NIGHTOWL'S PROFILE

Nightowl
Remember when I actually used to make games? Me neither.
1577
I used to be RMN's most controversial topic since sliced bread. But then I had a banhammer lodged in my kneecap.

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Survival in RPGs: Hunger, ammo, sleep and porn withdrawal.

So RMN, after I've played Fallout: New Vegas for a while, what's your opinion on survival elements in RPGs? Y'know, like having to eat, sleep and watch porn in order to prevent insanity.
I'm planning to add some sort of hunger/thirst system to my game, and I'm wondering if RMN playerbase would tolerate having to stop, eat and rest ingame instead of just straightforward JRPG gameplay consisting of just moving from place to another.
Not only food would fend off hunger, but it would also restore MP (You can't eat a huge gourmet dinner during battle, though. The enemies are not going to sit and wait until you have finished your lunch.)

So, what's your opinion on this?

Weird RM2003 problem


I get an error like this everytime I try to access either Battle Layout or Monster Groups tab in RM2003. I'm using Goliath patch (or David, can't remember which) and this keeps occurring for new projects. Games made by other seem to be unaffected.

Mr. Mo ABS Error

When i made new skill, and tested it in Mr. Mo ABS, it didn't work.

Please don't give comments like 'Why you use Mr. Mo ABS?'
Just tell me why this happens.

[Tutorial] Making interesting battles.

Do you play often games which have boring battles with no interesting monsters, special skills and systems?

When i played Balmung Cycle, it had heavily-edited DBS. It includes adrenaline, finishing attacks and lot more. But look at your game's battles, is it same? I'm 100% sure it hasn't. (Scram if you already have edited well your battles)

--Boss Battles---------
What about wasps nest?
Since it has queen and many soldiers, and there could always come some soldier bees from nest. Soldiers are weaker than queen, of course. There are only 10 bees, and after killing them all you can kill the bee queen.

NOTE: These are only examples. Try make some interesting boss battles and regular battles like these.

--Annyoing----------------------
Remember those annyoing Digglets from pokemon? They always hide in ground and then strikes critically you after few rounds.
--Healing, status and damaging enemies-
In battle, there could be three enemies which have their own job. Healer heals allies, status enemy inflicts abnormal conditions and damaging one attacks to party.

--Some chat to battles----------
Oh, when i hit Kefka million times, this just keeps laughing.
Add some talk to your boss battles or even regular battles.
What if boss guy tells a piece from plot in battle?

--Unexpected skills------------
Mwahah, enemies can be cruel sometimes, what about if a enemy throws an unexpected bomb and damages fatally whole party?

Other things what you can add.
-Limit Breaks
-Heavily-edited DBS, hell yeah.

This is tutorial by me. It might not be very good.

CMS/CBS Problem

I'm just crunching my pencil and thinking how to show ally's HP/MP without doing million pages of event which shows numbers..
I don't know how to make a system which does something to show HP so can anyone help?

Rudra No Hihou Request

I'm need of Rudra No Hihou character battle animations. I'm not looking for battlecharsets. (I saw in Balmung Cycle's battle folder some battle sets which included characters)

Has anyone Rudra No Hihou character battle animations?

Sorry if this is confusing...
I'm finland person.

About games

I'd like to ask one question: Will any games NOT accepted until they have well-specified information and story and some screenshots?
I just wondered because my game was denied and it was my low quality, i posted screenshots as BMP. So will my (or some other guy's) game not ever accepted since it's denied?

FF3 NES Battle Charsets needed

I have roamed over websites and trying to find NES FF3 Battlecharsets and sprite sheets with Google but it's useless.

I'm looking for every FF3 battlecharset EXPECT Fighter, Red Mage, Black Mage, Monk (or was it black belt), White Mage and Onion Kid.

If anyone has, can someone give them?

Tutorial: Make A Good Game.

Let the mastah of puppatz tell you how to make good game.

Item and Skill Names:
When you make skill, should it be Cure, Blizzard or Fire? No! That's old! (Expect if you're making FF Fan game) That sounds now so boring so give more interesting names
like, Hellfire of Efreet(Ifrit), Wrath of Shiva and God's Touch, it should be something like that or you can use Latin names.
Items too.... Bronze Sword, Iron Hammer, Steel Shield, Fire Scroll blah, same boring generic shit.
Sword of Courage, Burning Blade, Gaia Maul, Scroll of Hellfire, Armor of Ocean and Aeolus' Shield. That sounds good. Remember always this when making skills and items!

The plotline:
Plot should be good, Don't copy it from Final Fantasy X (Expect if you're making remake) Also, stay out from cliches, two or three cliches aren't bad but...
when there comes many and more and more... Then player thinks 'Hmm. This is almost same like that and that and....' So remember. Nine crystal legends and crystal shattering are old crap. Make a good plot. If it's done in 5 minutes, it's crappy,
Mostly.

Music:
Why everyone takes music from Chrono Trigger, Final Fantasy and Breath of Fire?
Why not to take music from Terranigma which is good game but many don't play it.
Or why don't make your own music with for example, Midi Maker?
Think which music fits for every map and scene. If you take some music from music
artists like Nightwish, it sounds stupid in fantasy RPG expect if year is about 1980-2000 and hero listens it from CD Player.

That's it. I hope this helps beginners or more experienced.

Tutorial: How to make FF4 Dark Wave command (RM2003)

Yeah, i'll let beginners or intermediate people to know how to make Dark Wave from FF4.

STEPS:

First,go to Battle Layout, then select Set from battle commands.
Then create command named Dark Wave or what you want it to be.
Command's architype must be skill subset.

Then go M. Groups, take any battle, put 2 enemies. Now... go to skills and create skills named Dark Wave and type must be Dark Wave (or what you want it to be)
Have it to have no animation and no damage. Then back to M. Groups, create new page,
Trigger must be If (Dark Wave's user) uses Dark Wave.
create variable, set it to be user's Max HP. Then do another variable, USE variable what you used in previous variable, multiply it by 3.
Then select some battle animation to play at user.

Create conditional branch, mark else hander and pick If (Monster's Name) Targetted.
Create a variable and set it to be monster's defense. Then do another variable and it must use previous variable. Set it to be multiplied by 3. Then finally...
Just pick a Decrease Monster's HP and set it to decrease amount stored in variable
where the monster's def is stored.

It should look like this.

<> Variable Oper: (Dark Wave user's) Max HP
<> Variable Oper: /,3
<> Show Battle Animation (Whatever, not needed) (Dark Wave User) (Wait)
<> Branch if (Monster) targetted
<> Variable Oper: (Monster's) Max HP
<> Variable Oper: /,3
<> Show Battle Animation (Whatever) (Monster)
<> Change Monster's HP V Remove
<>
<> Else Handler
<> Branch if (Monster) targetted
<> Variable Oper: (Monster's) Max HP
<> Variable Oper: /,3
<> Show Battle Animation (Whatever) (Monster)
<> Change Monster's HP V Remove
<>
End
<>

Or with more monsters,

<> Variable Oper: (Dark Wave user's) Max HP
<> Variable Oper: /,3
<> Show Battle Animation (Whatever, not needed) (Dark Wave User) (Wait)
<> Branch if (Monster) targetted
<> Variable Oper: (Monster's) Max HP
<> Variable Oper: /,3
<> Show Battle Animation (Whatever) (Monster)
<> Change Monster's HP V Remove
<>
<> Else Handler
<> Branch if (Monster) targetted
<> Variable Oper: (Monster's) Max HP
<> Variable Oper: /,3
<> Show Battle Animation (Whatever) (Monster)
<> Change Monster's HP V Remove
<>
<> Else Handler
<> Branch if (Monster) targetted
<> Variable Oper: (Monster's) Max HP
<> Variable Oper: /,3
<> Show Battle Animation (Whatever) (Monster)
<> Change Monster's HP V Remove
End
<>






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