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TheGowans
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Survival in RPGs: Hunger, ammo, sleep and porn withdrawal.
author=Nightowl
"FFFUUUCK, I FORGOT TO REPAIR MY ONE-OF-A-KIND SWORD, SO IT BROKE AND DISAPPEARED PERMANENTLY" moment)
The other problem with Dark Cloud xD
author=LockeZ
I love the idea of staying awake too long, passing out, and waking up in a turkish bordello or a cage fight or something
I want to see this done in a game, somewhere, sometime
What Videogames Are You Playing Right Now?
author=Link_2112author=Melkinohaha it's worth clicking the link to see the guy grow twin beards :D
So I played this last night:
http://twinbeardstudios.com/frog-fractions
and oh my god it is the best thing. I learned so much!
So this is the best thing ever
How to make a food/water system
I'm on my mac at the moment but you could do it something like this:
1. Make a parallel process common event 'FoodWater Timer' or something like that
So running constantly, you have your food and water meters going down once every minute. Now You need to decide what to do with them.
2. Make a call common event 'FoodWater Conditions'
This makes you die if you get to hungry or thirsty, simple, you can add other conditions in there if you want
3. Make a common event call 'FoodWater Display'
This bit is purely for looks so the player can tell how hungry or thirsty they are.
As for other conditions that lower these, every time you want to decrease it, call the 'FoodWater Conditions' event.
Hope this helps
1. Make a parallel process common event 'FoodWater Timer' or something like that
wait: 60 seconds
food - 1
water - 1
call event: common- 'FoodWater Conditions'
So running constantly, you have your food and water meters going down once every minute. Now You need to decide what to do with them.
2. Make a call common event 'FoodWater Conditions'
call event: common- 'FoodWater Display'
if food <= 0
{
game over
}
if water <= 0
{
game over
}
//other conditions for other levels
This makes you die if you get to hungry or thirsty, simple, you can add other conditions in there if you want
3. Make a common event call 'FoodWater Display'
if food = 10
{
show picture 'food meter 10'
}
//and on until 0
if water = 10
{
show picture 'water meter 10'
}
//and on until 0
This bit is purely for looks so the player can tell how hungry or thirsty they are.
As for other conditions that lower these, every time you want to decrease it, call the 'FoodWater Conditions' event.
Hope this helps
New Game Seeking Team
If you're wanting to have the possibility of porting to mobile devices game maker might be a nice one to look into, but it has its own separated coding language (a fairly simple one though)
How to make a food/water system
Your food/water system would require at it's very base, some form of time system, either within the food water system or through an overall day night system.
Eg/ Parallel process common event named 'Thirst'. Wait 10 seconds, thirst - 1
You could set the scale to be whatever eg 30 seconds with your own max or min for thirst.
What happens at each interval would be up to you. It could be expanded by making certain actions such as running or fighting make these meters go down even quicker.
Hope this helps a little.
Eg/ Parallel process common event named 'Thirst'. Wait 10 seconds, thirst - 1
You could set the scale to be whatever eg 30 seconds with your own max or min for thirst.
What happens at each interval would be up to you. It could be expanded by making certain actions such as running or fighting make these meters go down even quicker.
Hope this helps a little.
Survival in RPGs: Hunger, ammo, sleep and porn withdrawal.
author=Nightowl
Recovering from a gunshot wound by eating a salisbury steak doesn't really make sense to me, unless it's a burrito injected with medical stuff that heals you.
author=Nightowl
burrito injected with medical stuff
You have to do this now.
Also, I enjoyed how the original dark cloud played on thirst. Your thirst bar would go down whilst you were in a dungeon, drinking water would refill it and when it emptied you would start losing health. Along with the dehydration debuff (not sure if this was only in DC2 (they removed thirst) or an enemy only debuff) that meant you could not eat until you drank some water. Eating healed you in that game though :/
Edit: In line with many of the other opinions, try also adding a buff or something when thirst is over x%, could be interesting.
Game Maker Platforming Tutorial
Haha thanks man, so long as someone gets some use out of it I'll be happy, but I mostly use rpg maker myself and just like to fiddle with gm every now and then.
Anyways, I'll check out Fantasia and get around to finishing this at some point xD
Anyways, I'll check out Fantasia and get around to finishing this at some point xD
Voice acting in RPG maker VX ace?
author=LockeZ
Pro tip: no matter how bad your writing is, your voice acting is even worse.
I found this out the hard way xD
Anyway I did once find a short rm2k3 game with voice acting in the battles, and for things like emotes, but not full and direct text to speech, eg/ "can't do that" message the character would say something like "I don't know how to move that!"
It's do able and certainly can add emotion to the game, but it's a lot harder and easier to do badly than some emotes and movement during scenes.
[Poll] Death Note - was Light Yagami right?
Like a lot of you already said, it's very subjective (right word to use?) to your opinion, personally I think his goal, at least initially was good, but his means were a tad messed up. That said I'm all for using the death note for criminals who commit murder or rape or other violent crimes, but petty crimes shouldn't be so harsh, an eye for an eye almost and I think I'm going off on a tangent here.