NEVERSILENT'S PROFILE
- Silence is silver, speaking is golden -
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
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Loyal Master of the Wind fan!

Mia & Amalie will save us all!
Obey the Tezkhra!
Damsels of the world, join the Mayhem!
Proud member of the Flowey Fan Club.
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
-------------------------



Loyal Master of the Wind fan!


Mia & Amalie will save us all!
Obey the Tezkhra!

Damsels of the world, join the Mayhem!

Proud member of the Flowey Fan Club.
The Book of True Will
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
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Disabling Menu and Character Movement [RMXP]
What are you thinking about right now?
Am I truly the only person here who thinks the RPG Maker XP charsets look much more realistic, human-like and plain better than those weird blocky VX Ace characters? Apart from the mapping, it's about the only thing I find superior about XP...
Disabling Menu and Character Movement [RMXP]
Oh, please, you don' have to exaggerate like that. ^_^
Anyway, here are the screenshots that specify how to stop player movement while your picture is displayed. I inserted comments so they should be pretty self-explanatory.
The above setup allows the player to activate the event again after the picture has been erased again. If you only want the player to be able to view the picture once, simply add another Switch inside the Conditional Branch on the second page. Then add a third event page that is activated by that new Switch.
I hope this helps. Good luck!
Anyway, here are the screenshots that specify how to stop player movement while your picture is displayed. I inserted comments so they should be pretty self-explanatory.
The above setup allows the player to activate the event again after the picture has been erased again. If you only want the player to be able to view the picture once, simply add another Switch inside the Conditional Branch on the second page. Then add a third event page that is activated by that new Switch.
I hope this helps. Good luck!
Disabling Menu and Character Movement [RMXP]
Don't worry, what you want to do is perfectly possible. Give me a few minutes and I'll make some screenshots for you explaining how to get it set up.
About disabling the menu access in XP: There is an event command that does just that. It's right on the first page of event commands, the second to last option. Don't forget to enable the menu access again after the part where you want it to be unavailable is over, though.
About disabling the menu access in XP: There is an event command that does just that. It's right on the first page of event commands, the second to last option. Don't forget to enable the menu access again after the part where you want it to be unavailable is over, though.
I only just realized that the Help Request and Resources (or whatever it was called) was split into two (Help Me! and The Job Board). W-when did this happen?
Good morning. Where have you been? ;)
Edit: More seriously: This was done like two months ago, I think. How'd you miss that?
Edit: More seriously: This was done like two months ago, I think. How'd you miss that?
Creating heroes in SRPG Roguelike
You're welcome. Though I think that if a player decides to create the same type of character two times, there would always be the option of assigning the additional stat points differently, resulting in an entirely new character build.
But you have a very good point about the danger of "extreme" builds through manual stat distribution. I can think of two ways to prevent this from happening without resorting to randomness:
You could simply put a cap on the amount of stat points a player can assign to each stat at the beginning of the game. That way, you would just force the player to take a more balanced approach. It's not a very appealing solution in my opinion, though.
The other way would be to give the player a certain amount of "upgrade points" or the like which they can spend to increase their stats - but the higher they make them, the more upgrade points it would consume. For example increasing a stat from 10 to 11 would be slightly more expensive than increasing it from 9 to 10, and the step from 11 to 12 would cost even more etc. This would not make extreme builds impossible, but discourage them as they are the less efficient and less economical choice.
But you have a very good point about the danger of "extreme" builds through manual stat distribution. I can think of two ways to prevent this from happening without resorting to randomness:
You could simply put a cap on the amount of stat points a player can assign to each stat at the beginning of the game. That way, you would just force the player to take a more balanced approach. It's not a very appealing solution in my opinion, though.
The other way would be to give the player a certain amount of "upgrade points" or the like which they can spend to increase their stats - but the higher they make them, the more upgrade points it would consume. For example increasing a stat from 10 to 11 would be slightly more expensive than increasing it from 9 to 10, and the step from 11 to 12 would cost even more etc. This would not make extreme builds impossible, but discourage them as they are the less efficient and less economical choice.
The Highlander's Tomb (Team Forum RPG)
Hey guys, sorry for being silent. Even I have to sleep sometimes ^_^
Whoah, there's been a lot going on while I was away. Stay alive just a little longer, I'm coming to save you! Yeah, totally...
(Also, glad to see I'm not the only one who actually likes puns.)
----------
"Ugh, my head... Thank you for healing me, good Lady. You've spared me a lot of trouble, it seems. How much do I owe you?
Oh, uh... What kind of demon attacked me? Well..." Thinking quickly, I realize I should not say a word to her about Zuko. Who knows what she might do to him? Then, an idea flashes through my head, and I try hard to hide my upcoming grin as I say: "Yes, I remember one of those fishermen at the river attacked me with some sort of demonic spell. I think it was the old one with the cane. It was quite creepy, to be honest, but thank goodness you saved me."
I slowly try to get up, get my stuff together and prepare to leave the inn. As far as I remember, the others were at the miners' camp, so I should probably head that way. Then again... Maybe they're already back in town? I ask the woman: "Can you tell me for roughly how long I was out?"
Whoah, there's been a lot going on while I was away. Stay alive just a little longer, I'm coming to save you! Yeah, totally...
(Also, glad to see I'm not the only one who actually likes puns.)
----------
"Ugh, my head... Thank you for healing me, good Lady. You've spared me a lot of trouble, it seems. How much do I owe you?
Oh, uh... What kind of demon attacked me? Well..." Thinking quickly, I realize I should not say a word to her about Zuko. Who knows what she might do to him? Then, an idea flashes through my head, and I try hard to hide my upcoming grin as I say: "Yes, I remember one of those fishermen at the river attacked me with some sort of demonic spell. I think it was the old one with the cane. It was quite creepy, to be honest, but thank goodness you saved me."
I slowly try to get up, get my stuff together and prepare to leave the inn. As far as I remember, the others were at the miners' camp, so I should probably head that way. Then again... Maybe they're already back in town? I ask the woman: "Can you tell me for roughly how long I was out?"
Creating heroes in SRPG Roguelike
My personal opinion would be not to have randomness involved in stat definition at all, not even in roguelike games. It is just unnecessarily frustrating and all it will accomplish is that people keep rerolling until they have the stats they wanted to begin with. (Of course, you could add a "quick character generation" option to randomly create a character and start playing immediately, but this should be a choice and not the default option.)
I think the best approach would be to combine your systems A and C: Have the player select their movement type and weapon proficiency, which also partially determines the character's stats. But then give the player the option to distribute a certain amount of additional stat points freely. That way, you can keep some control over possible "classes" or combinations and have a certain order to it, but there will still be enough customization possibilities for the player to enjoy.
I think the best approach would be to combine your systems A and C: Have the player select their movement type and weapon proficiency, which also partially determines the character's stats. But then give the player the option to distribute a certain amount of additional stat points freely. That way, you can keep some control over possible "classes" or combinations and have a certain order to it, but there will still be enough customization possibilities for the player to enjoy.
The Highlander's Tomb (Team Forum RPG)
Sorry, Gourdy. We really didn't mean to be rude.
Well, except for seiromem, of course, but that doesn't count.
P.S.: I think you're doing fine, wes. Don't let 'em tell you otherwise.
Well, except for seiromem, of course, but that doesn't count.
P.S.: I think you're doing fine, wes. Don't let 'em tell you otherwise.
RMN Tagline Thread
author=seiromem
Wait, you can make a career out of this?
Only if you are really good, I suppose. But yes, some people have accomplished that.
Also, how about these taglines:
- "Let us gam mak 'til the break of dawn." (~Gourd_Clae)
- "Welcome to RMN! Share your creativity with us!" (~Marrend)
- "Once you gam mak, you never go bak." (~Pizza)














