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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Legend of Alkior: The Impending Storm
Thanks, I appreciate it! I want to get v0.2 up within a week, but I might hold off a tad longer so that I can get the overall story a bit more down pat.
A shop that sells only one of each item (RM2k3)
Robot enemy sprites that fit well with RM2k3 RTP
I am looking for a few enemy sprites of steampunk-ish style robots/machines that would look fairly good with the RM2k3 RTP side-view battle sprites. I have checked a few websites, but so far I've been unable to find something that I liked.
If somebody could provide a link, or even make/rip something just for me, I would be eternally grateful. :)
If somebody could provide a link, or even make/rip something just for me, I would be eternally grateful. :)
Game denied. My mapping needs "some pretty serious help." That's less than helpful...
Yeah, it's not 100% relevant. I was trying to drive home the point that a specific tileset might require a specific look when using it. Perhaps not the best video explanation for this purpose.
And yeah, I'm not sure what's up. I resubmitted mine like 5 days ago. Perhaps, the mods were busy with the VX Ace Lite Cookoff Contest?
And yeah, I'm not sure what's up. I resubmitted mine like 5 days ago. Perhaps, the mods were busy with the VX Ace Lite Cookoff Contest?
A shop that sells only one of each item (RM2k3)
A shop that sells only one of each item (RM2k3)
author=Link_2112
if you give the player 98 of each item wouldn't they be able to see them all before they should, by going into the sell menu. but it seems like you probably don't care.
author=JosephSeraph
Why would someone enable the sell menu in a skill shop where skills are automatically used up once the player leaves the shop? o_O
Yeah, I made sure to disable the sell option for this "shop".
And it's not that I don't care as much I care for other things more.
A shop that sells only one of each item (RM2k3)
author=JosephSeraph
The old & ugly way would be to give 98 of every skill item for the player, then after the playes shops you remove 98 from the inventory and do the usual check. Of course it'll look ugly because it'll appear that you're buying the 99th one but hey, it's functional and your player will only be able to buy 1. Functionality & speed pays more off than beauty anyways, so I'd do it this way and then forget about it until the game's finished and polished. xD
Ooo, that sounds like a really good idea. Let me try this. Thanks!
Yeah, I didn't realize that just forcing the player to max out would disable getting more than 1. I'm going to stick with this. I'm more interested in getting the game balanced and whatnot which wouldn't require a custom menu, something I didn't want really want to have to make anyways.
A shop that sells only one of each item (RM2k3)
I am trying to set up an ability customization menu that just uses the RM2k3 default shop menu. I would do this by making an item for each of my spells. Your money would be stored elsewhere temporarily and replaced by the amount of skills points that you can spend on abilities. Then the items would immediately teach you the skill via some common event and then be removed from inventory. I thought my method would work, but then I realized I would need to prevent the player from purchasing the same ability twice to have it make more sense. Also, you will be allowed to access this "shop" at any time once you have a certain unlimited use item in your inventory.
A more detailed explanation of what I'm trying to accomplish is below.
From my not-yet-accepted/pending game page:
I'm also thinking about doing an ability system that is sort of like a combination between Paper Mario badges and the FFXI abilities systems. Basically, what I had in mind was heroes level up normally, but each spell/skill would be worth a set number of points. If your point total among all of your currently learned skills is high enough, you get access to stronger skills that you would normally learn later, but you have to substitute them for lesser skills (which can be substituted back if you choose). This would give players the choice to have a hero with only a handful of strong skills instead of a bunch of weaker skills. However, it might be a challenge for the player to find the right balance between skill strength and SP (SP is the equivalent of mana or MP in this game) consumption as stronger skills will require more SP to use, and you may not want to be left dry of SP after a single attack.
Any suggestions would be appreciated. Thanks!
Also, if there is some kind of plug-in that I can use for this kind of purpose, could you name it?
A more detailed explanation of what I'm trying to accomplish is below.
From my not-yet-accepted/pending game page:
I'm also thinking about doing an ability system that is sort of like a combination between Paper Mario badges and the FFXI abilities systems. Basically, what I had in mind was heroes level up normally, but each spell/skill would be worth a set number of points. If your point total among all of your currently learned skills is high enough, you get access to stronger skills that you would normally learn later, but you have to substitute them for lesser skills (which can be substituted back if you choose). This would give players the choice to have a hero with only a handful of strong skills instead of a bunch of weaker skills. However, it might be a challenge for the player to find the right balance between skill strength and SP (SP is the equivalent of mana or MP in this game) consumption as stronger skills will require more SP to use, and you may not want to be left dry of SP after a single attack.
Any suggestions would be appreciated. Thanks!
Also, if there is some kind of plug-in that I can use for this kind of purpose, could you name it?
Fautlus_Coliseum2.PNG
This is something I was thinking about: How do you get the sideways stairs to work right functionally with this point of view? Or is just for show on this map?













