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Community Spotlight Interview: Rastek

author=calunio
Your game is so unlike Randy Balma: Municipal Abortionist and Asylum of Pleasure and Pain that it's weird that you even mentioned them.

As for Space Funeral, everybody likes Space Funeral and everybody tries to make a game after Space Funeral, but none of those games is anything like Space Funeral (which is definitely not a bad thing).

Cool interview! Curious as to what you've been working on.


He mentioned those games as things he liked and didn't connect them to Wither at all.

I didn't like Space Funeral.

Community Spotlight Interview: Rastek

Good read!

Making Mechanics Work For You

Mystery solved

Making Mechanics Work For You

I would agree that randomness in battle is usually a bad idea. Randomness outside of battle can make for a great game. For example, every time you enter a dungeon a random number determines what obstacles you face. Even if it's small aesthetic changes it would add extra replay value to the game and give each player a unique experience.

The trips in SSBB are a horrible game mechanic for a fighting game, especially one so focused around movement.

author=Solitayre
Actually, trips in SSBB aren't random. Certain abilities can cause you to trip if you get hit by them. That isn't to say they aren't very stupid.


What data did you base this on? What ability other than banana peels forces a trip?

Display Clock/Any Variables on Screen

At least it's in the comments. So anyone finding this won't have to go searching the internet for such a basic thing.

Display Clock/Any Variables on Screen

Your worried about writing something that is already known yet all this tutorial says is that you can use /v to show a variable in a message box. http://rpgmaker.net/tutorials/43/

This is more an advertisement for your game than a tutorial. The least you could do is explain something useful.

Display Clock/Any Variables on Screen

I already know how to do it, but the writer should make that clear in the tutorial.

Display Clock/Any Variables on Screen

author=raikenjenova
Excuse me, but can we make a "Real Clock" (our current time) attached at the game instead of variable clock?


It's only possible if you input the current time every time you start the game then have it follow normal hour:minute flow.

And now that I actually read the content of this tutorial hahah it doesn't even explain how to code the function of counting seconds.

Proximity Detection for Events

Finally got around to using this. Thanks! My Star Trek doors work perfectly :D

Display Clock/Any Variables on Screen

I would suggest not using Shift to display something like a clock. It's an extra feature, in most games, and the shift button would be better used to activate something more important(run, attack, special menu...)