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Characters and Face Sets for Rm2k3
Hey guys,
I'm working on a project in rm2k3. The world is sort of your typical rpg world, swords, magic, medievalesque setting and I want characters and face sets that really fit the setting and the characters personalities themselves. I'm not that far into my game design, I'm finishing up the CMS now before proceeding into the gameplay more and require face and character sets for that. If anyone is interested in helping out with this I can provide character bios, plot outline, town where they're from setting and environment descriptions and some screen shots of the CMS and Town so you can get a better feel for the setting and feel for the game in order to help your design.
Thanks!
I'm working on a project in rm2k3. The world is sort of your typical rpg world, swords, magic, medievalesque setting and I want characters and face sets that really fit the setting and the characters personalities themselves. I'm not that far into my game design, I'm finishing up the CMS now before proceeding into the gameplay more and require face and character sets for that. If anyone is interested in helping out with this I can provide character bios, plot outline, town where they're from setting and environment descriptions and some screen shots of the CMS and Town so you can get a better feel for the setting and feel for the game in order to help your design.
Thanks!
Focus and Intent
Great article Kumada, I think everyone has experienced the lack of focus on a project at some point or another and this could be a great way for some people to get back into the creative zone. I know it's worked for me at times when I've hit that wall. Thanks for sharing.
Game Designer's Manifesto: Part Two (Conflict)
All these articles are great man. Thanks for throwing out some ideas to help further develop my story!
Looking for inspiration for events in my world
I'm with Jess24 on this one, what is the root cause of why your hero MUST kill monsters to live? Does he do it because he would simply die of boredom, or does he do it because something has forced him into doing it. I think you could play that out well by having him searching for a way to rid himself of this need to kill monsters to stay alive and in turn taking him from faction to faction, city to city based on certain events that point him in the direction of a cure and in turn helping topple the negative forces of the world.
Also who is the main villain in the game? Understanding who the big bad guy is and what he's trying to accomplish and what your heros are trying to prevent is important. It can help fuel the chunk of story in the middle that's missing. Or is there no villain and you are simply looking to rid yourself of your monster slaying tendencies?
I think since the majority of your game is going to just be killing monsters you really need to focus on making it a believable and "semi" relate able, or at least understandable, experience for the player so that they just don't get tired of fight after fight after fight. What's the gripping piece of story line that is going to keep them pressing enter over and over and over again? Think how you will want the player to sympathize with your hero and then build out from there.
Personally it looks like you've got a good world structure and if you've got an ending you want, I think it's all about developing your characters and enemy's and finding their dreams, hopes, desires, and wants to help you drive the story where you want it to go.
Also who is the main villain in the game? Understanding who the big bad guy is and what he's trying to accomplish and what your heros are trying to prevent is important. It can help fuel the chunk of story in the middle that's missing. Or is there no villain and you are simply looking to rid yourself of your monster slaying tendencies?
I think since the majority of your game is going to just be killing monsters you really need to focus on making it a believable and "semi" relate able, or at least understandable, experience for the player so that they just don't get tired of fight after fight after fight. What's the gripping piece of story line that is going to keep them pressing enter over and over and over again? Think how you will want the player to sympathize with your hero and then build out from there.
Personally it looks like you've got a good world structure and if you've got an ending you want, I think it's all about developing your characters and enemy's and finding their dreams, hopes, desires, and wants to help you drive the story where you want it to go.
Looking to get involved in the community!
Thanks Sated, I can definitely help out with that, plus it gives me an opportunity to see what works well and what doesn't in games so I can add or remove those features!
Looking to get involved in the community!
Hey guys. I'm new to the community but have been messing around with rm2k and now rm2k3 for years. Never had the dedication or knowledge base to put together a project that was up to my liking, I can be a bit perfectionist... However, I am currently engaged in a project that I have a vested interest in and feel I have the right focus and intent to see it through. But, enough about me. I'm new to this community and would like to get involved a bit! Granted my project consumes most of my free time, however, I'd still like to get involved with other peoples projects as well. Whether that is simply helping test some things for you or possibly getting involved a bit deeper. I excel more on the game design/storyboard end then I do on the resources end. So please, if I can be of service or you're just looking for someone to bounce ideas off, I'd be glad to discuss your plot, story, test somethings etc. After all, the creative process is best stimulated by being creative and as I'm sure we've all experienced, it can become a bit dreary on one's own!
CMS Gold Display in RM2k3
Thanks Kaze, I got it working and good call... I'll pay attention to where I'm posting things next time!
CMS Gold Display in RM2k3
Ok, yes I know Rm2k3 is old, outdated, evil, whatever. I like it, moving on.
Before I begin:
I have DynRPg patched.
I'm creating a CMS I don't particularly prefer the menu system and would like to change it to be more ideal for my needs. The problem I'm foreseeing is that if I want to display information, such as the amount of gold or experience a player has, my event code would need to be something along the lines of:
<>Variable Oper: Set, Money
<>Branch if Var is 0
<>Show Picture: 5, (Name) (Coordinates)
Rinse and repeat for 1-99,999 same with xp, hp, mp, everything... So I was checking on here if there is an easier way to do this before I spent several hours coding it all and checking it for accuracy. My thought is I can kind of make my life easier through the modulus variable command? I think I can take a 4 digit number ie. 1234 and split it into 4 seperate numbers (1, 2, 3, 4) making it easier to put in pictures for HP and MP because they will cap at 999 but for total xp and gold which clear the 4 digit mark I'm not certain how it would help. Plus it doesn't negate having to create 999 branch chains. Also I haven't used the modulus variable command before so I'm not certain if that works through pointers or what.
Any help would be appreciated!!
Before I begin:
I have DynRPg patched.
I'm creating a CMS I don't particularly prefer the menu system and would like to change it to be more ideal for my needs. The problem I'm foreseeing is that if I want to display information, such as the amount of gold or experience a player has, my event code would need to be something along the lines of:
<>Variable Oper: Set, Money
<>Branch if Var is 0
<>Show Picture: 5, (Name) (Coordinates)
Rinse and repeat for 1-99,999 same with xp, hp, mp, everything... So I was checking on here if there is an easier way to do this before I spent several hours coding it all and checking it for accuracy. My thought is I can kind of make my life easier through the modulus variable command? I think I can take a 4 digit number ie. 1234 and split it into 4 seperate numbers (1, 2, 3, 4) making it easier to put in pictures for HP and MP because they will cap at 999 but for total xp and gold which clear the 4 digit mark I'm not certain how it would help. Plus it doesn't negate having to create 999 branch chains. Also I haven't used the modulus variable command before so I'm not certain if that works through pointers or what.
Any help would be appreciated!!
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