RAST'S PROFILE

Tower of the Spirit Worl...
A retro RPG modeled after the NES/GB RPGs many of us grew up on.

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Menu and ID system for RpG Maker 2k3

You'll need to elaborate a bit. What sort of custom menu are you making? A full menu for characters and such, or just for a specific system? And what do you mean by ID collector?

Regardless, you're probably going to be using a ton of pictures and a ton of variables.

The Screenshot Topic Returns

DISCLAIMER: I just dug up this old "game" I made many years ago(think around '03-'04). This was from the first project I ever made. Bask in it's stereotypical grammatically horrible glory!





I actually had a somewhat decent(for how young I was) story set up for it, but I didn't plan anything(generally a bad idea), made heavy use of the RTP and rushed it. I recently played through it and laughed at myself through most of the game.

Even more hilarious was my abrupt ending followed by the promise of a sequel and/or expansion.

Tower of the Spirit World

Weapons won't have limited uses anymore. Stat-boosting items aren't available at the moment, though I'm planning on adding HP boosting items. Not sure if I'll have the others, as the damage algorithms are a bit funky and it'd be hard to properly balance that. There's also no character permadeath of yet, though I'm working on it. I was thinking of a more toned-down version where you'd lose everyone but your main character(the first one you created) in the event of a party wipe.


The game currently has the World of Continent arc and the tower from FFL, but I don't think I'll follow the story exactly after that. I'm trying to keep the important plot elements in while eventually turning it into a (somewhat) original story.

totsw_overworld2.png

Yep, in the flesh.
Er, stone.

Whatchu Workin' On? Tell us!

After a lot of testing, I realized that in my game, at least, shields just weren't feasible with the lower numbers I'm running. So instead I gave the shield-wielding class a bit more defense and started implementing a weapon material system of sorts. Nothing fancy, just allows you to upgrade the material of your equipment(copper, bronze, etc) to increase it's effectiveness. It's a permanent upgrade and effects your equipment as a whole on a character by character basis, rather than upgrading single pieces.

The Screenshot Topic Returns

The screenshots gave me a really "meh" feeling, but after watching video I can say they don't do the game justice. Gotta say that's looking pretty awesome so far.


Here's the latest incarnation of my character creation screen, recolored(and redesigned in accordance with some game changes).



I switched to a darker palette to match the character sprites better. I also changed the system and font slightly to match this change - The font is -much- easier on the eyes now. You've also probably noticed the lack of Robots. Suffice to say I've decided it's best to keep them out of the game(for now) in order to improve the quality of everything else first.

Oh, and those blank squares below the races will show each party member as you choose them.

3d Game Maker

Game Maker is capable of doing 3D, as well as using 2D sprites for it, too. I'm not sure if anyone has written any tutorials regarding that, though - The last 3D game with 2D sprites I'd seen was a Doom remake, made in Game Maker 6. Game Maker 8.1 is capable of some fairly decent 3D, but it's still primarily 2D without a good deal of scripting, so I'm sure you could get something like that working.

The one issue is that the Lite edition, as with the previous Lite and/or demo versions, doesn't allow you to use all the functions you'll need for 3D without purchasing it first.

Equipping "Souls"

After a bit of thought and a fair amount of work I've implemented a somewhat simple system. Monsters now have several types of Absorb skills - They can absorb HP, MP or "Soul" from an enemy. Using any absorb skill on an enemy will allow the monster to see and absorb the soul at the end of combat, provided the following conditions are met:

1) The enemy's soul can be absorbed
2) The enemy is either killed by the absorb attack, or killed shortly after
3) An absorb skill is not used on another eligible target

Absorbing HP and MP does less damage and isn't likely to be fatal, but can help the monster recover. Absorb Soul does substantially more damage, but has a much higher MP cost to use. Upon finishing combat you'll be notified that a soul can be absorbed and given a brief description of it(specifically, the name of the soul, type(offensive, defensive, etc) and element). Choosing to absorb it destroys your current soul and replaces it with the new one. You can also choose to disregard the soul.

At the moment no skills are learned from absorbing a soul, as the system is currently incomplete and undergoing some tests. Any thoughts on this idea?

Whatchu Workin' On? Tell us!

Finally finished spriting...Mutants get their own unique sprites for each class now, instead of the generic male/female mutant sprite for all of them. Glad that's finally sorted out. Also finished the game's leveling system(or a solid version of it, at least. It'll probably change a bit), so the game is significantly more functional now. Next I've got to work on the Monster race, and then I'll finally get started on Robots.

My final act for the night was actually pretty simple. I added in a "Skip Introduction" option for new games, because I don't see a reason to need to sit through it whenever a new game is started.

Whatchu Workin' On? Tell us!

Spriting...Lots of spriting. I don't have enough variety in my NPCs and I don't really want to reuse them more than necessary.