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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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Battle Now

author=J-Man
Well, there hasn't been very many things in the battle system that needed to be added majorly. Except maybe add pictures in battles. :S

Except the battle system is being coded from scratch, so technically everything needs to be added.

Mana Conquest: Vengeance

more or less.

I'll try to post an update on the progress in the near future, but my own medical conditions are causing progress to be a lot slower than I'd like.

The Rare/Obscure RM Games Request Topic

I remember playing this game a long time ago, but I don't have it. :(

Disco Inferno

I foresee a lot of DDR minigames. failure involves being set on fire.

RPG 20XX Engine

author=NicoB
One nice thing to have would be the ability to show more than one battle animation at the same time. Normally, if you try to show two, it simply skips the first and shows only the second.

building on this suggestion, the ability for battle animations to be affected by screen tinting. (maybe with a toggle to turn it on or off in games that want the animations to not be tinted). I think this might've been suggested on a way earlier page though.

RPG 20XX Engine

author=MasterTherion
Wait, there is a homebrew RPG_RT port for the PSP? Really? Where can I find this?
I've messed around with it a bit. I don't know how much more advanced it has gotten in the past year or so, but at the time, it couldn't do as much as wolfcoder's engine.

RPG 20XX Engine

I knew the editor would accept negative numbers, but I wasn't aware if that was some kind of patch I had or not. As I recall, however, giving it a negative value caused the target to resist the attack more often than just absorb it (I actually don't recall it absorbing the attack at all, but a quick test proves my memory wrong), however the main reason for wanting the absorption feature wasn't so I could set it by default, but have skills that can actually modify it.

In the past, defensive moves I've made that increase resistance to a specific element don't do anything, and I'm not even sure if lowering an enemy's resistance is even supposed to be possible through the same tickbox on an offensive ability, or if it's a bad translation and it means "ignore resistance". Anyways, they don't currently work, as far as I can tell, or if they do, they don't work noticeably enough to matter.

RPG 20XX Engine

Oh! Thought of some other things the DBS could use:

absorption of elemental attacks. I would like the ability to modify one's resistance to elements using skills. And the ability to cause attacks that usually cause damage to cause healing instead for those with the proper resistance. Also, the way elemental weakness works in the dbs is wonky. If the target is weak against one element in a multi-element spell, the spell will always do damage as if he was weak to it, even if he was resistant to all the other elements in an attack.

Perhaps some type of system where it averages out the percentages for weakness/resistance and uses the modified value could be in order?
Skills that increases (or decrease) resistance to elements don't seem to work at all in the dbs.

Also, casting offensive magic on friendly targets, and defensive magic on enemies. Kind of in conjunction with the above, making undead weak against healing magic and having the ability to cast healing magic on them would be cool.

Having skills that cause stat lowering on the user in addition to effects on the target would be nice too. Y'know, using powerful magic that halves your INT after use as it's drawback. Or having skills that put status effects on the user or his allies. (regen?) Or skills that put a status effect on the user in addition to attacking the enemy (paralyze you after a massive attack, or whatever).

In this edition of LT: 2k3 sucks

the lag in the video happens because the spells in that game were done using battle events. During the "show animation" bit of the battle events, the cursor can't be moved. A side effect of how kentona decided to work his magic into the game.

RPG 20XX Engine

words cannot describe the awesome that this is.

A couple suggestions from me:
Possibility to allow common events to run during battle. My reason for wanting this is because I have a game time clock, which is a common event, that doesn't count the time in battle. Obviously, an easy way to solve this specific problem is to have an in game clock event built into the engine, that always tracks time played. You have the ability to call the system time, but it'd take some wrangling to transform that into play-time. Anyways, my reason for wanting in battle common events is minor, but I'm sure someone else can think of a really GOOD reason for it.

Again with the battle: Support for multiple status effects is a huge plus, but building upon that, it'd be sweet to allow it to scroll through status animations if you have multiple status effects (with the exception of a few, like petrification). Using the gauge battle system in rm2k3 basically requires you to make custom bchars for each status effect, but the one with the highest priority is the only one showed. Having it scroll through the status effects you have would add visual value to this, to display that you have multiple status effects without the need for text or symbols to show you. I believe most snes era final fantasies used this kind of system.

Many of the other suggestions I would've come up with are already, or already in the process of being implemented. I look forward to this. A lot. You don't even know.