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Neo Jado
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Beginner's Intimidation and High Standards

The worst mentality is the "weed out the crappy games" mentality. First of all, everyone has been bad at gamemaking at some point. If a project is unsalvageable or a dev can't improve, just ignore. Their existence is not an affront of any kind. Don't make it your mission to get rid of these people.

There's nothing worse than people just being tools and pretending they're being helpful. This followed by the obligatory "you can't take criticism." You're just being an ass. Knock it off.

So, you play MMO's?

Dark Age of Camelot

best pvp game mechanics I've ever seen anywhere

Gearing Up and Pace of Distribution

I'm all for tiers and upgrades and other nontraditional "equipment."

But back on the topic of traditional endgame equipment, such as ultimate weapons, I would say that the gamer should have access to the equipment at an early stage. Maybe say halfway through the game. However, the barrier to actually obtaining this equipment is extraordinary difficult at the earliest point you can obtain.

In other words, IF you want to gamebreak and get the super equipment early, the option is open to you. If not, progress through the game as you would and get the ultimate weapon at the end of the game much easier.

Rain_Check_2.PNG

author=Ashes of Emerald
I didn't find it anywhere. I had to draw it.


that's awesome

Internet Blacklisting, Save the Internet!

Rain_Check_2.PNG

Where'd you get that hot air balloon? I need one badly, and I wouldn't mind ripping the sprite myself if I knew where to look.

Outworld

This looks awesome.

I gotta ask, how do you go about ripping the sprites from front mission and what not? I have so much trouble depicting modern to futuristic settings that I wouldn't mind giving sprite ripping a whirl. And I don't know if there's any tutorials for it. Can't imagine RMN encouraging ripping commercial games.

And those fire emblem style facesets. Are those customs or just from games I can't recognize?

Input Based Minigame (Trouble resetting)

Obviously, you need a ton of variables for all the reaction possibilities, I just meant the timing check.

author=Kazesui
Having a variable like that allows you to change the maximum allowed delay for each level and then still run the same event code for the key triggering event script.

All I needed to hear. Thanks, I get it. Maybe the reason my method never failed is because it's near impossible to press a key and lift off the key before the next Key Input Process check happens 0.1 seconds later.

So it's just a matter of being pragmatic with your coding. I have something similar to your example of 3 different levels, and I just made a separate event for each stage.


Learning a Technique/Skill Using Equipment Question

You could set it up to check for EXP changes in the character. And if EXP changes for that particular character changes from before to after battle, then check if said was equipped, add X to a variable (skill item EXP).

Then a check, once skill item EXP reaches your set amount, add the skill to the character's repertoire.

That way it can matter how much EXP you're getting from a particular encounter instead of counting one per encounter.

Input Based Minigame (Trouble resetting)

Kasezui, that's some interesting coding. But I'm curious about the need for to check Key timer less than Key delay.

I understand that you're adding a +1 to Key timer every 0.1 seconds that an input isn't pressed.

Am I missing some other use for those variables? The Key Input Process even with wait until press unchecked is active and will register inputs for more than the next 0.1 seconds.


and I repeat for as long of an interval as I need.

I tried your sample, and this doesn't do anything less. You're probably a much more capable coder than I am. Could you explain to me why you use those extra variables?