SHOOBINATOR'S PROFILE
Shoobinator
662
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.
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.
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
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[RM2k3] Borders for randomly-moving touch encounter monster events
I am working on touch events for monster encounters and wasn't sure what the best way would be to create invisible barriers on the map, so for example, the monster could not walk up and down stairs or not end up walking clear to the other side of the map. I figured someone had done this before and didn't want to reinvent the wheel for this. Thanks for any help!
Also, I currently have a parallel process event, separate from the actual monster event, which makes the monster chase you if you get too close.
Also, I currently have a parallel process event, separate from the actual monster event, which makes the monster chase you if you get too close.
Too Easy...?
author=LockeZ
Those are... the same thing. Difficulty is inherently ALL ABOUT taking options away from the player. Like, if you think about it, that's all difficulty is. Removing some of the valid options, so some of the options that would have resulted in success now result in failure. I mean, "win without even trying" and "win by mashing the A button" are options that you want to remove, right?
By option, I mean a choice that the player can make. I see what you mean by 'valid option'. Yeah, difficulty is achieved by taking away 'valid' options because you must do something in a more particular way, but semantics aside, what I meant was that you shouldn't take away options/choices from the player as a means of achieving difficulty (e.g. level caps or
Edit: I don't think that previous example worked as well as I thought it did. Something perhaps a little more clear: you can't use weapons in the next boss fight.
While actually taking away options/choices is one way to increase difficulty, I would not advocate doing so very often. Although, on the flip side, it can spice things up in certain circumstances. So I guess do it sparingly.
Too Easy...?
imo adding level caps would take an option away from the player. Difficulty should not be made by taking options away from the player, but instead by forcing them to use what they already have in a different way. Alternatively, I don't think adding grinding as a requirement for victory, especially retroactively, should be the way to go. This would be another way to limit the players' options because there would be statistically almost no chance to advance past certain areas without first reaching a certain level.
I'm sure you already have some kind of general level you should be at for each boss fight, etc., that may not require grinding and be lower than if you had required more grinding, but you should expect the player to fight at least some of their fights and not run from all of them because otherwise, that'd largely defeat the purpose of the game.
I'm sure you already have some kind of general level you should be at for each boss fight, etc., that may not require grinding and be lower than if you had required more grinding, but you should expect the player to fight at least some of their fights and not run from all of them because otherwise, that'd largely defeat the purpose of the game.
Nifty Nibbles - Ice Slide
Wow, I used a common event for an ice puzzle I just made, but I made it by turning on a switch at certain points on the map instead of using a different terrain. This would have made things even easier.
EDIT: Actually, my puzzle has an important element that this simpler solution doesn't account for, so I didn't waste as much time as I thought :)
2nd EDIT: ACTUALLY, this solution WILL makes things somewhat simpler and still work for me after making some slight adjustments.
EDIT: Actually, my puzzle has an important element that this simpler solution doesn't account for, so I didn't waste as much time as I thought :)
2nd EDIT: ACTUALLY, this solution WILL makes things somewhat simpler and still work for me after making some slight adjustments.
fountain.jpg
You can use events to overlap some trees. However, I like that you at least staggered them, so that they are not in a perfect grid formation.
ice_puzzle_WIP.png
author=alteregoauthor=ShoobinatorOr, you could just edit this one to show us what you want us to see, instead of waiting until "next time". =)
Ah, I'll make sure to post a bigger image next time then.
Oh, I already posted another closer up image here.
I'll leave this one here, so you can see an overall view of it.
MenuFull.png
I got a kick out of the ghost's incongruous name, lol. And I guess from the fact that he's wearing a bow. :)
Legend of Alkior: The Impending Storm
author=Roy
Are we not supposed to be able to manipulate the rocks completely in the Secret Slime Cache until later in the game??
You can get all the way through the rocks, but you can only push each one once per map visit. That's how I designed it. However, I'm not sure where that puzzle will go exactly in future versions or if the "Secret Slime Cache" will exist at all =/
Hope that helps!
Legend of Alkior: The Impending Storm
author=bigtime
Fun so far. In the first town any buiding you enter besides the one next to Ishio, leads to the inn.
Thanks for the positive feedback! I just haven't put in the rest of the town interior yet. But thanks for the reminder.













