SPELLBINDER'S PROFILE
Spellbinder
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Coder and RPG2k3 Developer from Germany
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[RM2k(3)] PicPointerPatch - set picture ID and *filename* using variables! Make thing easier: number display in 15 lines, etc.
combat.png
@Corfaisus Thanks. I am using DE's icons with permission.
@Miracle Your icon is cool. my exfont is so cramped with item-icons that i wanted to save everywhere its possible. i think about it.
@Miracle Your icon is cool. my exfont is so cramped with item-icons that i wanted to save everywhere its possible. i think about it.
combat.png
Hmm you are right...well I could use the front sprite of the overworld graphics...
Edit: Ah yes, a blackened out (or grey) monster graphic would also be fine, give me some time to solve that issue
Edit 2: Reuploaded a newer version of the BS, feedback appreciated.
Edit: Ah yes, a blackened out (or grey) monster graphic would also be fine, give me some time to solve that issue
Edit 2: Reuploaded a newer version of the BS, feedback appreciated.
combat.png
Its a try to introduce a completely new dimension to the standard BS. A few facts concerning this:
* Some enemies begin the battle in "far" mode
* While "far", you gain time for shootouts and spells, but melee weapons are useless
* Once the enemies draw near, shooting becomes less powerful and melee a real option
* The "near" monsters are other monster types with basically the same stats but different resistances.
* the effect needs: 1 battle event, 1 switch skill, 1 hidden monster, 2 monster types
I am working on the "Move" command for the character, but dont know if it will ever be in the final game. I am also working on monsters "pulling back", because enemies with missile weapons like to stay back. Some enemies shall also switch positions from time to time. enemy arms could also vary with position.
What I dont know actually is how to handle changing weapons during combat. Otherwise you could end up completely screwed. Still thinking about that.
* Some enemies begin the battle in "far" mode
* While "far", you gain time for shootouts and spells, but melee weapons are useless
* Once the enemies draw near, shooting becomes less powerful and melee a real option
* The "near" monsters are other monster types with basically the same stats but different resistances.
* the effect needs: 1 battle event, 1 switch skill, 1 hidden monster, 2 monster types
I am working on the "Move" command for the character, but dont know if it will ever be in the final game. I am also working on monsters "pulling back", because enemies with missile weapons like to stay back. Some enemies shall also switch positions from time to time. enemy arms could also vary with position.
What I dont know actually is how to handle changing weapons during combat. Otherwise you could end up completely screwed. Still thinking about that.
title.png
slums.png
Noted. The city itself is shaped like a circle and I tried to let some sectors look like corners of a bubble. its a 9x9 map city. maybe i change that as bottom and right side dont quite match a circular design anyway.
screen27.jpg
dungeon.png
equipment.jpg
As stated in the image description: FF1 to FF3 + Final Fantasy Adventure, all from gameboy and some of them modified by me. Glad that you like it, its really oldschool!













