SPELLBINDER'S PROFILE

Coder and RPG2k3 Developer from Germany

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The Screenshot Topic Returns

Here we have three more (simple) screenshots from my side-project that finally has a name "BattleQuest" (simple stupid name).

The game profile is still on private, except for the two lucky individuals who managed to subscribe while i was doing some maintenance work
:-)

you can see the custom shop menu, the custom inn menu as well as the custom hiring menu.

yep, thats all custom in this game - graphics and scripts are taken from my previous projects and the obsolete project of a friend. all graphics are from the shining force series.

recruiment and shops are randomly pre-generated, re-generated after x battles fought, also scale with party level and include epic-sales/epic-bargain at low %-chance.

tech:
* rpgmaker 2k3
* BetterAEP
* DynRPG by Cherry
* DynTextPlugin by Kaze
* Animated Monsters Plugin by dragonheartman

PS: the icons underneath the inns text box have already been moved to a better place in a newer version, not obstructing the text box anymore.



prvexcombotree.jpg

Cool menu, i like the graphical style - looks like you put some work into this. keep it up!

[RM2k3 - DynRPG] - DynVarStorage (by-name variables, arrays and more).

hey,
just downloaded it - good work!

Question: How do you save the variables? Where/Wich file/format?

Because i had the (crazy) idea a while ago to provide a plugin that allows to communicate with a remote server and a SQL database. your variable management would be the first step for something like this.

The Screenshot Topic Returns

Hey, big thanks Liberty - that sounds like a real good idea!

I hope i can get this working as there are 9 different classes and 4 characters per class (36 characters to place). the automatic placement was just a very easy thing to do, so i preffered it over manually placing the heroes.

The Screenshot Topic Returns

@Liberty: Good idea actually, i wanted to change the positions long time ago. the problem is this:

all heroes can be exchanged, and there are a lot of heroes and many class combinations. when i am not using the standard (automatic) placement of battlers, i am forced to place them manually by myself in the terrain tab of the editor. this is not possible as far as i know to do with variable party members. (difficult to explain, im not native english).

you can have 4 knights, or 2 knights and 2 wizards, or 1 knight, 1 wizard, 1 cleric and 1 thief and they all can be in slot 1,2,3 or 4 of your party. thats so many combinations its impossible for me to set their placement manually in the editor.

hope you understood the problem.

PS: sprites are from "shining force" (mega drive) and are supposed to face each other (down/up)

Thanks anyway!

How to fake a First Person view for your (MAKER NAME HERE) games!

Cool, have to check it out later. Did you also implement (or plan to) NPCs, especially moving ones?

The Screenshot Topic Returns

Two screens from another arena combat styled side-project of mine. This is the standard battle system with DynRPG, Animated Monsters Plugin (can't see on the scrns), Battle Animations instead of Battlers (large player chars!) and many pages of event scripting to boost the dusty standard combats.

And yes, I am still suffering from the "too many projects" syndrome :-)


The future of Necropolis:

I really appreciate the work you already put into this project
and dont want to be discouraging, but i like to add my 2 cents:

i can understand the change from rpgmaker to a more mature developing
platform. what i dont understand is the switch to commercial, do you
really think many people nowadays will spend their money on a retro
styled oldschool rpg?

anyway, its your decision and i wish you good luck!

[rm2k3] Getting data from savefiles

ok, i check it out later.

well it was titled "weird idea" :-)

did not have a chance to try stuff like this using dynRPG, maybe someone with more sparetime (and more C knowledge) should try to build a true online plugin for the 2k3. This would be a long awaited addition for the community and i bet many people would enjoy this.

some basic features could be realized already if it would be able to share the values of variables/switches via a webserver in realtime.

[Plug-in] [rm2k3] Animated Monsters Plugin

@dragonheartman

thanks, but its not so super-important to my project right now. i will try to excactly locate the error and report here again. only thing i can say is: im using the same graphics for both hurt frames to make it display a bit longer, but instead its not displayed at all. have to check resistances/armor, maybe the enemy couldn't be hurt at all in my test.

one more thing: sadly the enemies are removed when they die, it would be much cooler if their corpses (dead frame) would be left on the ground. but i think this is too specific to be doable.