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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Mass Effect 2

IMO the little background things are what makes this game so awesome. The adverts, the background conversations, all pure gold.

Olympic Luge Accident

on a related note, dozens of other people have run that very same course in many practise runs before, and none of them have flipped out of the track and died.

Therefore, there's nothing wrong with the track.

What was the last thing you bought at the time of your reading this?

3 sausage and egg mcmuffins

Enemy Touch System Help

keep in mind that this won't work if you plan to have enemies respawn after a set amount of time on a given map.

[RM2K3] Making an NPC Follow, w/o using Common Events

well, in lieu of a common event, you can use a parallel process event on the map (or maps) that the caterpillar will be on. It would essentially work the same way the common event would have, if you've been reading a tutorial that describes that.

More or less, it would memorize the hero's position, then enter a loop that wait for the character to press a key, when he does, it rechecks his position to see if he actually moved. if he did, break loop. then based on where he moved (is X higher/lower or the same old X, same with Y) it would set a variable for the follow event to know which direction to move on his next move. then it calls the page of the caterpillar event to make it move (to make sure it doesn't move all over the place.
This would work fine with mutiple follow events, you just need to add the moves to a queue system, and have the individual follow events check only their move.

Example parallel process event:

<>memorize position, [X001,Y002,Z003]
<>start loop
label1
<>key input (wait till pressed)
<>memorize position [X004,Y005,Z006)
<>if var 001 is NOT = var 004
// moved then [ goto label2]
elseif var 002 is NOT = var 005
//moved then [goto label3]
/didn't move else: goto label1
end case
end case
end case
<>end loop
label2:
//check if moved left or right
if var 001 > var 004 //moved right
then set var 007 moveDIR 1
call event "caterpillar follow event, movement page"
goto label1
else case //moved left
<> set var 007 moveDIR 2
call event "caterpillar follow event, movement page"
goto label1
end case
label3:
//check if moved up or down
if var 002 > var 005 //moved down
then set var 007 moveDIR 3
call event "caterpillar follow event, movement page"
goto label1
else case //moved up
<> set var 007 moveDIR 4
call event "caterpillar follow event, movement page"
goto label1
end case


the follow event page referenced would be a page the follow events that tells them to move once based on the value of the variable given to them. (so follower one would have a fork that says "if it's 1, move right, if it's 2 move left" etc. follower 2 would do the same thing, but with a second set of variables). also, to stop the player from talking to their followers, their top page should be one that has nothing on it.

if you want multiple follow events, add a queue system. basically it changes FOLLOW2MOVEDIR to the value of moveDIR before changing moveDIR's value to the direction you moved in. for more followers it would do the same thing with another variable, like a chain. I hope this helps you out.

Vengeance11.jpg

"fuck that we will!" *BLAM*

gameover

Thoughts on the Number of Skills/Spells per character.

Currently in my game Each character has an array of skills which evolve and get stronger. Some of the skills evolve to replace older skills, while some simply add another skill to the list.
Most characters have a 'buff up' skill or two, and some have a healing skill (which tends to heal about as much as an item would, but for less mana cost than an actual healing spell would). The majority of the skills are direct damaging attacks, which get successively stronger as you get them, but cost significantly more mana as well. Some of them may also be elementally charged, which gives them a lot of utility, even once their base power has been overtaken by a new skill.
Magic on the other hand, is handled the same for every character. For each element there are four single target spells, and four multi-target spells. there are 8 elements. (64 total) there are 4 single target healing spells, and 4 multi target healing spells, and 3 ressurrection spells (single, multi and full heal style) That gives me 75 spells so far. There are also a nonspecific amount of status/stat lowering spells (which I have yet to implement). Each character has the ability to learn all of these, or none of them at the player's discretion.

The skills are what makes the characters unique in my game, not the magic spells, in most games there isn't much of a distinction made, between those two, however.

Vengeance12.jpg

I came up with the idea that the moves sounded really basic in english. shockwave by itself is pretty good, but hard shot, fire swing, lighting swing, frost swing, etc just sound like poor descriptions of the actual skill. By giving them a japanese name (which to my knowledge translates almost directly to what their english name was) it gives the move a cooler sounding name.

What was the last thing you bought at the time of your reading this?

A giant can of chef boyardee ravioli and a 12 case of diet pepsi.
I live like a king, and I know you're all jealous. :D

Difficult Boss Battles, Skippable Cutscenes, and Rage

The main thing I'm trying to say is that the storyline (crappy or not) is generally a very integral part of the rpg. If people are playing it so they can spam the attack button and skip through all the text, they're not playing it because it's an rpg. I'm not sure why they're playing it in the first place, actually.
If you have an option to skip cutscenes AFTER a game over, then that's fine, especially if there were cutscenes before the boss battle that killed you. But allowing the skipping of cutscenes all the time encourages people to skip them. I'll admit that if I'm not into a storyline, I'll speed read it. Spam the a button or whatever and catch most of what the text is saying to me. I'm sure a lot of people do that too. If you let them skip it, they won't even do that.
In my first game, I made a minigame that was mandatory to the progression of the main game. It was a quiz on the story elements up that point. (What's your last name? What's the King's name? etc) All of the questions were answered multiple times through the cutscenes in the game, and all but two of them could actually be found again off of the random npcs in the town the quiz was in.
I'm probably just a dick, but I added that game to MAKE SURE people were paying attention to little things in the dialogue, because that was how hints in the game were going to show up later. I got many emails and many PMs asking the answers to various questions, and I gladly answered them, however.