Resource Locator

Does anyone know where I can get the program for RM2K3 that tells you if any of the files a game needs are missing from the game's folder?


... have I had my ability to edit posts taken away from me?

Pirate Bay Copyright Case

I don't know how many of you care about the copyright case against The Pirate Bay, but I've been following it pretty closely given my lenient disposition towards piracy. The whole argument about piracy and the right and wrong of it has been gone over time after time (despite the fact I do pirate, I know it's wrong, so don't start that argument up), but I want to know what people think about this case in particular.

Playground Items

Does anyone have a playground chipset for RM2K..? I could also just use individual playground items, as I have a chipset I could implant them into.

Professionalism, Now With Less Exit Fate

To avoid the Exit Fate topic becoming branched off again...

You are failing really badly at said goal.

You know why this guy is better than 99% of the people in the whole community? He doesn't fucking bump this thread every couple of days informing people about his latest development drivel. He is busy working on his game, then finishes it, and then is done with it.

The people in the community have the entirely wrong idea about what makes a game professional. It sure as fuck ain't a forum or a blog.

Unlike professional game developers, which have advertising departments, popular media coverage and a bunch of other bullshit to spread information about their productions, us indie developers need to get people interested by keeping people informed. Buzz about a new game by Company X is going to get around without the developers having to try by "bump this thread every couple of days informing people about latest development drivel", but people will forget about an indie game if it isn't mentioned every so often. Especially an indie game that isn't created by someone who already has a reputation for making good games.

Luckily for this guy , he already has an acclaimed game out there to fall back on. He needs to make a lot less effort to publicise his game: which is lucky for him because I wouldn't download his game if all I had was the information on that site to go off.

We're not all so blessed.

Notification Of Comments

It would be nice to know when people comment your reviews/articles/gamepage, if possible.

What Are The Odds?

I mean, seriously, c'mon!? How can the random screenshot generator manage that...

Weighted Higher/Lower Machine

I decided that the higher/lower machines in Sore Losers are too easy to win on so I weighted them, basically meaning that some games cannot be won no matter what the player does. Just like a real machine, to be honest. Anyway...

The machine is split into two parts, the machine itself and the common event it calls. The machines simply inform the player what the game is about and allows them to decide whether or not they are going to bet. The code for it is simple, and also allows you to dictate that the player is facing up (i.e. facing the machine, which you can obviously change if your gambling machine sprite needs the player facing in a different direction). The code goes a little something like this:

The second part of the machine, the common event, is what actually controls the game. In this example, the game has a 10% chance of simply disallowing the player a chance to win. It does this by forcing the second number to be 12 when the player selects lowers and to be 1 when the player selects higher. You can change this chance by altering the random number check; lowing the amount of numbers it can choose from will lower the chance the player can actually win and vice-versa.

The code for it goes something like this.

And that's it.

Equipment Triggered Skills

This is a tutorial that will let you create skills that are only usable whilst the character has a certain weapon (or, in theory, any other type of item) equipped. This system is being heavily used in Sore Losers because I think it brings another dimension to the slightly zany, non-standard weapons you could place in a game, items like Paintball Guns and Hockey Sticks. It also adds a little strategy to item selection, meaning that this is a simple way to add a little depth to your game.

The first step is to make the weapon and the skill respectively. You do not need to do anything special here, just make the weapon and the skill as you normally would any other weapon or skill. Ideally, the skill/weapon combination should be as unique as possible so that the skill needing the weapon makes sense. For instance, using paint to blind enemies is something you require a Paintball Gun for.

The second and final step is actually coding the event. In the example here, Markus is going to learn the skill "Hooking" when he equips a "Hockey Stick". If the "Hockey Stick" is unequipped then he will forget the skill. The code is relatively simple and should be placed into the maker as a "Common Event". The event should be set as a "Parallel Process" so that it is always actively checking the equipment the character has on.

That's it. A simple system that lets you add a slight element of strategy to equipment selection.

Game Description?

This blurb will be replaced by a staff blurb at a later point in the future. Until then, you get generic text. Love it.

Stop being lazy or let people edit their own game's blurb. Or remove it. Or something.