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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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RM2K - Invalid Terrain error on water

Whenever the player character using noclip or an event with Through ON moves on a water tile, I get this "Invalid Terrain" error and then closes the game. I don't recall this happening when I worked in RM2K some years ago, but back then I was using the illegal version, while now I've moved on to using the legal version. Is there anything I can do to make events move over water without this error occurring?

[Poll] What is your favorite universe and why?

From that list, Pokémon.

Not from the list, Fairy Tail.

Five points of designing a boss

Sadly, it happens more often than it should...

Selling Sunlight Review

I thought reviews went through an approval system before being made public? How did this garbage make it through, lol? It can't even get its title correct.

What are your thoughts on blood and gore in RPG Maker games?

The chibis only make it better.

What is RMN even GOOD FOR?

The game page feature is amazing, and has everything I could wish for.
The forums are pretty helpful when stuck on something, or for reading/discussing game design.

RTP

Thanks for the praise, and congrats for beating the game. Who did you face for the final boss fight?

Yes, you're not the first one to be frustrated with the combat when first playing. I noticed quite a few people experience that, but once they get through it and start getting a feel for it, they're liking it. It's pretty fascinating to see, lol.

author=Gredge109
Also, if you don't mind me asking, what plugins were you using for the skill swap? You use the skill, enter a mode (status), and the skill swaps out with another. I've tried to do something like that before, but it just tosses the newly learned skill to the bottom of the player's skill list. How did you accomplish this?
The game is open source, so you should be able to open the project in your RPG Maker MV program and go through everything if you wish.
For switching skills, no plugin is required, here's how it works:
-The primary skill, when used, puts a unique skill condition on the caster.
-The secondary skill, when used, removes the unique skill condition.
-A common event checks every turn whether or not a hero is inflicted with their unique skill condition. If yes, it removes the primary skill and adds the secondary version of the skill to the hero's list. If the hero is not inflicted with the condition, it removes the secondary skill and adds back the primary skill.
(The reason it doesn't use a common event upon skill use to switch between the two versions is because I want the skill to revert back to primary state when the hero dies or leaves/enters combat.)
As for keeping the switched out skill from showing up at the bottom, all you need to do is put the secondary version of the skill right below the primary version in the editor. Skill order is determined by how they're ordered in the editor, so skill #3 always appears above skill #8 in a player's skill list, if a hero knows both skills. So, if your primary skill is #3, you want the secondary version of the skill to be #4, that way, it'll always be in the same spot as the skill it replaced.

I hope that helps.

Dungeons in RPGs - Which types do you prefer?

Puzzles that span multiple screens suck, because it's a lot of walking back and forth and can become a confusing mess. Puzzle areas with monster encounters enabled suck, because you're constantly getting interrupted while trying to solve the thing. Puzzles that aren't really puzzles, but more like super obvious shove-the-block-into-place-but-still-take-a-minute-to-do-so suck, because they're just there to waste your time, not to challenge you.
If you can avoid doing those 3 things, puzzles become a lot more manageable.

Opinion on how to describe objects in greater detail?

I don't see the dialogue box necessarily as the character talking. If he comments on the flame being hot while standing in front of a fire, it could as well be him thinking it instead of saying it out loud.

Get Gud: The Place of Pure Skill In Games

author=LockeZ
This is actually a PERFECT example of how skill tests in RPGs can be extremely frustrating to players who are not good enough at them. We are seeing this live, in action! As you can see, from the perspective of the bad players, they don't even realize they need to get gud - because the skill in an RPG is understanding the system, and they don't understand the system. They don't even realize they're doing anything wrong, unlike a player who's bad at a timing-based or reflex-based game, who can typically see what to do but just can't do it. Players who are bad at RPGs think there's no path to success, and that the game is just bugged, or that it kills them at random.

This is why it's difficult to make a challenging RPG Maker game without frustrating the players, because most people will assume you'll need to grind gold or EXP to overcome an obstacle, and if they can't do that, they'll assume the game is poorly balanced and not worth their time.
Basically, you can't leave it up to the player to find things out themselves, because most won't. You have to spell it out for them, shove the information into their faces and force them through tutorials until they understand the game mechanics.

I've seen it happen with my game. People have called it imbalanced or too difficult, but then I've seen them use only half of their characters' skills, and some didn't even bother to try to understand skill texts.