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Necropolis: Part I

Can you send me the game, or put it in your locker so I can download it? I keep getting a page 404 error.

Necropolis: Part I

1. Overwhelming majority of the battle animations are incomplete or using placeholders.

2. Spell animations not even started.

Considering 90% of the game is combat I don't know why you would release a demo(?) of it before you finished those things. Well I guess I'll try the game out and give you feedback on what is already completed so far.

Spell influences in rm2k3.

I bet there is a tutorial or thread that answers this, but I can't seem to find it. Is there a way to make the influence of a spell 100%? Even if I have 10 notches of intelligence and variety it will only do up to 75% damage of intelligence. The only way I can think to make it 100% is to make all enemies take 25-50% more magic damage from all magic type attributes. Anyone have any ideas?

Game Idea

Thanks, I always see that name in rpgs for an important tree.

Battle_System.png

How did you make that background?

Game Idea

How do you pronounce Yggdrasill? I have no idea how to begin to pronounce that.

vh_26.PNG

It looks like hes climbing up a vine. Not really like a bridge maybe overlay the leaves on top of each other or just dont have them connected by rope/string so it looks more like a bridge. Maybe its just me and it looks fine though.

Looking for Testers:

I'd love to test your game. I have a lot of free time since it's summer, so I can test it when ever.

What's an easy way to hide parts of your map?

I don't think I understand what your saying. If I make the wall invisible I can still see everything else in the room. If I set a floor tile to be above events/hero I might be able to get it to work, but I would have to have a wall tile and a floor tile for every room on the map. I don't see how this could work since there are 4 tiles for the wall and chipsets are limited in size.

This does give me an idea though. Instead of switching chipsets I can just make 1 tile per room in the upper layer chipset then place the appropriate tile over its corresponding room and when the character enters the room I substitute the tile for the transparent tile. Perhaps this is what you meant? I wouldn't be able to use my upper layer then, but I don't think that will be a problem since I can just use events instead. This would be better then using events to cover rooms since it doesn't take up map event space.

Game vs. New game

If you keep ditching your current project for a new one you will never finish a game. I strongly urge you to finish your current project first then start a new one. If your current project is new and you haven't put much time in it then you might as well start a new one.