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A 'Scan' skill in RM2K3?

post=110364
post=110294
post=110293
Skill would be infinity easier
Good luck finding out who was targeted.
Branch: If monster is the current target.

Doing it skill based means you need to track the users current MP and their new MP after the skill was used. Subtract it, and if it's equal to a certain amount, then your scan skill initiates. No other skill can have the same MP requirement as the scan skill. All of this must be done through battle event pages. That's for scanning one enemy btw, not all.

Or you can just make it an item and be done with it.

That doesn't work, if you have less monsters (example if a monster dies) than you made branches the system will crash that a monster does not exist.

I made a custom monster selection system within the dbs, but for now I keep that code inside the borders of my own game.

Legend of Vanadia

Game looks promising subscribed!

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Looks epic!

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Though I really am astounded by the rest of ur pics I think this menu screen does not look that great.

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Awesome I'm pretty advanced in rpgmaker2003 but I don't know how you pulled this off good job!

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How did you do those light effects? They good amazing.

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nice mapping!

w

comment=35142
Walking speed and dialogues are somewhat slow. Would you adjust the speed in next patch?

Not in the next patch because it came out just a minute ago :P I won't change the text speeds. There is so many dialogue that it would take me months to do so. I did sped up the texts of all systems, tutorials and repeating events. But the story telling was planned from day 1 to be that way.

I dunno if you're talking about the intro, but the text in the game itself is a lot faster than the intro.

For the walking speed I'm planning to make a system like Wild Arms, but I dunno in which patch that will come. It is a very risky change as well because it can cause a lot of unforeseen bugs. But that's a risk you can I have to take.

comment=35152
I can't wait till someone writes a review.

That can take more than a month from here. Even the players who play daily a lot hours 3 weeks straight are just above halfway trough at the moment.

Patch is 1.4 is now out. (it works only on 1.0 or 1.3) ->

http://finaltear3.site90.net/files/FT3%20patch%201.4.zip

Tears of Reality complete demo

As many as here say, your game is quite unbalanced with bosses.

The first boss is far too hard for a first boss. A first boss should be easy. A boss like this is better in place halfway at the game or something.

You say that you can use the frenzy meter that it is easier, even though you do more damage by then it is still not good enough. Besides of that you cannot take for granted that EVERY PLAYER HAS THOSE THUNDERS SPELLS when they are with the boss. So making him only possible to beat with that is quite ridiculous. He should fall easily for normal skills as well. Especially because this is only the first boss.

Also he has quite a lot of HP and to make it even worse it heals itself to the max out of nowhere??? And then not to mention when he defends…that you not must attack him…it would really great if that is told before you attack him.

Also ALWAYS take care that you can go back to buy items! What if I'm at the boss and I don't have enough items to defeat him?

I think you have a LOT of tweaking to do to make this game playable. Remember not all people are good in RPG's most people will stop out frustration by your first boss which is a waste of the rest of your game.
I would really recommend you to take my critics in your tweaking, I have almost 10 years experience in making games so I really know what I'm talking about.

This game has so much potentional, don't ruin it with bad balance. I might sound harsh but I'm not. But you need to realize that your balance is very bad at the moment.