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SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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Field Skills Tech Demo

author=Gibmaker
Well, as long as the potential of failing the timing challenge has some meaning other than "guess I'll just have to try it again."


That's a good way of putting it.

author=Gibmaker
And I'm not sure what you mean by the touch encounters, is it that you have to press Shift just before the encounter happens? Because that doesn't sound like a bad idea.


That's exactly what I meant. However, I was also asking if adding the power bar would over-complicate things. Right now I have it set up where you just hit Shift next to a touch encounter and you would engage with an advantage. The next step would make it so you have to be next to the target and release the button with a full/close-to-full power bar to successfully hit the target.

Also, each use of the skill would cost mana based on its effect. Some skills that only have map interaction would cost 0 MP though.

[RM2k3] "Label Loop" Issue -- Will sometimes exit loop by itself?

author=Kazesui
What I've done in the past to solve the problem myself is to have a kind of "buffered release".

Ooo, this really sounds like this would work, so I'll give it a go and report back later.

LATER: Well, it seems to be working as intended now! I haven't come across this same issue again (yet...). Thanks for the help! However, if any other action is going on (e.g. walking around) while charging then there is a little bit of lag, but I'm not sure if this can be helped.

Edit: Actually, I'm not sure about the walking lag even being there. If it is, it's probably more negligible than another source of lag that is coming from something regarding releasing the key. But I'm pretty sure it is separate from the issue mentioned in the OP.

Additional Question: Do you know if erasing a picture will create the same amount of lag as showing a picture?

[DynRPG] CMS Tools: Advanced Faster ATB

Question: By using this plug-in, is the setting in the DBS to set the ATB to Active or Wait rendered useless?

[RM2k3] "Label Loop" Issue -- Will sometimes exit loop by itself?

Okay, I changed it to a loop with "Wait 0.0" before and after the "Break Loop" command plus an extra "Wait 0.0" after the loop itself...and it's still acting finicky.

This is unfortunate because I planned on each use of skills like this costing MP, but if the game lags or whatever, doesn't register the continued holding of the button, and resets on its own, then the player just loses MP upfront. I would have to make it so that you only lose MP if you release with a successfully high bar, and then it would be up to the player to aim properly at the target. (Gibmaker already suggested elsewhere that something like boulder pushing but with the power bar added is just a pointless barrier, but I also planned for other skills like it to be available that would put an enemy to sleep and then engage the targeted touch encounter for example.)

Even still, the game could act finicky and automatically release the power meter at its peak when you were not next to a touch encounter or other valid target, wasting precious MP in the process.

UNFINWM.png

I would suggest making that oasis area in the northern desert smaller, or perhaps break it up into multiple smaller oases so that the desert remains non-monotonous.

Field Skills Tech Demo

Yeah, I might remove it for that particular skill or anything that would become too monotonous, but what do you think about having that same sort of timing required for other skills that would have to hit a touch encounter from one tile away that would give an effect like put an enemy to sleep before the fight begins? Also, for reference, that touch encounter would be of the fastest-moving variety.

[RM Ace] Final Attack

I did something like this for the prologue boss of my RM2k3 game. However, I cheated because I had the actual monster's HP set to double what it would actually function as, and I had an event page in the monster group that would activate when the boss's HP got below half.

So if my boss had 1000 HP that had to be removed before dying, I set the HP of the monster in the Monsters page to 2000 HP, and when it hit 1000 or below it would do its last attack and then die.

Of course, this method only works if you can 100% guarantee that the player has no way of super KO'ing it (i.e. be able to deal over 1000 HP in this case to bring it down to 0 HP from above the threshold). You could also just ignore this and make that a mechanic: "Super KO the enemy to avoid its final attack!"

Also, this whole reply could be void if Ace has no easily programmable monster group event pages. (I haven't used Ace.)

[RM2k3] "Label Loop" Issue -- Will sometimes exit loop by itself?

I am using RPG Maker 2003 (with only David Patch) right now for my game Legend of Alkior. Basically, my current goal was to have an ability where you hold down a key (in this case the SHIFT key), for a specific amount of time and then you have to release it with proper timing. However, on occasions that almost seem random, the game will respond as if you had released the key when you definitely did not, thus resetting the amount of time you have to charge the ability.

For a visual of what my goal is, take a look at this demo I just released yesterday at about a minute in. It looks like I am missing the timings on purpose, but I am actually struggling with this bug of sorts. This "bug" will persist until something seemingly switches on/off. For example, I just found recently that minimizing the game while it's running will possibly change it from always resetting involuntarily to always resetting voluntarily and vice versa. If resetting voluntarily, the bar will increase until it hits the top and then decrease until it hits the bottom and then repeat until the player releases the key.



This is really strange. I have isolated just the one parallel process event that tracks how long you have been holding the button onto a separate map, and I also gave all parallel process common events that usually had no trigger switch a trigger switch that would never be turned on while testing this. This was to remedy what I *thought* was a problem of parallel processes interfering with each other while running in tandem.

The algorithm uses this basic structure. I am emulating a loop with labels to avoid extra lag:
<>Label 1
<>Key Input Processing (Shift key only; no Wait before proceeding; store in variable X)
<>If X is Shift key
{
<>Increment or decrement ChargeLevel variable
<>Update picture for Charge Bar
<>Wait 0.0 Sec (This is just enough lag that the bar will quickly move up/down at the right pace.)
<>Jump to Label 1
<>
}

Any thoughts? Thanks in advance for the help!

I have a game design that I want created and I need a team. Any takers?

Let me just say that Flappy Bird's success is mostly due to a social/viral phenomenon. Plus, people think it's like Angry Birds and go ahead and download it without giving a second thought. The sprites are not rips but an emulated style. If anything, it's a ripoff of this game: https://www.youtube.com/watch?v=MpxmqejpR0Q

More related to the topic: I agree with others that you should have something concrete before continuing to look for others to join a team. At least start with a game page, like someone else suggested, after having prototyped a few of your ideas.

Mario vs Wario.

Names for Worlds 3 + 4 got a chuckle from me. =)