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How to make an attack/skill that does multiple damage

-You have to link your skill through battle events using an MP workaround.
-In the battle event you would execute your code for 3 separate animations, inserting the damage after each.
-This requires a damage algorithm.

You can download Alter Aila Genesis to see how it's done. Only advanced RM2K3 users will understand it, though.


FIRE MAGI!

Which prominent RMN'er are you?

Congratulations! You are #shmup!

Once misao-life leading chancellors of the "Cesspool Age". Now perpetually disappointed with the current state of affairs. The "Hundleys" of RMN.

shmupped.

Good-looking areas vs. good-playing puzzles

author=harmonic
Puzzles, as defined by how to navigate through the dungeon, are the definition of how to execute dungeon design. Some way to break the monotony of walking in a straight line from dungeon entrance to boss.

Yeah, I will expand on this. The word 'puzzle' is sometimes not a good word for this type of subject.

The problem (and this pertains mostly to rpg's) is that outside of battle, you are not doing anything. You are holding down a button or key and walking in a direction, looking at the (possibly nice?) scenery. No thinking is involved. There needs to be some interaction involved, otherwise it's lifeless and boring. Traditional rpg battles are still interesting and fun because they require you to think, and you're looking at flashy animations that show your input.

It's a make or break thing, really. Just like anything else in your game. A good game becomes great with unique designs, but can also make a turn for the worst. Creating good puzzle design is just like creating a good battle system. You can't just plug in generic things and think you've created an interesting environment. The puzzle design of...let's say...Lufia 2, is really ancient and not a good way to showcase good gameplay. There are random colored blocks in dark caves which look ridiculous compared to the environment around them. Signs are posted up giving you hints like "turn the sun stone 90 degrees clockwise to see the other side of this room", which does not stimulate your excitement in any fashion. Laying down some dynamite and seeing an entire room crumble, or just having some neat spells that change the environment around you to create more depth is more dynamic and exciting to look at. It also helps when there isn't just one solution only. It isn't necessary, but good design means a person can solve your challenge in more than one way. Play Puzzle Quest and to some extent, Zelda. Or just play your battle system. Your battles also have more than one solution (I hope).

If it's sloppy, it sucks. Unfortunately, this is the case 95% of the time. Good-looking areas vs. good-playing puzzles...a good designer knows how to make these co-exist.

Whatchu Playin': Big Boy Screenshot Topic

author=geodude
TF2 was better before the Mann Co. store ruined it

Anyway, I am doing Mass Effect 2 DLC. Here is a random screenshot of this very good game. Big image.
http://img411.imageshack.us/img411/9941/masseffect2c.jpg
or

newbattle.png

gauge design is limiting in rm2k3. You have to learn to cut corners to get a decent UI with it.. The advice here is good stuff.

Also, why do two icons in the selection menu have that border design, while the other two do not? Get some consistency!

Remember the fallen

Where's Inoran.

edit: and legacy001

Alt_Key_Help.PNG

This is a very good idea.

Ciel finally bites and makes a topic

I have the solution.

Everybody that has posted in here must make and complete a game. A challenge that will go unfulfilled for decades. But let's see if we can do it!

Mass Effect 3 teaser.

I must have this.