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Think it's time for moveable battle animated monsters?
post=129234
The last battle in the current MC:Vengeance demo has what some would call an animated monster in it. But basically I made it so that every few turns, the bad guy uses a move that turns on a switch, that makes him transform into an invisible enemy with 999 speed, and inflicts a status effect on the party that makes them stop acting during the time it's up. The invisible enemy uses his attack, and on his next turn transforms back into the boss, and removes the status effect. It's a bit more delayed than I would like it to be, but it's better than showing a battle animation that contains the monster in it, while the monster is still on screen.
Jesus. Did you really do that?
The easiest way to do it is what craze said. Or just use a more powerful engine!
Hint: use a more powerful engine.
Please post here oldbies. I am very tired and I cannot see very well...
The Final Fantasy XIII topic
Grind method below:
You can just grind by encountering the king behemoth fighting the other large monster at the end of the plains by the save point. Since they're fighting, you always get a preemptive attack. Take down the king behemoth first and you're set. Over 6000 CP. Move down the plains a bit and they'll respawn again.
Also this game could benefit from a Gold Saucer. It really needs one. Nautilus would have been perfect.
You can just grind by encountering the king behemoth fighting the other large monster at the end of the plains by the save point. Since they're fighting, you always get a preemptive attack. Take down the king behemoth first and you're set. Over 6000 CP. Move down the plains a bit and they'll respawn again.
Also this game could benefit from a Gold Saucer. It really needs one. Nautilus would have been perfect.
The Final Fantasy XIII topic
Actually he might be right. This game does not have a complex story by any means. Behind all of the flashy graphics and world history (which I wouldn't really call history since nothing is explained), it's just about fate and heroes going against their predetermined fate. Even though the story isn't great, the characters more than make up for it. They're easily the main focus of the game. If they weren't as good as they are, this game would not be able to hold its ground at all. I don't think many other main ff series characters can match them. If FFXII focused on the characters the way this game did then I would probably say otherwise but that game was a mess storyline wise.
Anyway, who got to the battle that is equivalent to the Seymour fight in FFX? It's on chapter 10. That was tough!
Anyway, who got to the battle that is equivalent to the Seymour fight in FFX? It's on chapter 10. That was tough!
The Final Fantasy XIII topic
post=127306
Lightning and Sazh are the coolest characters so far. Hope and Vanille should die in a horrible fire of cheeriness and sappy bullshit. Snow is very blah and dresses stupidly. .
It felt like there might be a cool story in there somewhere!
There is no story. Well, there is, but I can't follow it.
I thought it was interesting how you think Hope is a bad character and Lightning is cool, though. Maybe it's because I've already gotten to the part where the game opens up so I know the story, but Hope is one of my favorite characters. Lightning, to me, isn't a very interesting character. She's a very run of the mill type hero compared to Hope. I guess she's supposed to be 'cool', but they could have done more with her. Now that I think about it, none of the female characters are that good compared to the male ones (mainly Sazh and Hope). Vanille is =x.
Haven't beaten it yet so who knows, it could change. The battle system is fantastic, probably the best out of them all. It gets insane later on.
Counter Attack in RM2K3?
Okay boys. :)
Make the counter skill trigger a switch. Then create a battle event page (which is triggered by that switch) that checks the hero's hp. If the health decreases, execute the attack. Inflict the hero with a blank condition for an animation and then show his counter animation (revert back once you're done). Damage can be determined by the standard RM calculation, or you can do whatever you want. This won't be perfect, though. Unless you make each enemy attack unique through events (like Ran's video above), you won't be able to determine which enemy to counter attack.
Make the counter skill trigger a switch. Then create a battle event page (which is triggered by that switch) that checks the hero's hp. If the health decreases, execute the attack. Inflict the hero with a blank condition for an animation and then show his counter animation (revert back once you're done). Damage can be determined by the standard RM calculation, or you can do whatever you want. This won't be perfect, though. Unless you make each enemy attack unique through events (like Ran's video above), you won't be able to determine which enemy to counter attack.
Neunzehn
Card Saga Wars. Check this out if you haven't already.
Character Meme
I agree with Karsuman, it feels like one of those myspace questionaires where you tally up your imaginary score. Numbers that represent their traits feels odd, IMO.
April can't come quick enough, though. Please hurry. :(
April can't come quick enough, though. Please hurry. :(













