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.
Search
Filter
LoZ rpg
post=150825
I guess the Clawshot sort of makes sense, because it can't dig into everything like a Hookshot would, but thats a pretty stupid technicality for me to bring up, since they could have just made it into a freaking Hookshot.
There's a good reason they didn't make it into a normal hookshot, and that reason is the upgrade that you get for it later. Whereas in OoT the upgrade to the hookshot is the longshot (boring), in TP the upgrade to the clawshot is a second clawshot. So you can hook onto a wall or ceiling, and shoot again while hanging from it.
You turn into freaking spiderman. If you could hook onto anything made of wood, as the hookshot could, this would be way too ridiculous, you could just fly over everything forever, so they had to limit it to grates. Also, the hookshot didn't let you hang from things, you just dropped to the ground immediately, but that's more of just a technicality since they could have added it.
Rod of Dominion is the worst tool. Spinner isn't so bad, though, since there are spinner tracks all over the place, and it's also useful anywhere with sand. Remember that wand in Link to the Past that created blocks and platforms? That was basically the same thing.
All the Zelda games have some tools that are also good as weapons, and some that are also good as transportation, and some that are only good for solving puzzles.
DOING IT! - WEEK TWELVE - Dialogue
Guys, guys, it's not puzzle week. I'm sorry for posting dialogue that was related to a puzzle. I just wanted advice on ways to make it sound less drawn out or more silly or whatever, because I felt like it was bad writing but couldn't pinpoint what needed fixing.
In the end I removed the need for the dialogue, so it's no longer relevant anyway. Move on to someone else's stuff.
In the end I removed the need for the dialogue, so it's no longer relevant anyway. Move on to someone else's stuff.
DOING IT! - WEEK THIRTEEN
That's a nice old school sounding enemy-destroyed sound. Reminds me of explosions in NES games.
I don't pay nearly enough attention to sound effects. I pretty much just use the RTP ones, since if you combine the RTPs from the different makers there are plenty of different sounds for almost any type of attack. Though, I almost never play just one sound effect by itself. I usually overlap them, in an attempt to make them sound more... hectic? Energetic? They sound a little less artificial, anyway.
I never really use sounds in cut scenes at all, except when there's an explosion. I guess I use door sounds sometimes, when someone opens or closes a door. But, like, ambience noises? Footsteps? Someone getting out of a chair, or shuffling papers around on a desk? Never even considered it.
I don't pay nearly enough attention to sound effects. I pretty much just use the RTP ones, since if you combine the RTPs from the different makers there are plenty of different sounds for almost any type of attack. Though, I almost never play just one sound effect by itself. I usually overlap them, in an attempt to make them sound more... hectic? Energetic? They sound a little less artificial, anyway.
I never really use sounds in cut scenes at all, except when there's an explosion. I guess I use door sounds sometimes, when someone opens or closes a door. But, like, ambience noises? Footsteps? Someone getting out of a chair, or shuffling papers around on a desk? Never even considered it.
Gradients RM2k3 Help
Well, the original image is less than 256 colors anyway. In fact I can save it as 128 colors and there's no noticeable difference. The problem is that even though the image is saved as 256 or 128 colors, and looks fine when opened up in Picture Viewer, when the game starts up it's reduced to 18 colors. I tested it myself, very weird, I'm certain I have far more than 18 colors in my own title screen and most of my other pictures.
I suspect that it is using the wrong palette. Which would have to be a bug in RM2K3, since it usually uses each image's palette for that image. You might try changing the color palettes of the "system" and "system2" images to match the color palette of your picture there. Those would be the most likely candidates for where RM2K3 is getting the bogus palette from.
I suspect that it is using the wrong palette. Which would have to be a bug in RM2K3, since it usually uses each image's palette for that image. You might try changing the color palettes of the "system" and "system2" images to match the color palette of your picture there. Those would be the most likely candidates for where RM2K3 is getting the bogus palette from.
The goal of a game
post=150732
But everything I do needs to have a point. I can't just wander around the game aimlessly and have fun doing it. I need to be completing some quest or mission all the time.
This playstyle makes me hate sandbox games and MMOs.
I understand that this would make you become frustrated with, say, Grand Theft Auto, where most people just drive around and blow random things up for hours. Everything you do in MMOs has a point though. The point is to get stronger, and tasks in MMOs always facilitate this in some way, usually by offering gold or experience or loot. Are you saying that getting stronger is not in and of itself an acceptable end goal? This would contradict my friend's viewpoint pretty directly.
When do you think is a good time to be able to change your party?
Well, it's not like characters who aren't present in your active party can't be present in cut scenes. If the entire team is traveling around with you through dungeons and only three or four of them are fighting at a time, then it's simple for everyone to be present during cut scenes. If the ones who aren't with you are somewhere else, then you're limited to having them present during cut scenes that happen between dungeons. But, uh, most cut scenes happen between dungeons anyway.
Other methods include:
- Dungeons where a certain character is required. Example: Terra must be brought to the Sealed Gate.
- Branching dialogue, so that whoever is present talks. If everyone says the same things, then this is pointless, but you can easily make them say different things, or get the same point across in different ways. Example: When you fight the final battle against Lavos, each character will make a short speech. Regardless of who you bring, you learn that Lavos is a parasite who has fed on the planet for millions of years.
- Optional cut scenes that only happen if you brought a certain character. Example: Bringing Sabin and Edgar to Figaro Castle causes a flashback.
Other methods include:
- Dungeons where a certain character is required. Example: Terra must be brought to the Sealed Gate.
- Branching dialogue, so that whoever is present talks. If everyone says the same things, then this is pointless, but you can easily make them say different things, or get the same point across in different ways. Example: When you fight the final battle against Lavos, each character will make a short speech. Regardless of who you bring, you learn that Lavos is a parasite who has fed on the planet for millions of years.
- Optional cut scenes that only happen if you brought a certain character. Example: Bringing Sabin and Edgar to Figaro Castle causes a flashback.
The goal of a game
So the ultimate task any game to you is RP? Really? All forms of gameplay exist only to facilitate this?
That's a new one. Not that it doesn't make sense, but it's very surprising. To most people that is considered an optional add-on or even a tacky gimmick. Not their end goal when they insert a new game into their console.
That's a new one. Not that it doesn't make sense, but it's very surprising. To most people that is considered an optional add-on or even a tacky gimmick. Not their end goal when they insert a new game into their console.
LoZ rpg
Well, see, in Majora's Mask the first and last 30 minutes are the entire plot. Because you just repeat the first 30 minutes over and over again until you beat it, and then you're at the ending. QED. I admit the time travel thing was interesting, but it didn't allow for a lot of story development.
Not that Zelda games ever have a lot of plot in the middle. Usually it's the opening plot, 15 hours of Macguffin collecting, a plot twist when you get the master sword, 15 more hours of Macguffin collecting, and then whatever plot surrounds the final dungeon. Twilight Princess made the middle parts more interesting by having characters other than Link who I cared about. And by somehow managing to give Link a personality, despite his inability to talk. (This was done mostly by Midna talking to him.)
I can't even remember any characters in Majora's Mask except for the skull kid, the mask salesman, and Tingle. Two of those don't even have names, and all three are insufferable.
Not that Zelda games ever have a lot of plot in the middle. Usually it's the opening plot, 15 hours of Macguffin collecting, a plot twist when you get the master sword, 15 more hours of Macguffin collecting, and then whatever plot surrounds the final dungeon. Twilight Princess made the middle parts more interesting by having characters other than Link who I cared about. And by somehow managing to give Link a personality, despite his inability to talk. (This was done mostly by Midna talking to him.)
I can't even remember any characters in Majora's Mask except for the skull kid, the mask salesman, and Tingle. Two of those don't even have names, and all three are insufferable.
Why aren't there more tutorials on the basics?
I could write RM2K3 tutorials on almost anything, but I don't have time to read every tutorial in existance and figure out what hasn't been covered yet.
It would be nice if the Writing section of the website were split into basic vs. advanced tutorials. Also if tutorials could be set to be for multiple engines - so that when someone downloaded RMVX and then did a search for RMVX tutorials, they would see the switches tutorial. And if someone else downloaded RMXP and then did a search for RMXP tutorials, they would see the same switches tutorial.
It would be nice if the Writing section of the website were split into basic vs. advanced tutorials. Also if tutorials could be set to be for multiple engines - so that when someone downloaded RMVX and then did a search for RMVX tutorials, they would see the switches tutorial. And if someone else downloaded RMXP and then did a search for RMXP tutorials, they would see the same switches tutorial.
LoZ rpg
Uh, isn't the plot of Majora's Mask that a dumb-looking harmless monster with a creepy name stole a mask from a really annoying peddler, and then Link falls into a tree and dreams that the moon - which is possessed by the mask - is going to crash into the earth as a result, and before he can stop it he has to reverse the spell that turned him into a talking potted plant? And then for no apparent reason he meets everyone he's ever met, but they're all different people that just look the same, Wizard of Oz style. And then at the end Link wakes up, but not before Tingle has been introduced to the series, his presence ruining all future Zelda games forever.
You're right, that was amazingly epic and well-written. Oh, wait. No. I meant the other thing. Idiotic. Yeah, that one.
You're right, that was amazingly epic and well-written. Oh, wait. No. I meant the other thing. Idiotic. Yeah, that one.













