantined, so check it out.
If that doesn't fix it, check your antivirus logs and find out which files were quarantined. Maybe one of your security programs removed something else RPG Maker related also.
It's not possible for an antivirus program to corrupt the database file of a game. Antivirus programs don't modify suspicious files, they just remove them. The database of an RM2K3 game is all in one file, so it's either still there or your entire game is gone except for the maps, one of the two. If it did get removed entirely, antivirus programs can almost always restore any files they've quarantined, so check it out.
Define your Numbers
author=slashphoenix
Lockez, are any of those skills derivative of each other? Like STR -> Atk. Power (ala WoW)? Because while WoW and D2 have lots of secondary stats, there are only 4 or 5 core stats.
Yeah. Dexterity increases tech (hit/crit rate) and evade, while willpower increases focus (magic/status hit rate) and ward (magic/status resist rate). So those four are derived stats, though they can also appear by themselves on equipment.
Aside from this equipment screen, the player also gives each character a soul, which is what affects the elemental resistances on the right. Equipment doesn't affect resistances until very late in the game. Souls also affect the four base stats in the lower left.
Challenge, hidden or outspoken?
I've seen games with achievement lists where each thing is named ??? until you accomplish it, so you know how many achievements there are but not what to do for any of them. This works best for games where all the achievements are really obvious and will be obtained naturally if the player is good enough at the game.
I've seen games with achievement lists where each thing has a hint, but no details. So you know that this achievement involves the slime boss, but you don't specifically know that you have to kill it while inside it. This works best when your achievements are sort of randomly obtained, but are still pretty common - like maybe the player has a 1 in 3 chance of getting it by accident. Any lower, and it becomes too hard.
I've seen games with achievement lists where each thing is given in detail. This works best when your achievements are very complicated, involve the player intentionally using sub-optimal strategies, or are otherwise unlikely to be done by accident.
I've seen games with achievement lists which start out like the first type (everything named ??? until you achieve it) but by using some sort of in-game currency or completing some sort of task the player can unlock descriptions that explain how to do them. Super Smash Bros. Brawl comes to mind as an example, where the achievements start out hidden, but each time you complete one, it tells you how to complete the ones to the left and right of it on the list. I think this is my favorite method and it works well in pretty much any situation.
I've seen games with achievement lists where each thing has a hint, but no details. So you know that this achievement involves the slime boss, but you don't specifically know that you have to kill it while inside it. This works best when your achievements are sort of randomly obtained, but are still pretty common - like maybe the player has a 1 in 3 chance of getting it by accident. Any lower, and it becomes too hard.
I've seen games with achievement lists where each thing is given in detail. This works best when your achievements are very complicated, involve the player intentionally using sub-optimal strategies, or are otherwise unlikely to be done by accident.
I've seen games with achievement lists which start out like the first type (everything named ??? until you achieve it) but by using some sort of in-game currency or completing some sort of task the player can unlock descriptions that explain how to do them. Super Smash Bros. Brawl comes to mind as an example, where the achievements start out hidden, but each time you complete one, it tells you how to complete the ones to the left and right of it on the list. I think this is my favorite method and it works well in pretty much any situation.













