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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Explain your battle mechanic!

The Unusable skills are actually intentional. I wanted to represent my weapon skills in a visual manner so I gave them weapon attributes no weapon carries. This way I clue the player in that the skill exists, it was something I decided on to further the illusion of the weapon skills.

The lumberjack thing I'm aware of. Somehow the event I created after the teleport got deleted and I currently cannot find a prior version that still has that event in it so I ignored the issue for a future release, but the ledge thing I wasn't aware of.

Explain your battle mechanic!

Thanks for the pointers Bulma, it's always tough trying to navigate balance in a game. Fortunately for everybody I'm a sadist and the extra battle mechanics make encounters survivable.

Explain your battle mechanic!

Yes, LOD was a great game. I had the idea to implement an item that would give you a guaranteed special attack for those special circumstances. I plan to take this mechanic of mine further, it just needs the apropriate development.

Explain your battle mechanic!

An element I decided to use for my game, Withering Reason is a simple way to spice up normal attacks from the default RM2K3 battle system.

Every turn, a random number is generated between 1 and 20. For example, 1-17 dictate a regular attack, 18 and 19 dictate a critical, and 20 is a special attack.

When a number range is determined, a separate weapon for each outcome is equipped to the character, attacks with 0 and 100 percent critical chance is used to guarantee critical/non-critical attacks and special attacks (I even created separate animations for them). In order to keep inventory from gathering a new weapon item every turn, a command to remove the item related to the other two outcomes are removed, thus keeping the game flow consistent throughout.

Furthermore, when 20 is reached, I activate a separate switch that plays an animation that simply displays the name of the attack on screen, giving a complete illusion of a "special attack," when in fact you're simply attacking with one of three different weapons.

P.S. This was all done in RM2K3.

Withered Reason - Demo 2

This sounds like an RTP issue brought about by RM Tool, which I had used to import RTP files. This is likely due to the fact that RM Tool was created with RM2K in mind and therefore did not include the System 2 resource directory in the resource import process. Simply playing this game with RM2K3 installed on your home PC will resolve the issue until I can re-upload the game files.

Steam VX Ace Giveaway - Part 1 (Tagline challenge) - Winner announced

RMN: We. Make. Games.

Withered Reason - Demo 2

author=bigglesworth
When do you think the demo will be out?


Once I develop this town I'm working on I'll get a demo out.

Games sequels, stay the same or go different? why and how?

That should depend on the kind of story you want to tell. If you choose to keep the sequel close to the original then you have the basis for a good, continuous story. A sequel that differs from the original should also have a different type of story from the original, in my opinion.

RM2K3 Battle Timer

Thanks, I worked this one out pretty well :)

RM2K3 Battle Timer

These both work in RM2K3?