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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The dumbest idea you ever tried to make
Man, I've done stuff like that. Except it was in battle events in RM2K3, so it couldn't have been turned into a common event, because RM2K3 sucks. I had coded an Omnislash ability, which is complex enough on its own, but in my case it was even worse because I made sure it always did the full number of hits and didn't kill the last enemy until the final hit, and if the final hit killed an enemy it replaced the final damage number with the text YOU GOT SERVED
From then on my database took an extra 7 minutes to open each time. Woo.
From then on my database took an extra 7 minutes to open each time. Woo.
People want what they can't have.
Things I Need to Know Before Making My First RPG
...Why would GameMaker be easier for a newbie than RPG Maker? Are you even reading the things you type? Something that is designed to make anything you could possibly want is inherently more flexible and less newbie-friendly than something that designed to make exactly the type of thing he wants (a traditional JRPG).
i want help for rpgmaker vx
RM2K screenshots would be pretty useless, since RM2K handles it differently. I think an explanation would help more in this case.
Create your event. This event will be a parallel process.
Add an event command in the event: Conditional Branch. Now you choose your condition. On one of the tabs is the condition "Button is being pressed." Select this condition. Then select which button you want them to press. In your case, the down button.
Now you have a conditional branch. You can put another event command inside it, and this other event command will only occur if the condition is true.
Inside the conditional branch, add an event command: Control Variables. (In VX this might be called Modify Variable or something else similar.) At the top, choose what variable to increase. You will need to make a variable for this, named something like "Minigame button presses." For the operation, chose Add. For the operand, choose a constant value of 1.
Now your event increases a variable by 1 each time the button is pressed.
Now you just need to detect when the variable is 5, with a second conditional branch below the first one in the same event. Add another conditional branch, and this time, for the condition, choose "Variable", and in the settings that light up, choose "greater than or equal to" and "5".
Now you have a conditional branch that checks to see if the button has been hit 5 times.
Within this conditional branch, you can do whatever you want to happen after the player successfully hits the button 5 times.
Create your event. This event will be a parallel process.
Add an event command in the event: Conditional Branch. Now you choose your condition. On one of the tabs is the condition "Button is being pressed." Select this condition. Then select which button you want them to press. In your case, the down button.
Now you have a conditional branch. You can put another event command inside it, and this other event command will only occur if the condition is true.
Inside the conditional branch, add an event command: Control Variables. (In VX this might be called Modify Variable or something else similar.) At the top, choose what variable to increase. You will need to make a variable for this, named something like "Minigame button presses." For the operation, chose Add. For the operand, choose a constant value of 1.
Now your event increases a variable by 1 each time the button is pressed.
Now you just need to detect when the variable is 5, with a second conditional branch below the first one in the same event. Add another conditional branch, and this time, for the condition, choose "Variable", and in the settings that light up, choose "greater than or equal to" and "5".
Now you have a conditional branch that checks to see if the button has been hit 5 times.
Within this conditional branch, you can do whatever you want to happen after the player successfully hits the button 5 times.
Things I Need to Know Before Making My First RPG
Guys, in case you didn't actually read the OP before you started responding to each-other, he said
I'm no mind reader so there's always a chance I'm wrong, but I think that means he is almost certainly not interested in more powerful but harder to grasp design tools.
RPG Maker 2003 is probably the easiest but has some serious limitations (and a few bugs). But it's not bad, by any stretch of the imagination, especially since it's basically designed to create your first game. And it has the most graphics resources available, which helps immensely.
XP and VX are somewhat more complex. I've heard it said that VX is easier for beginners than XP, for whatever reason. They seem pretty identical to me, to be honest, but wikipedia says VX was critically praised for being easier to get started with. So there you go.
I have never designed a game before, nor have I any experience in coding, etc. In fact, I'm such a goober that I don't even know HTML!
I'm no mind reader so there's always a chance I'm wrong, but I think that means he is almost certainly not interested in more powerful but harder to grasp design tools.
RPG Maker 2003 is probably the easiest but has some serious limitations (and a few bugs). But it's not bad, by any stretch of the imagination, especially since it's basically designed to create your first game. And it has the most graphics resources available, which helps immensely.
XP and VX are somewhat more complex. I've heard it said that VX is easier for beginners than XP, for whatever reason. They seem pretty identical to me, to be honest, but wikipedia says VX was critically praised for being easier to get started with. So there you go.
Think it's time for moveable battle animated monsters?
If you're ripping enemy graphics from a game that had animated enemies, it ain't no thang.
If you're doing them yourself, though, you have a point. I wouldn't do more than three or four animation frames per enemy for most normal battles. I am only using them because I need moving enemies to make my battle system work (for tactical purposes, not just graphical purposes), and non-animated moving enemies are unbearably awful.
If you're doing them yourself, though, you have a point. I wouldn't do more than three or four animation frames per enemy for most normal battles. I am only using them because I need moving enemies to make my battle system work (for tactical purposes, not just graphical purposes), and non-animated moving enemies are unbearably awful.
Think it's time for moveable battle animated monsters?
Atoa's Custom Battle System (for RMXP) allows for animated characters and enemies. It also has options for turn-based, ATB, and FFX style battle systems, and includes a Chrono Trigger battle system that works with any of the above. It's pretty epically sweet, with like thousands of customizable options. I'm using it in my upcoming game.
However, there are still some bugs he hasn't worked out. Like, uh, the CT battle system doesn't work with only one party member. Which is pretty major. So, my game is still on hiatus until he finishes it. But if you want animations and don't care about the CT style battles (or are willing to wait an unspecified amount of time for him to update) you should probably check it out.
However, there are still some bugs he hasn't worked out. Like, uh, the CT battle system doesn't work with only one party member. Which is pretty major. So, my game is still on hiatus until he finishes it. But if you want animations and don't care about the CT style battles (or are willing to wait an unspecified amount of time for him to update) you should probably check it out.
Mapping Standards and Commercial Games
post=202804
I remember that one map in Lufia 2 that apparently was attacked by Missingno
Hahaha, oh man. That was so awful. To be fair, that was a bug that was only in the US version. The translation team managed to do that. And... somehow didn't notice.
Lufia 2 had pretty good maps in general, aside from that one buggy area. Not brilliant, but they were as good as you could expect in a game with Zelda style puzzles. Puzzles are a pretty good excuse to have awful looking areas. I don't notice or mind them nearly as much. Though when an area has good puzzles AND is really good looking, it can be bloody impressive.
People want what they can't have.
post=203191
Basically... I don't think "people wanting what they can't have" is something that applies to role-playing games. Its more "people want what they don't yet have". The player should always be able to obtain everything and everything should be useful if the game is properly designed...
Yeah, this. This.
What's the fucking point of leading them on a chase if you just piss on them at the end of it? That doesn't make them feel good. Cho's first post makes me wonder if he has ever even played video games.
The optional post-endgame superbosses in SMT games are generally gigantic piles of bullshit. But by that point in the game, the game has gradually trained you to expect it, and you wouldn't even still be playing if you didn't get hard-ons from insane difficulty. So it's not quite as bad as it sounds at first.
Mapping Standards and Commercial Games
post=202697Not everyone knows of a free and open source image editor either. Or a free an open source RPG creation engine!post=202695Let me correct that: Not everyone KNOWS of a free and open source program.
CamStudio is free and open source and works excellent. This is a lousy excuse for not making videos.
Not everyone knows of a free and open source text editor for writing their blogs! Not everyone has a free and open source web browser to open the site in! Not everyone has received a free computer!
I DON'T HAVE A FREE CAN OF PEPSI AND IF I MAKE RPGS LONG ENOUGH WITHOUT DRINKING SOMETHING I WILL DIE.
But in general it is good to offer the tools to the people who can make use of them.
PS: this needs a new topic, and in a different subforum. I am now un-hijacking this thread back to being about commercial graphics. Though I can't remember the last commercial game I played that used tiles.













