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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RM2k3 Individual Charset & Chipset Dimensions
Conditional event problem
Conditional event problem
-Make a new Common Event, parallel process.
-Go to Variable Operations under Event Commands.
-Make a new variable for the item count.
-Set it equal to item, number held.
-For your quest completion, make a conditional branch that's set to the variable you made for the item, then the number that's required for quest completion (10 in your case), and set it to equal to, or greater than or equal to.
-Put the quest completion event under the part of the branch in which the player holds the required number of items.
-Go to Variable Operations under Event Commands.
-Make a new variable for the item count.
-Set it equal to item, number held.
-For your quest completion, make a conditional branch that's set to the variable you made for the item, then the number that's required for quest completion (10 in your case), and set it to equal to, or greater than or equal to.
-Put the quest completion event under the part of the branch in which the player holds the required number of items.
Difficulties with making my game workable to others
[RM2k3] Mp3's stopped working after year of use.
Try using Disharmony Audio Patch with your project?
[RM2K3] Releasing Demo - Fixing font issues?
The problem is, I don't know what font my game uses. Since it looks similar to the font I got in my RM2K game after installing the font patch, I'm guessing that it uses that one? So, I should include the RM2K Font Patch with my game files that people have to install if font doesn't show up properly?
[RM2K3] Releasing Demo - Fixing font issues?
As I'm nearing the completion of my game's first demo, I'm wondering what I need to do to ensure that the font is readable for people who'll download my game?
I know RM2K3 has some font issues, because I have some other people's RM2K3 games that I got years ago with fonts that are hardly readable at all, and I have my own game from like 10 years ago, with a different font that's more readable, yet still different. Then I have my current project with a font that's very readable, it looks similar to my RM2K game's font after installing the font patch.
I don't understand why there's all these different fonts, and how do I know what it'll look like on other people's PCs? And if there's a way to ensure a good and readable font for everyone who downloads my demo?
Top left is from my old game from 10 years ago.
Top right is from my current project.
Bottom is from another game that I downloaded years ago (it appears more readable in the screenshot, but when playing the game it's worse).

I know RM2K3 has some font issues, because I have some other people's RM2K3 games that I got years ago with fonts that are hardly readable at all, and I have my own game from like 10 years ago, with a different font that's more readable, yet still different. Then I have my current project with a font that's very readable, it looks similar to my RM2K game's font after installing the font patch.
I don't understand why there's all these different fonts, and how do I know what it'll look like on other people's PCs? And if there's a way to ensure a good and readable font for everyone who downloads my demo?
Top left is from my old game from 10 years ago.
Top right is from my current project.
Bottom is from another game that I downloaded years ago (it appears more readable in the screenshot, but when playing the game it's worse).

Keeping the plot focused
In my game the way towards the goal is pretty much the entire game. There's this villain that lives in his dark castle of evilness, but before the hero can go there, he does other things first. Rather early on in the game, the main characters learn that they aren't powerful enough to beat this evil overlord. Though, there isn't enough of an imminent threat that they can't just go do something else for a while. So, it's basically shoved pretty low on the to-do list for the heroes. Meanwhile they just wander around the world, looking for adventure, going on side-quests, finding stuff, and getting stronger in preparation for the battle with the evil overlord at the end of the game.
Then again, the main thing in my game is about the heroes going on an adventure, and the many random things they encounter. It's not about this one main threat that's about the nuke the whole world into oblivion.
Although in your examples I can see why it can be bothersome to be led off the path. It really depends on the game, though. If the game constantly shoves the main threat into your face, and then sends you onto a random, non-related side path, then yeah, it's annoying.
Then again, the main thing in my game is about the heroes going on an adventure, and the many random things they encounter. It's not about this one main threat that's about the nuke the whole world into oblivion.
Although in your examples I can see why it can be bothersome to be led off the path. It really depends on the game, though. If the game constantly shoves the main threat into your face, and then sends you onto a random, non-related side path, then yeah, it's annoying.
Variables
First make a variable that will store the relationship status.
Then every time the relationship gets better, you add +1 to that variable. If you want an option for the relationship to worsen, you can remove -1 in negative situations.
Then you can use branches in events with the variable condition. For example, you can make a branch that something different happens if relationship has 5 or more points in it, otherwise something else happens.
Then every time the relationship gets better, you add +1 to that variable. If you want an option for the relationship to worsen, you can remove -1 in negative situations.
Then you can use branches in events with the variable condition. For example, you can make a branch that something different happens if relationship has 5 or more points in it, otherwise something else happens.














