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Microsoft screws Xbox players out of money

I always hated MSP, because you could never just buy something for its purchase price. You'd have to buy more points than you needed, then you'd always have a bunch of useless points floating around (you could never buy anything for less than 400).

Sorry about your 17 dollars, but if I know Microsoft, you're probably never going to see it again.

How do you differentiate your characters?

IMO the best way to handle this is to have all characters be viable, but create situations in which each of them are more useful than others.

For example, a healer with powerful single-target burst heals would work best in defeating a boss that deals heavy single-target burst damage. Heals-over-time would still work, but obviously you'd be a lot better with that bursty healer.

Additionally, if you had an area with large enemy groups, a damage dealer that deals strong single-target damage would not be nearly as effective as someone that deals moderate group damage. However, if the boss at the end of the area was solo, you'd want to bring the former back into the party.

Basically, when designing multiple characters that can fill the same role, you want to create situations where these characters can excel, without making them useless in other situations.

Is it worth using RMVXA at this point?

I appreciate all the responses (even the ones in which people were projecting). I'll give RMVXA a try and see where it takes me, then give MV a look once the bugs have been worked out (and maybe when it's on sale). Thanks all!

Is it worth using RMVXA at this point?

author=KatanaHiroshi
MV has a memory leak bug as of the moment

Wow, that's way worse. Thanks for letting me know about this!

author=BlackWolf1992
There are plug-ins and scripts you can use to keep the FPS high and stable.

Are these scripts easy to find?

Is it worth using RMVXA at this point?

As a new programming student, I finally have the gusto to learn the scripting languages and make a decent sized game. I already own a legitimate copy of RMVXA thanks to a friend, but with the problems I have realized it has (dem FPS drops!) and the introduction of RMMV, I'm wondering if it's worth it to actually use VXA.

What videogames are on your TO PLAY list?

I have Assassin's Creed IV ready to go at any time, but I just can't motivate myself to play more than a couple of minutes at a time.

I also have these in my backlog:

Final Fantasy XIII-2
Metro 2033
Metal Gear Solid HD Collection
Metal Gear Solid: Peace Walker
Grand Theft Auto V
X-Com Enemy Unknown

Community, I need your help with a name :)

I hope you and your friends are just doing this for fun, because unless it's non-profit, you might have copyright issues to worry about.

Anyway, as for a name, just take a reference to old video games and put a clever spin on it:

The Dusty Cartridges
Blow On Me
A&B
8-Bitch
3 Lives Till Hell
Artificial Difficulty

The possibilities are endless!

Common event restarting in ace!

I see what's wrong here. You literally have it set up to go through an entire manual cycle of 24 hours. Not only is this horribly inefficient, autorun events are not designed to pick up where they left off if they have several commands to get through and the map changes. I don't think you could even accomplish this the way you were planning to without the editor just crashing at a certain point.

You need a different approach. For starters, you're thinking of using 288 switches for each 5 minute interval of time. Why do that when you can use just 1 variable? Create a variable that stores the time and increments by 1 every second. Then, in another event, use a series of conditional branches that checks the current time and updates the clock picture based on the values. To make this even easier, you can use separate variables for seconds, minutes, and hours.

Your event should begin with this:

> Wait 60 frames
> Add 1 to the SECONDS variable
> Conditional branch: if SECONDS variable is equal to 60
--> Set the SECONDS variable to 0
--> Add 1 to the MINUTES variable
--> Turn on a "UPDATE CLOCK" switch
>
> Conditional branch: if MINUTES variable is equal to 60
--> Set the MINUTES variable to 0
--> Add 1 to the HOURS variable
>
> Conditional branch: if HOURS variable is equal to 24
--> Set the HOURS variable to 0
> Branch End
> Conditional branch: if "UPDATE CLOCK" switch is ON
--> Call "UPDATE CLOCK" common event
--> Turn off "UPDATE CLOCK" switch
>
This adds 1 to the seconds variable every second (keeping in mind that 60 frames = 1 second), then updates the minutes and hours variables appropriately. This way the exact time will always be stored client-side, so the values will remain the same during map changes (and the event will just keep counting when you load in), and you can reference them directly in other events. You won't need those "morning"/"afternoon"/"night" switches because you can just reference hours and minutes using conditional branches. You can still use them if you want, though. The "update clock" switch will occur after a full minute has passed and call a second common event (which doesn't need to be autorun or parallel process).

Make the "update clock" common event separately. Here, you need to check the hours and minutes variables to determine which "hands" pictures to display on the clock. This will require a lot of nested conditional branches, and will look something like:

> Show picture 1: CLOCK BACKGROUND.png
> Conditional branch: if MINUTES is above or equal to 0
--> Conditional branch: if MINUTES is below 5
----> Show picture 2: BIG HAND POINTING AT 12.png
-->
>
> Conditional branch: if MINUTES is above or equal to 5
--> Conditional branch: if MINUTES is below 10
----> Show picture 2: BIG HAND POINTING AT 1.png
-->
>
...
> Conditional branch: if MINUTES is above or equal to 55
--> Conditional branch: if MINUTES is below 60
----> Show picture 2: BIG HAND POINTING AT 11.png
-->
>

> Conditional branch: if HOURS equal to 0
--> Show picture 3: SMALL HAND POINTING AT 12.png
>
> Conditional branch: if HOURS equal to 1
--> Show picture 3: SMALL HAND POINTING AT 1.png
>
...
> Conditional branch: if HOURS equal to 23
--> Show picture 3: SMALL HAND POINTING AT 11.png
>
I didn't include every branch in the example (hence the ... for the in-betweens), but you will need to make every one. When this event is called, it will display the proper minute and hour hands depending on the respective variables. It's better to do this in a separate common event so that it runs more efficiently (checking every minute will be easier on most people's computers than checking every second). It will also allow you to automatically update the clock if you set the in-game time to a set time (ex. party goes to bed, you want them to wake them up at 4 for an attack and automatically update the clock to reflect this).

A common event for updating the "tints" will work similarly to the previous one, except you will need nested conditional branches again for the hours. Something like this:

> Conditional branch: if HOURS is above or equal to 8
--> Conditional branch: if HOURS is below 10
----> Tint screen: (morning colors)
-->
>
> Conditional branch: if HOURS is above or equal to 10
--> Conditional branch: if HOURS is below 12
----> Tint screen: (mid-morning colors)
-->
>
And so on. Then add a "call event" command for it in the main event, right underneath the one for "update clock".

I hope you get the idea. If you need any further clarification, let me know. This may have been a lot to absorb.

Penalties for leveling up

So what you're saying is, don't buy the Diablo III expansion? I'm way ahead of you.

Needing better stats as you level is something you typically only see in MMOs. It's designed to basically force you to do end-game content when you max out your level. It wouldn't make much sense in a single-player RPG, where grinding isn't the point.

Having enemies level with you is counter-intuitive, because at that point, why fight battles ever? Unless you get access to skills down the road that play into some kind of strategy that you need in order to kill a boss, you can usually get away with just running away in those games.

One mechnanic I do like from MMOs is how the more levels you have on an enemy, the less experience it gives you (usually 4+ levels means you get none). You can grind and still have an advantage in that area - and somewhat of an advantage in the next - but it prevents you from turbo-buttoning your way to some obscene level and just 1-shotting all the enemies.

Phylomortis II, although a thesaurusized pretentious mess, had a mechanic where enemies would just start to run away from you if you got too tough. If that could be leveraged into a decrease in encounter rate (until you got strong enough that random encounters just didn't happen anymore), that would be perfect.

The Screenshot Topic Returns

author=Arandomgamemaker
Gdoe Forest. The events are so the trees overlap. I also haven't added enemies yet.

The dark grass tiles randomly interspersed with light grass tiles makes the whole thing look kind of odd. I would place the dark tiles under the trees (shade) and use light tiles for the rest.

Also, a question: Are you meant to be able to walk behind trees? If not, it looks as though someone could just walk through the trees to the exit and skip half the map.