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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Two banners?

Do we really need two banners on the forums main page? It looks messy and way too crowded. Why not use something like there's at the top on the RMN front page where it slides into different stuff every few seconds.

Why are usernames...

...light blue on a white background? That shit is unreadable.

Delete game from Manage Games

So, when I first tried to submit my game on this site, I somehow messed things up (don't remember the details). I deleted that entry and then successfully submitted a new one. But the old entry still shows in my Manage Games list, even though its status says it is deleted, and with an option to resubmit it. Is there a way to get rid of this dead entry in my list?

[RM2K3] Event refuses to move

Lol, I've played through this a thousand times before and it always worked 100% fine. Then I started working on new stuff and now I come back to this part, and it's broken beyond belief, and I'm not sure what is going on with it.

In short, there is an auto-start event that changes the location of the event that needs to move, and activates the switch that makes the event appear:

Yes, I have checked if the event actually does appear where it needs to appear, and it does.

Next, this is the event that appears and should start moving the moment it appears:

Yet, it just sits there and only starts moving once the auto-start event ends. It never did this when I was working on making this event the first time. Only now that I have returned to it it acts like this.

Though, this is not the only instance in which it's happening. The event that follows up has continuous moving events activated through a parallel event, and a short auto-start event activated on player input. Every time the auto-start event is activated all movement stops and then continues again when it ends:

Once again, it never happened when I was first making this event. Everything just continued to keep moving while these events were active, but now they continuously stop all movement. Is there anything I can do to revert it back so events move again while auto-start events are running?

[RM2K3] Game crash when using items in combat

I recently came back to working some on my game again, but found out that when I use items in combat, it crashes my game with this error message:

"Access violation in module 'RPG_RT.exe' in with address 0049CCEF and offset 74197626 of type Write occured."

Any ideas?

[RM2K3] Attacks missing constantly

Is there some sort of hidden hit/miss formula in the RM2K3 battle system? I've been testing battles using weapons with 95% and 90% hit probability and way too often I go on long miss streaks (missing 5 times in a row) with auto-attack.

[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?

[RM2K3] Monster: Do Nothing adjustment plugin request

I'm requesting a plugin for an adjustment to the monster command Do Nothing to stop monsters from flashing and making a sound effect when they perform the command.

To go with Bulma's turn-based template, but without having the monsters flash every second.

Added a video to highlight the flashing issue in both versions of the animated monsters plugin issue (the flashing is less noticeable without that plugin active).

[RM2K3] Request turn-based combat plugin

I've been using Cerberus's plugin, but it's incomplete and suffers from some issues (mainly death, freeze, paralyze, stun etc. states causing the game to freeze up). But he's said he won't be looking to patch his plugin any time soon / ever(?)

I'm therefore requesting a similar plugin, but with the fixed immobilised states. A plugin that replaces RM2K3's action combat system with a classic turn-based system. It would be very much appreciated if someone could do this.

[RM2K3] Event acting strange...

Lol, I don't know what else to use as title.
I have 2 events.
-1st event is a parallel event that records key input (left and right keys).
-2nd event is 2 pages, both auto-event. Page activity depending on which side the hero is standing. When the player is on the right side, it has the right side event switch on. Vice-versa for the left side.

This is what the event is supposed to do:
When the hero is on the right side, and the player presses left key, it moves the hero 10 tiles to the left side. It switches OFF right side, and switches ON left side.
When the hero is on the left side, and the player presses right key, it moves the hero 10 tiles to the right side. It switches OFF left side, and switches ON right side.

This is what the event does:
The hero starts off on the left side. The player presses right key, and it sends the hero 10 tiles to the right side as it should. When the player presses left, it only sends the player left by 1 tile, and does not turn off phasing (which is set on at begin of movement, and set off at end of movement). Basically it breaks the event after the first use.

Screenshots:
Parallel event:


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