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RAMZA'S PROFILE

I've spent a large part of my 26 years designing video games, mostly in my head. When I discovered RPG Maker 2000, I finally had a medium to put my thoughts down into, and I did.

At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.

Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.

I've come too far to quit now, though.
Mana Conquest: Vengeance
The second game in the Mana Conquest Trilogy

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Dragon Quest IX

post=149419
post=149414
@CociCookie: Play DQ1. That only has a party of one.
In that game SLIMES CAN KILL YOU.

It is very unforgiving.

But fun.



...in a nostalgic kind of way, now.

I agree. I was ecstatic when I finished that one. Albeit it was only the GBC remake.

So far I find IX is pretty fun, I'm up to the point where you can start changing vocations, and I haven't found a need to do so just yet. I expect there'll be a few secret classes or something to make the system worthwhile... like the hero's minstrel turns into a hero class or something... but we'll see.

I'm pleasantly surprised with how decent the graphics look on this thing too. When I first heard that it was going to be a DS game, I had my doubts.

Dual event triggers?

post=147112
Create a label below the damage calculations for if you don't fight, then make a jump to label just after the switch is turned on. It should bypass the damage.

Labels are fun friends to have. ^.~

That should do it.

Glad to help :)

Dual event triggers?

take the getting hit by the enemy on touch page, and add a 'key input processing' that only accepts the confirm key, set it to not wait until key pressed. Then have a loop after it that waits a set amount of time in .1 second intervals, and every interval checks to see if the confirm key was hit in the key input earlier. Have another fork inside the loop that breaks the loop after the set amount of time is over (let's say 1 whole second).

What this will do is basically add a 'when hero key pressed' event to the end of your 'when hero touched' event. The hero has 1 second to make up his mind about running or fighting, after which the monster has the ability to attack again (by having the loop break, you can be touched again)

I don't think the loop will mess up the ability to walk away from the touch event, you'll have to test though.

What Videogames Are You Playing Right Now?

post=146482
I'm playing records of Agarest wars.

Story is worse than 99% of RM games.
Erotic factor so far is very disappointing.
Battle system is nice, inspiring, very repetitive but still addicting.
My thoughts exactly.
I got to the beginning of gen3 when I stopped playing for a day or two and haven't had the urge to play again.

Worst boss fights

any of the ten wiseman battles in star ocean 2 that involve surviving for a set period of time. Nothing more annoying than running around in circles for 5 minutes while the badguy one shots each of your party members. and you need to revive the dead ones because he could potentially oneshot you with a spell too. Fun Fun.

On that note:
Vespar and Decus from Star Ocean 2. This fight will rape your shit. The worst part is that it's halfway up the damned tower, and if you die a bunch and wanna go train, you have to go all the way back down said tower to heal/buy items. Party member AI is terrible in this game. If you control one 'fighter' character to beat on the fire guy to stop him from casting spells, your other members will leave the other guy completely alone. Oh, and they tag team rape your face. The end boss was easier.

Composer needs feedback

That sounds a lot more like a battle theme now, that's for sure.

How to make good puzzles

post=145501
I think it was an example of a poor excuse...?

totally was.
It was also a perfect example of people throwing random nonsense puzzles into their rm games.

How to make good puzzles

what if the villager was all like "omg I totally trapped my daughter behind that pile of cargo in my shed, please go save her!"?
I think that can bring box puzzle into relevance in any rpg.

Don't try to tell me your random npcs aren't retarded, and don't have children. Those are like the two prerequisites for being a generic npc in any rpg.

edit: spelling

Composer needs feedback

The first one would make a nice techno-ey dungeon music just the way it is, IMO. The first few seconds of it do get a bit grating, but I kind of like it the way it is, tbh. I like level music to be somewhat repetitive. This fits the bill. Some people might complain about that very thing, mind you.

The second one... Might be a good for like a sinister plot cutscene where badguys are planning things... I can't think of much else it'd be good for. Caves or temples in my game (or most games I guess) tend to have enemies in them, and it just doesn't have enough energy to convey that IMO. Also, it doesn't loop very well. If it were to be used as a quiet cave theme where there were no monsters or fighting, the atmosphere it creates is ruined by bad looping.

Again, totally love the first one. XD

Who knew these old MS-Dos games would look so appealing.

I have a CD somewhere with all the old dos kings quest and space quest games on it (and that other rpg one that I never actually played). Someone at work gave it to me one day.