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NEWBLACK'S PROFILE

The undead are among us,
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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Running system issues [2k3]

I've pretty much copied the tutorial verbatim. So that means the parallel process common event contains a conditional branch that says:

"If SHIFT key is "on" then call common event - hero.run (hero run contains "move event:Hero - decrease walk speed,decrease walk speed,decrease walk speed,decrease walk speed (to set the base level of speed), Increase walk speed, Increase walk speed, Increase walk speed

Else (if SHIFT key is not "on)

Call common event - hero.walk (which is the same, except with ONE less "increase" making it one speed level slower).

Sore Losers

I really, really enjoyed this game. Played through the whole thing in one night, couldn't drag me away.

I had to exploit/cheat the gambling mini-game to get through the latter part of the game mind.

The Mirror Lied

That was amazing! Had chills and a really uneasy feeling throughout. I'd love to know the inspiration for the "story".

Lots of attacks missing [2k3]

Thanks for the link man. Despite using a game-breaking weapon I was still at the appropriately (low) level for the part of the game I was testing, so my character obviously had quite low stats.

Character: 53
Monster (currently): 15

I'd actually lowered it to try and resolve the issue but it's persisting, seemingly.

Looks like I'll need to do some reading, I've been tinkering with the balancing for ages and can't really see what differences things make properly (So that certain things are actually worth using etc). I still want attacks to miss a decent amount of the time for gameplay reasons, but not like this.

Lots of attacks missing [2k3]

Sorry, another help request thread.

Basically, I'm using 2k3's DBS (boo, hiss, I know) but aside from it's obvious limitations which I've been happily working with/around for a while now... I've recently started having 30%-50% of my character's attacks miss the monsters during an encounter and I have NO IDEA why :|

So, later, I made a game-breaking developer's super-weapon so I could breeze through fights and gave it 100% hit probability and a ridiculous attack rating.. And STILL a load of attacks are missing. I checked the monster stats and nothing seems too untoward but I will admit that statistics are my very, very worst suit when it comes to using RM so I could easily be missing something.

It's worth adding that this has seemingly started happening almost randomly out of nowhere. Which stats should I be looking at here guys?

Running system issues [2k3]

Hey I've been trying to implement a simple walk/run system into my game using http://rpgmaker.net/tutorials/142/ <- this tutorial.

The system runs just fine, I even added a trigger switch so that I could turn the walk/run system off during cut-scenes.. However it appears that whilst the walk/run parallel process is ON - NO events work whatsoever. Which means my game's suddenly become completely sequence-breakable.

For example, shortly after the player gains full control over the character there's a couple "on touch" activated events that require the player to run into the event, however, when the run/walk parallel process is ON, nothing happens when the character walks over the event-ed tile.

Does anybody have any idea why this is happening and/or what I could do about it?

Creating A Sprint/Run Key

I'm in the middle of implementing this myself, I think you can get around the cutscenes issue entirely with the use of the "trigger switch" function next to where you'd choose "parallel process" for the common event.

It'll still work as a PP but only when enabled by a second switch being on - which you'd obviously turn off at the beginning of any pre-scripted hero movement and off at the end.

EDIT: Actually there's still a lot of issues with triggering events whilst the PP is running, off to the forums.

Probably Hopeless but I'll ask.

Ahhh yeah, I did use Ad-Aware. Most likely that.

I was concerned because CCleaner does permanently remove registry entries and files stored by other programs that are meant to be cleared.

I was using a modified RTP (As in, I was lazily not importing resources but instead putting them into my RTP), will that matter? :/

Probably Hopeless but I'll ask.

So my internet got disconnected for about 9 months earlier on in the year and only recently got put back on.

After a few weeks of internet access and installing some new games I realised my PC's performance was pretty poor so I updated my anti-virus, anti-malware etc stuff and also downloaded CCleaner from Piriform to clean up all the old, broken bits of stuff knocking about my computer.

Anyway, after doing a whole load of cleaning and optimization my RPG project has been rendered inoperable. So I guess my scans removed some files from either Rm2k3 or the project.

It says that the project cannot be compiled and has encountered a fatal error.

Is there any chance this could be rectified by replacing the files? (if so it'd be good to find out which ones, is there a preferred method? or ANY method?)Or is this a corruption in the map-tree or what not?