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Touch Encounters

post=147237
You can check the directional facing of "this event" and "hero" by setting variables equal to their facing and then using the conditional. That should take care of most of the sneak attacks and the like. If you're worried about collisions, it's just the On Touch (Event, Hero) trigger type.

This works, but there will be bugs since you're not tracking x and y coordinates. If the hero and monster are standing next to each other (rather than the hero standing behind the monster/different x coordinate), and they are facing the same direction, a back attack would still be triggered.

I think there is a tutorial here on RMN? Didn't FG make it?

Hyper magazine interview questions

kentona knows best. :)

I don't even have to type anything up now!

10 / 10 / 10 - Mark your calenders

Neok, let Neophyte test.

This is not a joke I demand it. I AM YOUR MAN.

Character Tips

You made 10 blog posts in a row to describe everything. I don't think the system was meant to be used the same way an image uploading system is. You can also do what nickad said.

Action Resolution System - Thoughts

It's really not that different than most RM battle systems. You're still opening a menu to decide tactics, and the attributes of a turn-based RPG are still there. Most RPGs here consist of 5000 menus where you use a cursor to select things. This is just without the flashy battle transition to another backdrop. I have no idea though, it's impossible to tell if something will be good or bad based on something so simple.

I mean if Final Fantasy/Dragon Quest never existed and some guy made the concept "well you press up and down on a menu and select skills and watch the animation play", it would probably sound boring too. Obviously there is more to it than that, but you get the idea. Regardless, mechanics almost always radically change from their first concepts, so a lot of testing and changes to this system are probably going to happen.

Character Development.

Yes, that is true! However I have to disagree with you on the story part (if the stories weren't interesting in many RPGs, I wouldn't play!), if nothing else because a lot of games don't really have character development. I think it's one of the major things that a lot of video games lack, for some reason.


I should probably rephrase that. I meant that bad characters can never make up for a really good storyline. But the opposite somehow holds its own, at least for me. It's probably not a good idea to think of them as two separate aspects when it comes to the full package, though.

and I seemed to have skipped 3rd grade English, thanks pokemaniac.

Character Development.

Feld, you forgot interactions between the party members! IMO, that is the best form of character development. The formula of acting hard/being something you're not in front of the party and then eventually revealing how you really feel (because of the stress of the situation, etc) never gets old and works. And when the person playing knows a characters secret but the other party members don't. I forgot what they call that in storytelling, but it works really well. I rarely ever care about the actual story in games (because they are shit honestly), the characters are 99x more interesting.

Reading books help. A lot.

And they all lived happily ever after...

My favorite ending is probably Mother 3.

The only thing I hate is when devs prolong the life cycle of a game series. A game that was only supposed to be a trilogy ends up getting 6 releases. It only really applies to commercial games, because they purposefully end games with a terrible ending just so they can leave the option open for a sequel ($$$). And I don't care if they milk the franchise, but the never ending storyline thing is annoying. Imagine if the Final Fantasy series did this. ;(

Ever since I was a little girl...

RM2k3 Double Battle Speed Hack (Release)

I'd like a patch that makes games good and not use insane tactics to get around a persons boring battle system.