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] 'Stream read error' everywhere

Was trying to play my old RM2K3 after some years not having worked on it, and suddenly getting constant 'Stream read error' messages for all sorts of things. How does this happen?

[RM2K] Key Input broken for direction keys?

I can get input detection to work for Decision key (5) and Cancel key (6) (Shift key (7), apparently, isn't registered either), but when it comes to detecting the 4 direction keys (1-4), it seems to do nothing. Pressing the arrow keys simply keeps the variable it should store it to at 0, and events won't activate when set to trigger on value 1-4. Is this function broken, or am I missing something?

RM2K - Cannot create file error when saving

Another (legal) RM2K error, this one seems to happen at random as far as I know, or haven't noticed a pattern to it. I'm working on my game, wanting to save after making some changes, and I get this:

"Cannot create file
C:\User\Name\Milennin\Local\Temp\RPG_TEMP\Map00xx.lmu"

It's preventing me from saving the game, as the error will pop-up everytime I attempt to save, and only goes away if restarting the program without saving. Anyone can clarify as to why this is happening, and how to get rid of it permanently?

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?

[FORUM] Registering blocked?

My friend wants to register an account on the site, but it says registering new accounts is blocked. What's up with that?

[RM2K3] Logic behind damage calculations in Skills?

I've been testing around with some Skills, but the calculations don't make sense.
I have a Skill that has 5 stages, each stage becoming more powerful, this is the base damage as it's entered in the database:

A. 17
B. 33
C. 50
D. 67
E. 84

Setting the Skill to have an Intelligence Influence of 10, Attack Influence of 0 and Variance of 0, these are the results with a character with Intelligence 56 using the Skill (in brackets is damage compared to the previous numbers):

A. 19 (+2)
B. 35 (+2)
C. 52 (+2)
D. 69 (+2)
E. 96 (+12)

You'd think the difference would be greater with influence at 10, but aside from the stage 5 version, they're almost identical to the base numbers. But when the character is boosted by a condition that grants double Intelligence, these are the results from using the same Skill (in brackets is damage compared to the previous numbers):

A. 33 (+14)
B. 49 (+14)
C. 66 (+14)
D. 88 (+18)
E. 100 (+4)

That's where things get weird. The first three stages give the exact same damage boost, then at the 4th it actually goes up, but at the final stage it goes significantly down. What is the logic behind these numbers? Is there a way to make the damage calculations make more sense? Or am I missing stuff, lol?

edit: Just to add more to this. I have a slightly stronger version of the same skill, with these base stats:

A. 18
B. 37
C. 55
D. 74
E. 92

These are the results when used by a character with an Intelligence of 59 (3 higher than the one I was testing with previously) (in brackets compares with the weaker version of the skill):

A. 21 (+2)
B. 40 (+5)
C. 58 (+6)
D. 77 (+8)
E. 95 (-1)

Looks nice and all, until you get to the 5th stage, which actually has 1 lower damage than the other version, even though its base damage is higher and was used by a character with higher Intelligence. What???

[RM2K3] What is a Skill Subset?

In Database, under Battle Layout, Battle Commands, it is possible to create a command that has as Archetype Skill Subset. I'm guessing this allows you to create a secondary Skill list? If so, how do you create that list?

[RM2K3] Weird colour in damage popups

I made a few different system sets that the player can choose from to change the background colour of dialogue boxes and menus, but whenever one of these alternate skins is selected, the colour from damage number popups is all weird and stuff. This only happens on popups made by monsters, those from the player are just fine.

Picture on the left is when using the regular system set, the one on the right is when one of the alternate sets is active:


Is there any way to fix this?

[DynRPG] Plugin error out of nowhere

I start up my RPG Maker 2003 this morning, start playtesting and get this error "Loading plugin "condition_icons.dll" failed! (1114)" at start-up. Condition icons now fail to show up in combat. Yesterday I had no issues whatsoever, in fact, I haven't even been touching the conditions or plugin parts of my game, so what's going on here? I even loaded a recent back-up version that doesn't include the latest bits of content, and it's now showing the same error. Any suggestions on what I should do?

The plot thickens: Okay, now even much older versions of my game are showing the same error. These versions have even been uploaded on here and been played by people just fine. Why is it showing this error in all of my game's versions all of a sudden?

[Poll] To prompt or not to prompt?

As I'm working on my shop system, I find myself stuck on this one decision: should I add a prompt whenever the player buys a piece of equipment that asks them if they want to equip it right away?
But in the case of a yes, should I do the same for equipment gained through chests or events as well? The reason I'm stuck on this is because at least two of my game's equipment slots don't hold 'normal' equipment, so the player needs to read the item's description to know what exactly he's equipping, something that doesn't happen during a prompt.

(The special equipment being one slot for equipable skills, the other slot for items that give a chance for effects to activate during combat, neither of these slots provide any boosts to character stats)

Then, should I add more information during the prompt for special equipment, or should I only prompt the player when obtaining 'normal' equipment (weapon, armour) and let them manually equip the special items? And if so, is it OK to be inconsistent about equipment prompts like this (as in, prompting only for weapons and armour, but not prompting for other pieces of equipment)?
My game isn't very gear focused, so it's not like you're finding new stuff to equip every few minutes. But at the same time I could see the prompts getting annoying for someone who'd rather first examine the item before equipping it...

I realise there is no right answer for this, so all I'm looking for is some opinions. What if you were playing my game, would you prefer to be prompted for these things, or would you prefer manually equipping things?
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