MILENNIN'S PROFILE
Milennin
2060
I create games because I enjoy gaming, telling stories, writing dialogue and drawing. Making a game is all of those things combined into one. However, my greatest passion with game making is designing battle systems that require thought and resource management within battle itself. I'm always looking into improving my skills, so if you've played one of my games, please do leave a piece of feedback on my page.
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PepsiOtaku's DynRPG Plugin Emporium!
author=PepsiOtaku
Update time!
Over the long weekend I updated a couple of my existing plugins (not yet uploaded), fixing some bugs and filling in functionality gaps. The big one that needed fixing was my "faster ATB 2" plugin since there's actually a lot of issues with it, for instance the bar still moves if you are dead, or if you're performing an action. That's obviously not the way it should work.
What else got changed about this one with this patch? Also, do you still plan on creating that version that allows for individual hero and monster ATB changes?
It's not that I personally am in need of an updated version of it, as it currently works perfectly well with my current turn-based combat system, but I'm curious.
[2k3] Changing Monsters mid-battle
I have a monster with a similar mechanic in my game... I think.
You start the 2nd form as hidden, and then put death on it when the battle starts. When the monster goes to the 2nd form, revive it at at the current health of the 1st form, and then put death on the 1st form. On the 2nd form's first turn alive, put a skill that indicates the form shift.
You start the 2nd form as hidden, and then put death on it when the battle starts. When the monster goes to the 2nd form, revive it at at the current health of the 1st form, and then put death on the 1st form. On the 2nd form's first turn alive, put a skill that indicates the form shift.
Changing max Level through Events (rpg2k3)
The Screenshot Topic Returns
The second screenshot is too symmetrical (the lake and the cliff with the waterfall). Also, where does the water for that waterfall come from?
RPG2K3 Question on Priority
FADE
author=bulmabriefs144
There are two major problems within the first 20 min.
First, no title screen besides a default blue one.
Second, there's major lag in that forest. Check to make sure there aren't a ton of parallel events processing.
How's a title screen an issue for an early demo? That's probably on the bottom of my priority list.
Yeah, there's a few events running in the forest, but it doesn't lag on my computer (admittedly I have a pretty decent PC). Do you play in full screen? Because that seems to help smoothen the FPS for me.
The Screenshot Topic Returns
Interiors surely aren't my strong point, but since I wanted a farm on a map I made, I had to make one... This is the house of a blind farmer (don't ask, he's a guy returning from my 1st game). Upstairs is his bedroom. South is the front door, and leads to a small veranda. The door on the left leads to the farmland. Is it any good?


Amnesia
I have a few questions... about that future features list.
-What's the point in having 1000 levels? Why 1000 instead of, say 100?
-Since there are going to be 1000's of items, will there be a way to search for items, or sort them by type or name? Or are we going to be stuck scrolling down for minutes to get that item at the bottom of the list or spend hours searching a 1000-sized list for the item that we might need at that moment.
-How will you write 1000's of quests and side-quests while keeping them interesting and unique?
-What's the point in having 1000 levels? Why 1000 instead of, say 100?
-Since there are going to be 1000's of items, will there be a way to search for items, or sort them by type or name? Or are we going to be stuck scrolling down for minutes to get that item at the bottom of the list or spend hours searching a 1000-sized list for the item that we might need at that moment.
-How will you write 1000's of quests and side-quests while keeping them interesting and unique?
RPG2K3 Question on Priority
author=Marrend
I thought priority was more about visibility. I mean, a character can have multiple status conditions. Like, say, stunned, asleep, and petrified all at the same time. However, only one status condition can be displayed, so it shows the one that has the highest priority. If there is a tie for priority, the one with the lowest ID would display.
Of course, this is a presumption on my part. I don't know if this is what actually happens.
I believe it sorts that by database number. Like, if you have Poison on #5, and Paralyse on #6, and a character is inflicted with both those conditions, it'll show Paralyse - at least it does this for character animations, so I assume it'd be the same for status display.













