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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Players x Experts - Our attitude on playing games

That's worth its own topic. You should start one.

ok, did i waste 3 days of my life?

Wait, so you're not computer-literate enough to know how to unzip something...

...and you're trying to submit software you designed?

Yeah, get a new hobby. (Also, any game you could make in three days is not worth submitting.)

Vindication

Heh, you wanted a higher ratio of comedic to serious moments, or a lower one?

The comedy admittedly starts out a lot stronger than it ends, while the serious plot does the opposite. It's built like Disgaea in that regard - the game uses wacky antics and asinine dialogue to draw you in and get you attached to the characters, but behind the scenes, as it's doing that, it's also secretly building a real plot that's slowly coming to the forefront. By the time the conflict for the world is front and center, you care enough about James, Cole and Justin to *want* a real plot.

So how do you like your backstory?

My dad (who is in his 50s, and is not a gamer by any stretch of the imagination, but plays a few of my games on occasions) could not stand the way the story was presented in, say, Warcraft 3 and World of Warcraft - where huge portions of the story are not available in the game itself, and you have to spend 30 minutes reading the Warcraft 3 instruction manual or hours and hours looking up WoW information online in order to understand what's going on. I don't mind this approach, however, because A) I don't mind not really understanding what's going on, and B) I am hardcore enough to usually read everything anyway.

In constrast, both I and my dad really liked the way the story was presented in Final Fantasy 13 - where enough tidbits of the backstory are presented at relevant times to let you understand what's going on, but more details are available in the game's datalog for those are interested. One of the best things about the way FF13 does it is that new entries are added to this datalof throughout the game, after almost every major cut scene. Any time a person or event is casually mentioned for the first time, an entry will appear in the datalog giving more background info. This continues through the entire game. Personally, I found myself reading all of them for about the first 10% of the game, and then only looking up things that I found myself wondering about. My dad is about 25% of the way through the game and has read every single one so far.

Some people care about understanding the details, and some people want to get to the action. Obviously the best way is to give all the details during exciting cut scenes, so that there's never really a break from the action, but for things like descriptions of political climates or the origins of magic, this is sometimes too hard to do.

Is is possible to make a turn-based battle system in RM2K3?

There's basically only one good reason to use RM2K3, and that's if you want to use RM2K3's battle system without having to script it yourself in XP.

If you're not going to use RM2K3's battle system... why are you using RM2K3, exactly? It has no other features.

WTF is with the Defesne stat in RM2k3

Physical damage of a normal attack, or a skill with 100% physical influence = (Att / 2) - (Def / 4)
Magical damage of a skill with 100% magical influence = (Mag / 4) - (Mag / 8)

Adding numbers to a skill adds a flat amount of damage to that skill. So a skill that does 40 damage with 100% physical influence will = 40 + (Att / 2) - (Def / 4)

If you do less than 100% physical or magical influence on a skill, it diminishes the result of the formula by the amount you specify. So an attack with 40% physical influence will = ( (Att / 2) - (Def / 4) ) * 0.4

Elemental resistances and weaknesses modify the end damage after all these formulas are calculated. If a spell is of multiple magic elements, only the highest one is used. If a spell is of multiple weapon elements, only the highest one is used. If a spell has both weapon and magic elements, the highest weapon element and highest magic element are multiplied together. (Meaning that if one is 50% and the other is 200%, the attack will do normal damage.)

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

Now I'm curious... how do you make the dungeon threatening while healing between battles? It's probably very difficult. Remove the save points? You could, but most resource-dependent dungeons do this anyway, and assuming you were strong enough to make it to where you are, you should easily be able to make it back.
I think filling the dungeon with life-threatening battles is threatening enough. If your worry is about the player trying to leave, then consider that in a game like SaGa Frontier, fighting your way back out is, while less dangerous than fighting your way in, still nonetheless pretty dangerous - the enemies' actions are random enough that they are still capable of killing you if you don't pay attention. In a game like Final Fantasy 13, there's simply no reason to backtrack and leave the dungeon, so who cares what monsters are back there? My game will be more like FF13 in that way - dungeons won't be pits of danger that you have to slowly crawl to the bottom of, they'll be a series of individual fast-paced battles. The player should be experiencing plenty of terror just from dreading when a battle will pop up and what new tactic it will use to painfully kill them.

I also love the FF13 battle grading, it works amazingly well with this system. I will almost certainly use something like that in my game.

some help for vx needed

Nothing is ever appropriate for DBZ, except an incinerator.

If you don't really have any ideas for what you want to do with a game, you should probably not be making a game. You should probably just be writing a fanfic. For my own sake I'm going to ignore this fact and pretend you at least have some concrete ideas, because otherwise I'd just cry.

If you can't even figure out how to open up the list of scripts and paste your script in, you are too noobish to be messing with scripts. Figure out how RPG Maker works first, and try making some stuff without scripts, using the default battle system. Just mess around with it until you figure stuff out.

some help for vx needed

"Coolest" is not a good measure of quality. What you ought to be looking for is "most appropriate for the gameplay ideas I have in mind," followed by a list of said ideas. And possibly also "least buggy."

I wouldn't use VX instead of XP if you paid me, so I can't really recommend any good VX scripts. I just wanted to correct your mindset and ask what you are trying to make, so someone else can help you better.

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

I disagree that it makes the game more challenging. In fact, it forces you to make the individual battles far less challenging, because the player has to be able to survive a dozen or more of them. With full recovery after every battle, I can make every single battle in the game a boss battle.

I don't see how it's any more or less realistic. In your game the player is going to be healing between battles too. It's just going to cost money. In my game, apparently the hero has a reusable first-aid kit that takes too much time to apply for it to be usable in the middle of a fight. Is that really less realistic than healing only with magical potions?