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Illusions of Loyalty
I started playing this and I like it. Deep combat which I like. I had to use my brain when battling. Now I've reached the point where you have control of the full party.
SMBX: SMB1 episode
I can't remember anything about it... but looking at the video you can see how difficult it may or may not be.
Slender.. Some scary shit!
Secret of Mana, anybody?
Level Testers!
Level Testers!
I'll test your levels on Monday. I've put up with all sorts of Mario Levels in the past :-) Including Davenport levels.
Need ideas for enemy levels in RPG 2K3 or pick the best idea
I've been dabbling in RPG Maker 2K3. I've got a lot of side quests. The downside is if you are very uber you just plod through enemies with zero challenge. So I've been wondering if anyone has any ideas for enemy levels. You get stronger and so do the enemies. There doesn't seem to be any good way. You can adjust enemy MP / HP but not Attack. Here are my ideas so far...
Battles >>
- Have hidden enemies that reveal themselves when you've reached a certain level. Like adding extra enemies to the fight.
- Have lesser enemies morph into bigger enemies based on the player level.
- Enemy HP and MP go up based on player level... this is a bad idea since their attack strength doesn't go up.
- Temporarily put the player back to the level they should be on the side mission, which opens up all sorts of problems.
- Temporarily make the player have a new party for side missions. That opens up a new can of worms too since RPGs are open. Unless you make it like GTA and lock the player into one quest.
- Just not have side quests with battles.
- Lock the player out of certain side quests based on their stats / level... denying the player from seeing a lot of content.
Battles >>
- Have hidden enemies that reveal themselves when you've reached a certain level. Like adding extra enemies to the fight.
- Have lesser enemies morph into bigger enemies based on the player level.
- Enemy HP and MP go up based on player level... this is a bad idea since their attack strength doesn't go up.
- Temporarily put the player back to the level they should be on the side mission, which opens up all sorts of problems.
- Temporarily make the player have a new party for side missions. That opens up a new can of worms too since RPGs are open. Unless you make it like GTA and lock the player into one quest.
- Just not have side quests with battles.
- Lock the player out of certain side quests based on their stats / level... denying the player from seeing a lot of content.
Zelda Room progression
Big map. Lock screen for every room. Touch the edge and it scrolls the map and locks it again for the new room.
Just looking for feedback on my first 2K3 game
author=Avee
Text:
-Items named "Ail" => "Ale"
> fixed
-The nun's message goes beyond the window's edge. When Alyssa says "Olivia" at some point the word is also cut.
> fixed
-Weapons other than the baseball bat have its description.
> fixed sorry about that.
Bugs:
-The teleport event inside the church doesn't lead where it should.
> fixed
-My character's sprite and face don't fit with his battle sprite.
> interesting. fixed
-The Escape and Teleport spells cannot be used. You have to set the Teleport and Escape locations with the proper Event commands in order to make the spells useable.
> ha. I will just remove them.
-Alyssa doesn't change her message after I beat the spider queen.
> fixed
-When I enter the west cave my movement speed doesn't increase. When I leave the cave and return to the world map, my movement speed is one level lower than what it is supposed to be.
> that had to be a pain. fixed
Other feedback:
-In the Magic Shop you should make the little altar into a Counter like in other shops.
> done
-Even without wearing armor Gushers can't harm me.
> They did when I was testing. I will up their attack by 1. done.
-I think encounter rate is too high. You should especially have all Terrain rates at no more than 100% in the database.
> wow I never knew I could adjust that. done
-The Legly enemy can be very powerful when fought in groups of 3 or 4. My best option was often to run away.
> I think that might be a last minute buff idea. i had no problem with them after level 3. attack lowered. done.
It doesn't make sense that such a huge, maze-like and empty basement could be part of a random citizen's home. It looks like you used the dungeon generator. I advise you not to do so because the results always suck :P
> I did and it does. eh somewhat fixed. Added treasures and a conditional to get the tip.
-Consider to allow passage behind rooftops.
> I thought there was for the peaks?
-Consider to allow saving the game in towns.
> at the inn
-The town map looks good to me.
> thanks
-RTP music is boring to me.
> one day i'll change that :-)
I stopped playing after entering the west cave.
> yeah there's nothing past that.
Right now you have no storyline, no character development and all battle- and inventory/equipment-related features are very generic. To put it bluntly I can't enjoy this.
> cool. I totally understand. :-)
The town and interiors are well mapped though, and I like the idea of the guild system, but it needs to be expanded.
> of course. only 1 quest so far. I intend to do more along with a rank.
Judging from your other game submissions I know you can do much better if you're willing to invest more time and effort in that project.
> absolutely. :-)
P.S.: About the zip file I mean just put the game's folder that is in your C:/Program Files/RM2k3/ into a zip file.
>done
Thank you so much for playing! It means a lot. As you can see everything is fixed and uploaded. I'll add more soon.














