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.
Born Under the Rain
Why does the jackal run from the rain?

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(RM2K3) How do I make it where the amount of experience you earn doesn't pop up for a while.

Man, any time I can do something without battle events, I will. Copying and pasting that shit to every battle is an idiotic pain in the ass, especially when you want to edit the code later. Do you guys really not understand that the less replication there is in your software, the better designed it is? Pretty sure that's, like, rule #1 of programming or something. It was on the first page of my Intro to Programming textbook in 10th grade.

You're not allowed to argue with it, that's like arguing with a math professor that we don't need multiplication because we have addition. Maybe you can get it to work almost as well for select cases, and maybe using it requires that you understand multiplication and you don't want to bother to learn it, but the fact is that you are wrong, multiplication is never inferior to redundant addition. Arguing against this is retarded and just shows you have no idea what you're talking about and have never attempted any sort of real programming.

HP Recovery... after every battle? MADNESS! (Resource Management)

post=156529
In the latter case, once the player beats an enemy party once it is an entirely solved, i.e. boring, problem in most RPGs. In the former case, the player might still get something out of correcting their own mistakes the second or third time around, or figuring out a better way later on if they come back with more tools.


It's definitely true that this sort of range of outcomes can make the same battle be a little more interesting multiple times. And thank God for that, because the feeling of pointless repetition is something I despise. But the randomness of enemy actions can do the same thing, if done well. And even with both factors at play, the same group of enemies will still be less interesting each time you fight them. After a few battles, they will be reduced to button mashing no matter what.

In my game, my solution is more direct. I'm just never going to present the player with the same battle twice.

What are you working on now?

Remapping the entire second dungeon of my completed RM2K3 game from scratch, since it is the worst dungeon in the game by far. The dungeon is a prison tower. It'll have a totally different tileset, way more detail instead of just empty hallways filled with locked doors, more variety, smaller floors, fewer floors, and fewer battles as a result. May also add a third monster type for more battle variety, though with the area being shorter I'm not sure it's necessary.

Here's a before and after pic of the second floor. Hopefully most people agree it's somewhat improved by the fact that you can see inside the cells, and there are two storage rooms.

Before:


After:

DOING IT! - WEEK FIFTEEN - DOUBLE FEATURE

I started to do this type of self-evaluation for my own game, then quickly got really annoyed at how bad the beginning of my game is compared to the rest of it. So I'm going to do a lot of redesigning up through the end of the second dungeon, then try this week's Doing It!.

Why DQIX is more progressive than you

post=156342
There is something to be said for moving on with the game and getting to the next dungeon or quest or cut scene. It's a lot more exciting.
The linearity of the dungeons in Final Fantasy XIII is one of its biggest drawbacks. RPGs generally aren't fast-paced so making the dungeon a little longer isn't a problem.

Um, it's by far FF13's greatest asset, actually. It's an amazing approach to RPGs that makes the game actually exciting. It is the most thrilling RPG I've ever played in my life. Just because you personally like boring games doesn't mean that excitement is inherently a drawback. After playing FF13 I can no longer play games that include a focus on exploration. They are just so unbearably slow in comparison, now that I have seen the light.

The fact that RPGs aren't generally fast-paced is an overarching problem with the genre. Knowing that a problem is common doesn't make it any less problematic to do. It doesn't excuse you for knowingly making the same mistake.

Why DQIX is more progressive than you

Aside from all being really simple things that plenty of RM games already use, these are not necessarily good ideas. They all have downsides as well as upsides. It's a matter of what type of game you're trying to make.

For instance, one obvious downside to the level scaling is that moving to the next dungeon increases your XP gain without increasing the difficulty of the enemies. If you make the XP gain scale as well, then the player loses their main motivation to move onward, and is encouraged to grind as long as possible.

I'm not sure I've ever seen an RPG that didn't reward exploration. Almost every dungeon in most games has treasure chests in out of the way places. But an obvious downside of doing this - the reason first person shooters and action games tend not to do it - is that it significantly slows the game down. There is something to be said for moving on with the game and getting to the next dungeon or quest or cut scene. It's a lot more exciting.

Extra randomness in battles can make normal battles - which tend to get repeated multiple times per dungeon - continue to be potentially dangerous later in the dungeon if the dice roll against your favor. But they also can make those battles be potentially too dangerous early in the dungeon if the dice roll against your favor, or make battles be too easy if the dice roll consistently in your favor. Randomness against bosses is often really deadly - if you miss too many times in a row, or if the boss gets too many crits in a row, then you're toast no matter what you do. There's nothing more annoying than getting a game over despite doing everything perfectly.

I'm sure there's a downside to touch encounters. Hmm. Well, for one thing, it adds a reflex-based mechanism to your game, which will irritate many players who play RPGs specifically because they don't require reflexes or coordination.

Obviously these changes have benefits too. Whether or not the benefits make up for the problems is up for debate and will vary from game to game.

(RM2K3) How do I make it where the amount of experience you earn doesn't pop up for a while.

Making two copies of every map in the game occurred to me, but it's a super crappy solution. Do you really want to have to make every single edit twice? Can you guarantee you'll never, ever forget to make any change to both versions of any map, a year or two from now? In terms of best programming practices, that sort of data replication on such a massive level is a serious mistake.

My system is basically the same thing as Aten's solution, except instead of two entire copies of every map, you just add a second set of random battles to every map.

Custom rm2k3 fonts?

Wolf was not saying that fonts require all this, he was responding to point out that making a blanket statement of "Anything special that needs to be done prior to play can be described in readme.txt. Screw those that don't RTFM." can cause some serious problems in practice.

I will point out though that the fonts folder is a system folder, and Windows will not let you open or modify it without flashing warnings that you could potentially damage your computer.

(RM2K3) How do I make it where the amount of experience you earn doesn't pop up for a while.

What you need, MKID, is a custom encounter system. This will let you have conditions for different random battles, as well as other neat stuff. I use a similar system in my game, to make the player not receive gold from random battles if they're playing on hard mode.

Here's my code, which you can feel free to use:



This event is a parallel process on the map. Let me explain what the variables do.

- The line where I set the Encounter Randomizer variable to a random number between 30-46 is where I set the number of steps per battle. In this case, the minimum steps per battle is 30, and the maximum steps per battle is 46. This is really the original reason I made a custom encounter system at all - to add a minimum number of steps per battle.
- The line where I set the Battle Chooser variable to a random number between 1-5 is where I set the number of different battles on this map.
- Below are the actual encounters. You will notice that I modify a variable when the player escapes. But you don't need to do that. I only do that because I use a custom experience system. You should leave out the XP Gained = 0 lines.
- If you have a second set of encounters that occurs under different conditions - in your case, the condition is that the player hasn't unlocked the ability to start gaining experience yet - then you just add a second page to this event. The second page will look like the first page except it will have different battles.

Vindication

The complaints about battle frequency make me sad, because I went out of my way to add a minimum number of steps per battle, which is always at least 20 and often over 30. I was under the impression that was very reasonable, and loads better than random battles in most RM games. Was I mistaken?