OCEAN'S PROFILE
Freelance pixel artist, RPG designer, and hungry... for fooood.
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RPG Game Making
I started using RPG Maker when I was 16 I believe. I had a lot more free time then. So yeah, whatever you want. Give it a try and see if you like it.
Well, since you have the time, you may want to just try something different though. Like using Game Maker or Multimedia fusion or something or other. There should be plenty of tutorials online to look at.
Well, since you have the time, you may want to just try something different though. Like using Game Maker or Multimedia fusion or something or other. There should be plenty of tutorials online to look at.
If someone took something from your game
Well, it depends on what's taken. If you take a sprite, go ahead. If you take a chipset, I probably wouldn't mind as well (unless it's for someone elses project, I don't want to see Excalistia chipsets being stolen). Basically, for most graphics, if you ask, I'll probably let you have it. For Paradise Blue, quite a few of the graphics are edits anyway, so it wouldn't bother me if others take it. Sometimes I've released some of the graphics for free use (the ones I custom made in Paradise Blue, not the edits, I won't claim credit for that).
If it's a 320x240 panorama, I would rather they ask me first. Since they're artworks and not really meant for games, I might not be as willing to freely give them out. But ask, and I may let you use it. If I see one of them in a game without them getting my permission, I'll PM or e-mail them telling them about it, but I won't be angered about it.
For Music, I put some up for free use already, so I don't mind people using those. However, for Island Sky music, I'll actually refuse offers to use them, although I may link people to alternatives. That I don't want people using, as I intend to make another Island Sky game, and will be using or remaking some of the songs. I want that game to at least sound unique.
If it's code, I'd rather they didn't mainly for the reason that it's usually not well coded or easily modifiable (mainly for early games). I could show them how I did it, though, so they can learn how to do it on their own. But if they go and steal a skill chart thing or quest log from me, at least ask me first, I probably will be okay with that.
So yeah, ask me first and I'll rarely refuse. If I see it in someone elses game without them asking me, I'll let them know about it and hope they replace it or at least remember to ask/credit me for original works.
I hate locked projects, so I will not do that to mine just to deter thieves, as I also use/edit resources that aren't custom made by me.
If it's a 320x240 panorama, I would rather they ask me first. Since they're artworks and not really meant for games, I might not be as willing to freely give them out. But ask, and I may let you use it. If I see one of them in a game without them getting my permission, I'll PM or e-mail them telling them about it, but I won't be angered about it.
For Music, I put some up for free use already, so I don't mind people using those. However, for Island Sky music, I'll actually refuse offers to use them, although I may link people to alternatives. That I don't want people using, as I intend to make another Island Sky game, and will be using or remaking some of the songs. I want that game to at least sound unique.
If it's code, I'd rather they didn't mainly for the reason that it's usually not well coded or easily modifiable (mainly for early games). I could show them how I did it, though, so they can learn how to do it on their own. But if they go and steal a skill chart thing or quest log from me, at least ask me first, I probably will be okay with that.
So yeah, ask me first and I'll rarely refuse. If I see it in someone elses game without them asking me, I'll let them know about it and hope they replace it or at least remember to ask/credit me for original works.
I hate locked projects, so I will not do that to mine just to deter thieves, as I also use/edit resources that aren't custom made by me.
speed
For running, we're going to use the Shift key to run (RM2K3. You can use a different key for RM2K, but since they're limited in RM2K, that's not really practical). You'll run as long as you are holding down the Shift key.
Make a common event, have it a parallel process, and with a run switch trigger switch (If you want to disable running in places you don't want to by turning off this switch. Just remember to turn on the Run switch in the intro or whenever you want to resume running).
Inside that common event:
Make a key input process command with these options:
Store key code in: (Running variable)
Uncheck the Wait until key is pressed.
Keys to process: 7 (Shift key)
Then, make a conditional branch with an else case that checks to see if the Running variable is equal to 7.
If it is, put inside of that conditional branch:
If Switch Fast is Off
Switch Fast set On
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it once.
In the Else case of the conditional branch:
If Switch Fast is On
Switch Fast set Off
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it twice.
Then, put a wait command of .1 seconds under all of the code. Or .0, I don't think it should matter.
So, why increase move speed 3 times? There is a maximum that RPG Maker will let you increase the speed to. If you remove those, you may sometimes be permanently slowed down or sped up because the move speed would be relative to your speed. So don't forget those 3 move speed increases. By the way, that's not frequency, just speed.
For toggle, it's a very similar process. Copy it until you get to the Conditional branch. You don't need an else for it.
Switch fast set Toggle On/Off
If Switch Fast is Off
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it once.
Else
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it twice.
and then the rest should be the same. I haven't tested it but I assume it works...
Make a common event, have it a parallel process, and with a run switch trigger switch (If you want to disable running in places you don't want to by turning off this switch. Just remember to turn on the Run switch in the intro or whenever you want to resume running).
Inside that common event:
Make a key input process command with these options:
Store key code in: (Running variable)
Uncheck the Wait until key is pressed.
Keys to process: 7 (Shift key)
Then, make a conditional branch with an else case that checks to see if the Running variable is equal to 7.
If it is, put inside of that conditional branch:
If Switch Fast is Off
Switch Fast set On
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it once.
In the Else case of the conditional branch:
If Switch Fast is On
Switch Fast set Off
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it twice.
Then, put a wait command of .1 seconds under all of the code. Or .0, I don't think it should matter.
So, why increase move speed 3 times? There is a maximum that RPG Maker will let you increase the speed to. If you remove those, you may sometimes be permanently slowed down or sped up because the move speed would be relative to your speed. So don't forget those 3 move speed increases. By the way, that's not frequency, just speed.
For toggle, it's a very similar process. Copy it until you get to the Conditional branch. You don't need an else for it.
Switch fast set Toggle On/Off
If Switch Fast is Off
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it once.
Else
Inside the Move event command:
Event: Hero
Increase move speed 3 times, then decrease it twice.
and then the rest should be the same. I haven't tested it but I assume it works...
speed
I shouldn't be helping you because I dislike walking slow in RPGs so much. But I will anyway.
Actually, I have an idea. Instead of having the character run only when the button is pressed, have it as a toggle. If you press it, your character stays in running mode. If you press it again, your character goes back to walking mode. That way you don't have to force players to walk slow just because you like walking slow. I don't want to have a button pressed constantly just to run if you can do it by just pressing once.
If you're in RM2K however, you have less buttons to work with and you may need both of them. In that case, I'd recommend an item that has a switch command on it that turns on a switch. In the common events, if the switch is turned on, then toggle the Running switch on or off. If it's on, move speed up, if it's off, move speed down.
As for making the character go slow in the first place, make an Autostart event in the very beginning map. Move event: Speed down. Then, turn on a switch, and have the 2nd page of it be if that switch is turned on, and don't have anything else in that page. This way, it'll slow the player once and stay like that for the game (unless you have move speed up things later).
Once I go home, I can post the code for either the run button or the toggle run/walk or explain in more detail.
Actually, I have an idea. Instead of having the character run only when the button is pressed, have it as a toggle. If you press it, your character stays in running mode. If you press it again, your character goes back to walking mode. That way you don't have to force players to walk slow just because you like walking slow. I don't want to have a button pressed constantly just to run if you can do it by just pressing once.
If you're in RM2K however, you have less buttons to work with and you may need both of them. In that case, I'd recommend an item that has a switch command on it that turns on a switch. In the common events, if the switch is turned on, then toggle the Running switch on or off. If it's on, move speed up, if it's off, move speed down.
As for making the character go slow in the first place, make an Autostart event in the very beginning map. Move event: Speed down. Then, turn on a switch, and have the 2nd page of it be if that switch is turned on, and don't have anything else in that page. This way, it'll slow the player once and stay like that for the game (unless you have move speed up things later).
Once I go home, I can post the code for either the run button or the toggle run/walk or explain in more detail.
Sonic: the RPG
Yeah, this one's odd. I don't have a DS, so I wouldn't be able to check it out yet. Sonic and the Dark Brotherhood just makes me think he was in Oblivion and murdered someone and got contacted by Lucien Lachance and is now accepting contracts to murder various people. Like others, if I had a DS, I'd probably just get this out of curiosity. Or maybe just wait for youtube videos of it and watch those instead.
Final Fantasy XIII
Well, this is turning out to be more of a music discussion, but I guess they could split the topic or something.
Or maybe they just get overworked and cannot produce the songs that they would like to, so resort to something just to get it done. I dunno.
What happened to Shimomura, man... Kingdom Hearts turned her into a terrible composer or something. Why are all good composers so bad now?I'm guessing they just stick to the same style, so eventually all their new songs just sound like previous ones. Like in Treasure Hunter G which I was listening to an hour or so ago, you can pretty easily spot Iwatas songs. Sakimoto had a few good ones there which are a bit different, like the Final battle song which I liked. I'm not speaking out against them for that soundtrack, as I generally liked their songs in there, I'm just giving an example. I was glad John Pee did most of the soundtrack, as I thought his songs were pretty interesting, such as the first forest song, some of the town songs, things like that.
Or maybe they just get overworked and cannot produce the songs that they would like to, so resort to something just to get it done. I dunno.
Final Fantasy XIII
author=brandonabley link=topic=685.msg9132#msg9132 date=12031347134? Who was the other one? I know it was Uematsu, Junya Nakano and Masashi Hamauzu, I don't recall a 4th.
Actually FFX had four composers. You should listen to the Unlimited SaGa OST to hear some great music by this composer. Terrible game though.
I'd be kinda disappointed if Nakano doesn't help out a bit, I liked songs like Hurry!, Enemy Attack, Luca, and a few others from Nakano. Well, Hamauzu's not bad at all, the Besaid song was great, so I can't really complain. Either way, I'm glad it's not Kenji Ito, Yoko Shimomura, Sakimoto or Iwata.
General question on "Skills"
author=Karsuman link=topic=673.msg8898#msg8898 date=1202779265Ah, thanks, I've got to do that for mine. Because right now you can get the Focus skills and stuff to double your mind in battle... yeah, useless. I knew about this, but I always keep forgetting, so I'll go around fixing it when I go home.
The way rm2k3 handles the intelligence stat is retarded normally.
Best solution: do not rely on effect rating, set the influence to 10, and set the base element effectiveness to 200% (or more) instead of being at 100%. This will make the int stat much more valuable because it's effectiveness is doubled.
I can get more detailed if you need a better explanation.
How do you earn AP?
author=mantlecore77 link=topic=593.msg8856#msg8856 date=1202681047You can make your own random encounter system. Plus, this gives you the added benefit of having abilities/conditions/whatever happen before or after a battle, or altering the battle itself in some way. Like, for example, if I have an initiative ability, I can set it so that if they have it equipped, then the player will strike first in the battles. If they don't, it goes as normal. Actually, that's not a very good example as there are weapons/items that can do that too but you get my point.
mysersguy and divinelight, that method wouldn't work because I was talking about random encounters, and as far as I know, there's no "Victory" battle event condition. Just wanted to clear that up.
Or have event encounter systems. They're nice.
What we did horribly on our first games.
Mine was in RPG Maker 2000, like 7 years ago. The game doesn't exist anymore. I remember it being pretty short, but that's not the horrible part. (As a bit of a fun note, the battle music in Paradise Blue was in this game).
I had a magic mirror in that game that showed you who the traitor was, but it lied. It was a weird scene.
I left all the skills and stuff as default, so the Elf girl would have all these 0 MP skills.
I don't remember anything else about it, it was too long ago. In my 3rd game (I somehow cannot recall anything about my 2nd), I tried doing an FF3 multi party battle thing. It failed badly.
I had a magic mirror in that game that showed you who the traitor was, but it lied. It was a weird scene.
I left all the skills and stuff as default, so the Elf girl would have all these 0 MP skills.
I don't remember anything else about it, it was too long ago. In my 3rd game (I somehow cannot recall anything about my 2nd), I tried doing an FF3 multi party battle thing. It failed badly.














