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Neo Jado
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Has anyone ever done a Grandia-style battle system in RM?

I think the party and enemy combined visual representation of the ATB gauge was the standout feature of the first Grandia, not particularly the underlying mechanics.

Averting level grinding

author=LockeZ
This means the game is boring you. This seems like a problem worth directly addressing by making it less boring, as opposed just giving you a way to not play it.

Not necessarily. Leveling is not 100% of an RPG. And "coasting" does not mean "speeding" as your reply seems to think I meant.

I don't want to be forced to stop and level up at every new location. Besides, doing the leveling in a previous dungeon and not at the next one cannot be considered "not playing the game."

Averting level grinding

There's times in RPGs where I want to coast through a few sections of the game without having to stop and level at each new location. This is especially the case if there's some interesting plot events happening that I want to continue.

Preventing me from overleveling at one location doesn't allow me to do that.

Whatchu Workin' On? Tell us!

Finished turning the first boss fight in my game into a minigame.

Experimented with combining memorization and reflexes with basic rpg elements. Pretty satisfied with the mechanics.

Slow Movement Route Question

You can't have two movement routes assigned to the same thing running simultaneously. If it's always running, it will conflict with the movement route from your event, regardless of what it's assigned to do (in this case, all it says is change speed).

So yes, removing your auto speed change would solve your problem.

Alternatively, you can switch off autoprocesses at start of any event, assuming you need those autoprocesses active while you're walking around.

Unless you're doing something very unique with player movement, I don't see a particular reason why you'd ever need an autospeed correct.

Slow Movement Route Question

Would certainly help to see the whole thing. Including other pages.

Enter the Dream Palace!

Fabulous.

Wall climbing doesn't just add a vertical element to level design. It adds a sense of freedom of movement.

Even something as simple as hopping across a gap in FFX makes the gamer feel unrestricted by the standard RPG limitations. In my opinion, different movement elements encourages curiosity when exploring. It enhances the game experience.

Caution Wet Floor sign

author=LockeZ
Miracle basically give it to me, and I don't mind, so go ahead.


Oh, neat. I resized it and smoothed out the edges afterwards. I'll credit both you and Miracle.

Caution Wet Floor sign

author=calunio
If it's RM2K3, it shouldn't be 3D.

True. Not 3D exactly. Just depicted angular. I've seen little restaurant signs for specials depicted on an angle nicely in 2k3, but I couldn't replicate with the solid yellow caution sign.

author=Avee
Click here and look at Miracle's post, tenth from the top.

That's a really good start. Am I allowed to use/edit that?

Caution Wet Floor sign


I don't normally make requests for this kind of thing. I usually just make whatever I need myself, but I've been struggling with this one mightily.

I'm trying to make a low res (rm2k3) depiction of one of these:


Around 16x24 or skinnier, the black lettering obviously doesn't have to be discernible.

Every attempt I've made at this has turned out something like a banana peel, or worse. I just can't get the 3d angle right, but I also wasn't satisfied with the easier depiction that's straight on or sideways. This 45 degree is what I'm looking for.

Any pixel artists out there willing to help me out real quick?