MR_H'S PROFILE

Just your average grad student in his mid-twenties rediscovering his passion for RPG making.
Withered Reason - Demo 2
Transform a group of restless souls into a force of freedom! The continent of Turerre hides a dark reality that Fate itself has set out to destroy

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Withered Reason - Demo 2

author=Link_2112
Mr_H, edit your RPG_RT.ini file and add the following line:

FullPackageFlag=0

This means that the game does not look for the RTP to be installed. As long as you include all files in all folders of your download, nobody will ever get those missing file messages.


Thanks for the tip, but the previous version I uploaded didnt include a single rtp file so now the issue is resolved

s3.png

An subterranean cave system used to connect multiple areas. Custom parallax background gives a true sense of depth to these maps.

s2.png

Shifting perspectives only help in the long run.

s1.png

Custom item synthesis menus will differ with synthesis type. For this one I had the inspiration of Bubble Bobble and Mega Man working in my favor.

s5.png

Chipset edits to bring maps to life are being used to a fuller extent than ever.

s4.png

Newly revisioned town maps feature a time-of-day system to add an extra layer of depth to gameplay and presentation.

'File system4 cannot be opened' Error.

Yes, it's part of the System2 folder, specifically

Which to use?

I'd personally work with the second option, most gamers would probably agree that the second template is more detailed and realistic-looking, which would help an RPG's immersion factor, unless you're going for an SD style.

My opinion is that graphics should lean more towards realism so that the person playing forgets that what he's playing is a game and believes it more attune to reality. Immersion, in my opinion, is the single-greatest factor to the game's presentation, a combination of music, graphical style, and graphical quality in that order.

Dealing with NPC crowds

Sated makes a good point, group dialogues are good, but don't rely on them.

My personal opinion would be to keep the actual number of npcs you can talk to very low. If you organize the map right, you can section off groups of npcs to make them inaccessible to speak with... put them behind a bar or something then make the excuse that since the bar is so overcrowded, you can't get in. It's justifiable, doesn't interrupt the flow of the game, and adds a little bit of humor to the game.

Explain your battle mechanic!

Also, the issue with weapon skill names appearing without the attack issuing is something I have a fix for already, basically I have to place an additional condition to where the attack variable must equal 20 for it to work. As of right now sometimes the variable sets on the first turn to 20, turning the switch on, then when the next turn is calculated, the animation hasn't had the chance to turn the switch off, therefore the attack display animation shows anyways.