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Super Mimi Souls
A young girl ventures forth to save the world!

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[RM2K3] Timer ending battle

Has anyone found a way to stop the timer from ending the battle when it reaches 00:00?

I'm blown away that this is even a thing. WHAT WERE THEY THINKING?

Looking for Flute sounds

Looking for someone to make five VERY short (3 second or less) Flute sounds.

They will need to convey a feeling (Happy/Sad/etc).

Inbox me if this is something you can do, I'd be willing to pay if the cost is not too high. I imagine this is easily accomplished by someone with knowledge and the right program..

How do you stop going back??

To anyone working on/who has worked on a game for an extended period, I'm wondering how you deal with the issue of going back and redoing certain things you might have done earlier in the game that you've figured out a better way of managing later on after more experience. I'm talking either redrawing things, or remaking entire events from scratch?

Do you just leave the early game in your projects as is? Or do you go back numerous times to redo things? When is it enough??

One example is I've redrawn projectile weapon animations three times now. 100+ guns times 5+ characters is a lot of redrawing...

I'm wondering how the rest of you deal with things like this.

[RM2K3] Custom Chipsets and Battle Backgrounds

Hey guys, I'm looking for someone with experience making their own chipsets for RM2K3. A few things I'd like are a brand new forest, a crypt, a futuristic city, and the inside of a futuristic building..

As for the battle backgrounds I would be looking for a forest, desert, swamp (in water), and the interior of various locations.. more info will be provided if there's any interest here.

Obv this is paid work also.

High Level Enemies & Balancing.. Thoughts?

I really admire games that allow a player to get to high levels as I'm finding it increasingly difficult and time consuming to make normie/boss fights challenging or interesting in the later stages of my own game. Sometimes I spend hours making 'switch scripts' or trying to come up with something special an enemy can surprise the player with which in turn makes future battles even more time consuming to make as you feel a constant urge to 'top the last one'.

I'm wondering what some of your tricks are for making interesting/challening/cool battles in the latter stages of your games?

What would you say your absolute favorite boss fight in your own game is? Maybe a cool gimmick the boss(or enemy) did that you just knew a player would go "oh shit!" Or just a neat battle event you were really proud of doing?

One of mine in RPG Maker 2003 was when an 'honorable' character faced ends up desecrating their fallen ally's bodies mid-battle by reviving them as wraiths which force the player to change their tactics to face ghost type enemies which cannot be targeted without removing their ethereal status first..

I would love to hear what some of your own favorites are.

Smash Bros 5th Fighter

So who's disappointed by the newest Marth clone in Smash Ultimate? Lol

Was really hoping for someone new myself especially after Sakurai mentioned the fighters would all be from other franchises but who am I to complain, I only paid for the pass up front after all. If it's not obvious I'm quite salty about this lol.

What are everyone elses thoughts?

Your thoughts on magic/skill leveling

I'm wondering what everyone's thoughts are for skills and magic when it comes time to upgrade in their own games.

Maybe Basic Healing A is great at the start of a game healing 200Hp but what happens when your party reaches 5000Hp (and beyond) and that skill sits at the bottom of the list taking up space and adding to the 'scroll time' to select the newer an better skills?

.. Or another example, maybe a skill gives a Mp Regen buff to one person and later we can upgrade it to a full party Mp Regen buff instead? Keep in mind that upgrading the skill to the next level may increase Mp consumption..

For skills like these I'm asking all you designers and players, do you prefer to have the option of using the single AND party targeting skills or keep it simple and just have the upgraded version? What options do you give players in your games?

[RM2K3] Hiring Portrait Artists

I'm here again looking for a capable artist experienced or willing to learn to draw in the format required for use in the Rm2K3 engine. I have been working on this new game for about 3 years now (Shattered Lands in my profile), and it's nearing completion. I need portrait arts and lots of them.. my wish is to have ALL of the NPCs in the game with a unique portrait art so that each interaction is a surprise to the player.

I am willing to hire more than one person as i understand some people have issues drawing certain things. I will be looking for Regular Humans, Demons, Robots, Animals, Bugs(zoomed in to see detail), Zombie, Cyborg, Armored, etc..

Though my game will be non-commercial, I am willing to pay very well for this work. This is a good opportunity for someone to make a quick buck as I will pay you as fast as you can work.

Below is a collection of portraits from the game Dark Sun, this is the idea with the humanoids and bugs, how they are zoomed in and offer the player a glimpse at what the main character is looking at in more detail. Although I would want the art in my game to look anime and obviously better detail it's the same idea with how everyone, even bugs and rats get a little face art which adds so much to every interation, how you can get a feel for their personality as apposed to a blank box with just some text.


[RM2K3] - Curious sound errors in battle

I have been running into a peculiar sound bug while using the steam release of RM2k3 and was curious if anyone else had run into it.

It seems that sometimes during battle when a skill is activated or an item is used the first sound effect will be replaced with another random sound effect from my database as apposed to what it should be.

Couple of examples, when I use a potion or ether the 'Blow' sound will be heard at first followed by the rest of the sounds used for those items.

Another exmaple is when the Driller vehicle uses an anti-air missile skill it will initially have a drilling sound effect (which is the Driller's default physical attack sound)

Right now I am at 2170 skill animations and counting for my game so I'm wondering if it's simply 'too much' for the engine or something and the sounds are being mixed up somehow or perhaps earlier skills are doubling over.

Anyway I was curious if anyone else has experienced this or if someone has a suggestion to fix the issue though it isn't a big deal I think.

[RM2K3] Running mechanic impossible to make work proper?

I'm having some MAJOR issues with getting a working shift-button running mechanic, hopefully someone here has a solution of sorts cuz this is KILLING me and I can't find f all on google about it..

Anyway, I've got the sprites done and the parallel process working so that I can run and my animation changes when I'm running, the problem is that when I step on an 'on hero touch' tile my speed stays as if I was running and the event moves too quickly.. changing the speed has the opposite effect if I decide to walk onto the tile...

The other problem is that if you release the shift key at the perfect moment you can essentially jump over 'on hero touch' tiles' as well.

I've tried having an event switch off the run button when touching an event but that doesn't seem to work fast enough to remove the speed increase/decrease and also you can still hop over those on hero touch tiles..

If anyone has any suggestions that'd be great.
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