OCEAN'S PROFILE
Freelance pixel artist, RPG designer, and hungry... for fooood.
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Zero to Sixty - Musings on the Cancers Besetting Amateur RPGs and Thoughts About Potential Cures
Yeah, it's like those that want to have like "60+ hours" as a feature when they're presenting their games. I just get immediately turned off to that. I think better to develop a smaller game but that's fun to play rather than a huge one that's incredibly boring. I agree too with the more options in the beginning. Having a choice between Attack, 2 Potions (which you need to save for the boss or else you lose), and a 15 MP skill that does 2 damage more than attack when you have 20 MP isn't much fun!
Firefox 3 - Download Day Guinness World Record attempt [June 17][UPDATE: 8.2 million]
Best number of Downloads
Ever Blue: 57
Island Sky: 204
Paradise Blue: 117
I wonder why IS has more downloads than the others. Oh well!
Island Sky: 204
Paradise Blue: 117
I wonder why IS has more downloads than the others. Oh well!
Screenshot Thread With One Eyebrow and a Golden Tooth

An easy battle because it's on Level 25 and I'm on Level 50 with all spells/commands/weapons/armors and stuff. Of course I had to cheat to do so... Anyway, this shark is a remake of an older shark sprite:

How to make a character generation screen?
Ah, sweet. I wondered if RMVX had a "Wait until key pressed" option so you didn't have to worry about the wait. As I said before, I don't use RMVX so either you'd have to look it up, or have someone find it. But yeah, glad it works!
How to make a character generation screen?
OK, it should be pretty similar for RMVX. For key input processing, instead change that to Conditional branch: When button is pressed. The commands are otherwise similar and similarly named (Though instead of show picture, it's display picture and stuff).
So yeah, 544x416 or whatever they said. You could also most likely pull this off with scripting, but I've not used RGSS2 yet since I'm trying to finish my RM2k3 project before I go off to play with RMVX.
So yeah, 544x416 or whatever they said. You could also most likely pull this off with scripting, but I've not used RGSS2 yet since I'm trying to finish my RM2k3 project before I go off to play with RMVX.
How to make a character generation screen?
It wouldn't be hard to make a mini custom menu to do pretty much what Kentona said. Lemme find and explain some code for it.
First, make a 320x240 blank image. Place where you want the menu to show up in. I do this so I don't have to worry about coordinates.
So, say you have the options:
-Dumb Elf
-Stuck up annoying Elf
-Santas Elf
-Keebler Elf
-A good Elf (a dead one (you start out and it's a game over))
I'd make a menu image with each of those options. Since I'm lazy, I put the cursor image on there too, at the first position. Then, use that same menu image, but change the cursor position in the image to the 2nd position. Do that with all of them, and you should have 5 images.
Then, in an autostart event:
if variable is 0
Show picture 1: Dumb Elf option
If variable is 1
Show picture 2: Stuck up annoying Elf option
Blah blah blah repeat until you use up the images.
Key input process: (Wait until key is pressed, check off all the keys). Store to a variable, I'll call it variable 002: menu key press
If variable is 1 (Down key is pressed)
add 1 to menu position
if menu position is greater than the amount of options you have, set it to 0.
If variable is 4 (Up key is pressed)
subtract 1 to menu position
if menu position is less than 0, set it to the max amount of options you have.
If variable is 5 (enter key pressed)
Set a switch so you can make a new autostart. Set the menu position to a new variable so you can remember which option they picked.
If variable is 6 (escape key pressed)
Turn off the current switch set for this. If it's the first menu, then you shouldn't have a switch, so no need to do anything there.
Make more pages in this autostart event, each with a new switch precondition (that you set in menu key press 5). Then repeat the process over but for classes/gender and all that stuff. Once you get the first one working, the rest is pretty much copy/paste and changing a few values around. Of course you have to make new images for them too. Then in the last one, you just ask if that's okay, then teleport to a new map and start. Create the character based on the variables chosen.
I did kinda shorten this because I'm lazy and it's 100000 degrees here, but feel free to ask me questions. Obviously there's more efficient ways of doing this, but I feel this is simple enough, and I'm too lazy to deal with coordinates.
First, make a 320x240 blank image. Place where you want the menu to show up in. I do this so I don't have to worry about coordinates.
So, say you have the options:
-Dumb Elf
-Stuck up annoying Elf
-Santas Elf
-Keebler Elf
-A good Elf (a dead one (you start out and it's a game over))
I'd make a menu image with each of those options. Since I'm lazy, I put the cursor image on there too, at the first position. Then, use that same menu image, but change the cursor position in the image to the 2nd position. Do that with all of them, and you should have 5 images.
Then, in an autostart event:
if variable is 0
Show picture 1: Dumb Elf option
If variable is 1
Show picture 2: Stuck up annoying Elf option
Blah blah blah repeat until you use up the images.
Key input process: (Wait until key is pressed, check off all the keys). Store to a variable, I'll call it variable 002: menu key press
If variable is 1 (Down key is pressed)
add 1 to menu position
if menu position is greater than the amount of options you have, set it to 0.
If variable is 4 (Up key is pressed)
subtract 1 to menu position
if menu position is less than 0, set it to the max amount of options you have.
If variable is 5 (enter key pressed)
Set a switch so you can make a new autostart. Set the menu position to a new variable so you can remember which option they picked.
If variable is 6 (escape key pressed)
Turn off the current switch set for this. If it's the first menu, then you shouldn't have a switch, so no need to do anything there.
Make more pages in this autostart event, each with a new switch precondition (that you set in menu key press 5). Then repeat the process over but for classes/gender and all that stuff. Once you get the first one working, the rest is pretty much copy/paste and changing a few values around. Of course you have to make new images for them too. Then in the last one, you just ask if that's okay, then teleport to a new map and start. Create the character based on the variables chosen.
I did kinda shorten this because I'm lazy and it's 100000 degrees here, but feel free to ask me questions. Obviously there's more efficient ways of doing this, but I feel this is simple enough, and I'm too lazy to deal with coordinates.
So what does Forbid Event Overlap mean...
Yep. It's nice for when you have some NPCs moving around randomly, you can just put some forbid event overlap events on the ground, and while you can freely move around, the NPCs will be blocked from going around that area. You could also find some other uses for it. But basically, yeah, blocks events from moving onto that space.
Indie games that have impacted you
I'm not going to write about which ones impacted me because none of them do.
There were these pacman style RM2k/3 games which were kinda fun to play. They were a nice alternative to typical RPGs.It was Chocobo Panic I think.
Cave story is nice too. I'm not really a platformer fan (Other than mario games and early sonic games), but it was nice.
Super Boink o Doink was hard but fun too. It's the only game where I died literally 500+ times and still had fun with it.
The Barkley game was fun too.
Normally RPGs are my favorite genre, but I haven't really found any indie RPGs that are really enjoyable. Some did impress me, only due to the amount of work that went into it, but not that it was actually fun. Aurora Wing is an example.
There were these pacman style RM2k/3 games which were kinda fun to play. They were a nice alternative to typical RPGs.It was Chocobo Panic I think.
Cave story is nice too. I'm not really a platformer fan (Other than mario games and early sonic games), but it was nice.
Super Boink o Doink was hard but fun too. It's the only game where I died literally 500+ times and still had fun with it.
The Barkley game was fun too.
Normally RPGs are my favorite genre, but I haven't really found any indie RPGs that are really enjoyable. Some did impress me, only due to the amount of work that went into it, but not that it was actually fun. Aurora Wing is an example.
















