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MILENNIN'S PROFILE

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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A lighthearted, quest-driven RPG

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[RM2K3] Best way to change battle music?

Ah, lol. I knew I was missing something. I had been looking through the list of events, can't believe I actually missed that. Thanks a lot.=P

[RM2K3] Best way to change battle music?

If I want to have another song playing in a battle other than the regular theme that I have set in System settings, is there a way to make it happen without the regular song starting to play at all?
I've tried it with an event right before an encounter is engaged, but the song won't play (interrupted by the battle that starts). If I put it on a battle page (turn 1x), it starts playing a second or so after the battle has started, and has the regular theme playing right before that.

I'm thinking the only way is to have no battle music set under System, and just manually set it on a battle page? Or is there a way that I have missed to have another song to start playing the same time regular battle music would?

What are your game completion habits?

I finish most of the games that I buy, but sometimes I buy a game that I end up not really caring for and don't feel like finishing it. Or when I buy 2 or 3 games at once (like at a sale), and I only play one, and kind of forget about the other 2.

Nerdgasms

author=Addit
What do you guys think? Is there anything wrong with acting like this, pulling a "nerdgasm?"

I don't see what's wrong about it. He's just being excited about seeing new games he wants to play.

author=Space_Monkey
He reminds me of your avatar. If you just posted the video without commenting on it, I'd have assumed you made it.

Also, this.

Color Scheme

Color Scheme

I'd think the best way to do it is to give all text backgrounds a dark shade, and all the text a very light shade (close to white). If you have to have gradients, put the gradient shades closer together. In that screenshot above it goes from a somewhat light green, to a pretty medium shade of green, which is why it's kinda hard to read on medium green background. The RM2K3 RTP font is easily readable, even though it's a gradient, but it goes from white to a very light shade of blue.

How do i stop Defense and Agility and Luck doing anything on, Ace

Before entering a battle activate a common event that stores character Defence, Agility and Luck, then sets all those stats to 0.
After finishing a battle, have a common event read the stored stats and apply them back onto the characters.

How to expose higher difficulty to players?

author=TDS
I could keep babbling on, but the main idea is to give the player everything and see if they can manage it properly and keep their party alive by making the normal RPG rules of "better skills/items = better results" into something that could defeat the player.


Depending on how many characters, skills and items that are, and the depth of your combat system, that could be an instant turn-off if a player is faced with hundreds of options right at the start of the game. Even more-so if your game uses an advanced combat system with all sorts of unusual terms or abbreviations.

PepsiOtaku's DynRPG Plugin Emporium!

Yeah, in the utility I submitted I included all my test battles:
vs. enemies using normal attacks only
vs. enemies using poison attacks only
vs. enemies using regen health skills only
vs. enemies using stun attacks only
vs. enemies using a combination of all those skills

I made a video that shows a battle vs. the group of enemies spamming stun attacks.
In the system I have a common event that plays every turn, and randomly sets a variable value which has a chance to cure a condition on a character. If the character recovers on the moment the last hero that turn makes his move, the system will recognise that and give the recovered hero a chance to attack before moving over to the enemy turn. If no hero recovered when the last hero moved, it'll place a stun (I call it GameStun in my version, it's a visible condition in my test game and this video to show how it's working, but normally you wouldn't have it show up) on all immobilised heroes, and remove that at the beginning of the next player turn to prevent a recovered hero from moving during the enemy turn.
Immobilised enemies only get a chance to recover from an immobilise at the end of the player turn. Just set the chances to whatever you want to give to the monsters. Also, I've tried to make a way for monsters to detect when there's only 1 active hero left, and then make them use a version of the skill that doesn't inflict a stun condition (enable stun and disable stun skills in my test game, but it doesn't show in this video), but it doesn't really work, because there is no way for the monsters to change their skills in the middle of their turn. Their skill change can only activate on the Player turn, rendering it somewhat (but not completely) useless.

One thing I want to fine-tune a little more is the hero action bar recovery rate, in the video it shows up recovering a little too early at some times. I'll get that fixed in an updated version.

The system takes quite a lot of work to set up, though, and I'd strongly advice on creating template battles in your game for every possible size of monster group.
edit: The version I submitted is a bit messy, with some unnecessary double checks on certain events and dead switches and variables from previous failed tests. I'll re-upload the game file with a more efficient and cleaned up version when it gets accepted; it'll also include much better hero action bar recovery speeds that completely prevents turn overlapping.

Oh, by the way. I remember in your system you had to manually input how many monsters there were at the begin of a battle. I found a way to make the game find it out for you. When a battle starts, it runs a check through every battle event page. So, if you add a +1 variable to a monster count on every (Monster #, Turn 1x) page, and then disable the variable counting at the beginning of the first real turn, you'll have your monster group number without having to set it manually.=P

PepsiOtaku's DynRPG Plugin Emporium!

I finally managed to build the turn-based system that I attempted a few days ago. I've put to it all the tests that previous versions have failed on, and I'll admit it's still not 100% perfect (it never will be anyway), but it's close enough. The only times I've seen it mess up is if you have enemies spamming a ton of immobilises on your characters, but it does fine if you keep it to a reasonable level. It will give you a Game Over if you have immobilise on all of your character. I tried to build a way around it, but only semi-succeeded at it, mostly because there is just no way of running an event check right after an enemy made its move, and before the start of the next turn.
Anyway, the best way around it is just to not have a whole bunch of stun-spamming monsters in your battles, and you should be fine.

I've yet to see it fail in the other scenarios, I can safely say this thing is finally ready for a release. I've submitted the file under Utility / Plugin (yes, also crediting PepsiOtaku for creating the plugin).
Here's a video of 2 short battles using the system in my test game (1st battle is simple attack spam, 2nd battle is using a variety of different skills):


Next I'll have to copy the whole thing over to my real game project, which is going to be a pain...