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The Rare/Obscure RM Games Request Topic

I saw where gens 2 was posted earlier in the thread but the link was dead, does any one still happen to have it?

[RM2K3] Feedback before implementing an idea

Thanks to both of you for your input. I'm torn between trying this system and a different one where you use weaker skills and magic to build a gauge to use stronger ones.

Its a bit simpler in terms of concept, but I like the idea of some of the scenarios like badluck mentioned with the healer with my original idea about exhaustion/magic poisoning. I think I will try to go with the original and hey if it turns out to be too tedious I can change it to the other one.

I am concerned about getting into a situation where you're just forced to alternate between attack and magic, but I'm hoping with decent enemy design I can avoid that. Definitely appreciate any feedback/input though

[RM2K3] Feedback before implementing an idea

Thanks for your feedback, I appreciate it. I was planning on having items play a big roll, with lots of different options for healing and 'skill scrolls' that would be an alternative to using magic, but not as powerful. I do like your idea of there being a benefit to filling the gauge too, like more criticals or something when it's full, although I'm not sure how I would implement spells or attacks doing more damage with a full gauge

The other option I considered was using some kind of charge system, where using the attack command and magic command filled the gauges and made more powerful skills and techniques available and using skills decreases it. This seems like it would just lead to spamming the attack command over and over though. Maybe that isn't a bad thing?

[RM2K3] Feedback before implementing an idea

I'm trying to come up with an idea that will add a little bit of strategy or at least uniqueness to RM2k3's default battle system.

So far what I have is using the attack command or physical skills will cause the exhaustion gauge to rise. Once the gauge tops out, every time you use the attack command or physical skill after that, there's a chance the character will be inflicted with Exhaustion, which halves attack and speed stats. (Or maybe just attack)

The gauge will decrease every time any command other than attack or skills are used, and if the gauge is not at 100%, then every turn after that there's a chance Exhaustion will disappear if the character is afflicted.

For magic, similarly the magic gauge will rise every time spells are used, and decrease when any other type of command is used. If the gauge tops out then every turn after that a spell is used there is a chance the character will be afflicted with magic poisoning, which halves magic power and inflicts damage similar to poison. This one will not disappear without being cured via spell or item.

Weak skills/spells will cause the gauges to rise slowly, stronger skills/spells or those that target all enemies or the whole party will increase it more. I thought this might be a good way to add some strategy to battles and prevent the strongest skills and spells from being spammed over and over, but what I don't want is for it to become too tedious. There will be spells/skills/items that modify the rate the gauges fill at, such as half rate, 2x rate, etc.

Would just like to know if this seems like it would work out if implemented properly, or if it sounds like it would make battles too difficult, a chore, tedious, etc. before I actually start putting it into action here.

The official English 2k3 version is out!

Is the latest release of rm2k3 compatible with dynrpg? I'm reading conflicting things it seems like.

The official English 2k3 version is out!

Are you able to show pictures in battle now? I thought I read that somewhere but I've been searching the thread and can't find it anywhere

Phantom Legacy (Redux)

author=Skie Fortress
Alright, I beat it.

I gotta say, I think the game's balance took a bit of a lazy nosedive towards the end of the game with bosses having hit all+status effect type of skills. It's pretty annoying trying to go through and cure everyone only to have the boss apply them again out of sheer terrible luck. I'm not sure how I managed, but I did.

That aside, I enjoyed the ending. It was a satisfying conclusion to the journey taken I think. However...
I did find it funny how most of the game consisted of Nero powering up, but then still being unable to face Shadar. Hell, even in the end, all Nero could do was 'match' him. Makes me wonder how much more it would actually take to be rid of Shadar for good.


Yeah I kinda agree with this about the ending.
It really felt like he needed to go at the end of this one, especially after Nero's speech about him being the cause of the imbalance he was trying to correct, that was such a beautiful irony that never played out, that in the end he couldn't make the sacrifice he demanded of everyone else. But then it just sort of went away.


Apart from that it was a very good and polished game though, I really enjoyed it, even if I had a few qualms with the plot.

Need someone to 'compose' or 'transcribe' an existing song [paid]

Ok, so, can anyone here compose decent MIDIs? My original offer still stands.

EDIT: NM found someone to do it.

Keys stop working [Rm2k3]

Ok, I found it in an old topic on here. Is this a permanent fix or do I have to run it every time this happens?

Keys stop working [Rm2k3]

OK, this is an issue I've been having since I moved all my RM2k3 stuff over to my laptop. It worked fine on both of my desktops, but I've been having a frustrating problem for as long as I've been using this computer.

Keys will randomly stop working whenever I'm actually test playing my game. The editor works perfectly. So, I may go to test play a battle, and only the down key will work. It seems to only happen with the directional keys and the cancel key, the space bar is usually fine. All other programs run normally, it's only Rm2k3 that has this issue. I usually use Rm2k9, but it happens in the normal editor too.

I've tried replacing the RTP, but it hasn't done any good, so I'm sort of at a loss. Usually everything will work fine after a restart, but then one by one they'll start to lose function. Another strange error is that a lot of time my battle animations will play, but then there will be a lockup, with a blank message box staying at the top of the screen after the animation has finished playing. I can still use F12 to reset when these things happen.

Again, a restart will usually fix both of these problems. They also seem to occur after the computer has gone to sleep and then been woken back up too.

Does anyone have any idea what could cause this?
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