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Kokoro no Okoku Recruitment

I like the concept, a lot.

I might be interested in helping out a little.



and lol @ oukoku
xD

Best VG Soundtracks + overrated

Duck tales!

HP Recovery... after every battle? MADNESS! (Resource Management)

So you have a certain number of meals/snacks, is this in addition to your inventory of potions and such?

Just curious, what engine are you making your game with?

As for unique fights, do you make use of the attributes? You could have different weapons have attributes like slash, blunt.... and the enemies have those weaknesses. With large enemies, have multiple target points, with patterns of weakness if you attack them in a certain order. With multiple targets, the rewards would be greater if you destroyed all the extra parts first. Have enemies transform(is that even possible in RM?) if you use certain attacks, like its weak against Ice but as soon as you use Ice on it it become some kind of Ice variant of that monster.

I actually don't have much experience with RPG battles, as I always make actions games, so I don't know what possible, or know what commands are available in battle to make use of.

What kind of fights do you have now? Is there anything unique about them already?

The importance of testing.

post=154654
However, there has been some later changes which still has forced me more or less to replace or edit a certain event that exists on almost all of my 400+ maps. This has occurred several times...


Yeah, that is bound to happen.

Another thing I learned is to keep as much coding in common events as possible, so if those parts need to be changed it only has to be changed in 1 event as opposed to 100's.

Still, no matter how carefully you plan there will always be a need for testing :3

Using RPG Maker has changed my view on gaming.

You make it sound like a bad thing.

I feel the same way about listening to music after learning to play guitar. I think about the scales and chords that are used. It just add's a higher level of appreciation, imo

The importance of testing.

Testing your own game can only fix so much. You will obviously see visual errors, spelling mistakes, an event not doing what it should.. but I've found that all my testing doesn't really do anything for the actual gameplay. I know the order of all the puzzles and how everything works so I there is no trial and error in solving it. There is no way to tell if the puzzle is challenging or if the solution will even reveal itself based on what is given to the player. That's the biggest one for me, I will make a puzzle but not give any real clues on how its solved but it's something I have started to take into consideration.

I agree that a developer would be better and finding bugs. Especially someone who knows the engine it was made with.

As far as testing your own game, I think it depends on the game. For most of you, your game is an RPG, so testing involves going through the text and maybe fighting monsters to level up even though your just trying to get to a certain area by playing the game as the player would. Those kinds of things might get boring after a while. I find that with my game, being an action game with no text as of yet, it is far more enjoyable to test things out.

Most of all I think that when you are making a game there are ways to organize things that reduce the amount of time needed to test, reduce the time it takes to fix problems, and just reduce bugs in general. The most important is creating test areas and working on the coding before you make all the large maps and place everything in it. This idea slapped me in the face(several times) as I was making changes to 100's of events several times over after making a slight update to one of the systems. Instead everything is now tested in 1 small room and only makes it out into the world map after it is known to work. Also, even though something is complete it may stop working when you program some other feature so it makes things much easier if you wait until everything is programmed and known to work together before you even start laying down the maps,plot, progression, towns, NPC's, quests, and so on.

I plan on writing an article describing some of the things I came to learn about organization which has made programming my game much easier.

Also, since I have lost a bit of interest in working on my game I would like to offer myself as a tester to anybody who asks. Just PM me. I may not be able to(or want to) play through your entire game/demo but I will play for at least an hour and provide feedback immediately. It is not expected, but would be appreciated that you test my demo in return :) It's not very long.

Custom rm2k3 fonts?

I downloaded that chgfont.exe program before and was unable to update my rm2k3 .exe file. When you open the program (im guessing) you browse to find your RPG_RT.exe file, but when I select it I just get an error.

Does this only work with certain versions of RM? I'm using version 1.08 and have been unable to use custom fonts.

The RMN Comic Collaboration - Act 2

just read the first comic and i lol'd hard

RM2k3 - Halt all movement/Proceed with movement command

post=153293
Make your event "On hero collision" instead of "on hero touch".


That didn't work

RM2k3 - Question about pressing shift during message event

post=153359
press F9 to change/check switches and variables at will!

that one I did know about. very useful for finding out why/when a bug happens.

also F4/F5 for window size, F12 to quit.