THENECROMANCER'S PROFILE
TheNecromancer
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RMN sucks
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Super Desmo Bros.
So I was showing my friend the SMBX engine and we played this game. I gotta say, this game works MUCH better as a 2P game. Some of the crowded levels were chaotic fun and not having to restart the level at every single death really made the levels more playable. Some levels and areas I don't even understand how it would be possible to do with 1P.
Cooldowns
post=208906
Games that use specific cooldowns for single moves just end up being macro fests- people just use skills in an exact order and never deviate from that. The single worst thing about MMOs in the mindless repetition in all aspects, including combat.
That's too much of a generalization about MMO's. That may be true for WoW, but in FFXI that is not the case. There are some 30 second, 1 minute, 2 minute, 5 minute, 10 minute abilities. Not including spells which have various cooldowns. Not only do you have cooldowns to worry about but you have to balance your hate. Not all abilities are attack abilities and some are only used in between battles. Even if you could just mindlessly spam your moves in the same order, you would probably die because you gained too much hate. Monsters are at least 6 levels above you and would kill you in a handful of hits, you have to be anything but mindless. As Dark Knight you have some stun abilites, and you don't just use them as soon as they are ready. You save them for when the monsters is going to do some big damaging skill and you Stun it to cancel that ability. The cooldown prevents you from spamming it but at the same time you have to strategize.
So yeah, until you've played every MMO please be careful how you word things. (not that im saying your talking about WoW or that I even know what WoW is like or any other MMO for that matter. But I would say FFXI is an exception to your statement)
Cooldowns
Final Fantasy 11 has a huge cool down move for every job. 2 hours. You can bet they kick major ass though.
It's an interesting concept to use in RPG's. I think it would be a welcome change from battle as usual. Make a move have a great effect but you can't spam it. Most games suffer from just spamming the strongest thing so that would be a great deterrent from doing that.
It's an interesting concept to use in RPG's. I think it would be a welcome change from battle as usual. Make a move have a great effect but you can't spam it. Most games suffer from just spamming the strongest thing so that would be a great deterrent from doing that.
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Things that piss you off/pet peeves/vent/etc.
Dumb ass drivers really piss me off. It's something I see all the time. From the old people that drive 30km/h in a 50 zone to the pricks cutting people off in busier places. Common courtesy doesn't exist out there and it's the one place where it can mean life or death. My dream job would be a traffic cop. Or robo-cop..either one would be fine.
*Oh and guys who disrepect women too. Deadbeat dads and abusers. Not cool.
*Oh and guys who disrepect women too. Deadbeat dads and abusers. Not cool.
How to set up a movie for RPG maker 2003
Instead of being rude you should either post helpful information or nothing at all. It's not up to you to decide if someone should learn something new :/ Gotta start somewhere, and asking for help is that first step.
As far as making it play at the start of your game and only once:
Start the game with your hero invisible(or covered by a tile that is above hero) and a map with nothing on it, probably just a black background.
Put an autostart event on that map with the play move command inside it.
After that command put a teleport event to the next map and make the hero visable. Then just never teleport to that first map again.
Movies can only be 320x240 as you can see in the play movie command. You might think that's small but when you play a RM2k3 game fullscreen the resolution is like, what? 640x480? so it ends up being pretty large and zoomed in.
It's up to you to actually make the movie file. That's where you need some practice to create something decent. Or you could just take some other movie file and just practice using the command with a movie that is already created. I would suggest doing this first to see how the game handles the movie file, that way you get an idea if its something you want to continue pursuing. I have no idea if there are other restrictions like size/length, but just start with a short movie.
It might not look good but if you really want to try, don't let anybody tell you otherwise. Worse thing that could happen is that you learn something about movie making.
If we never tried anything that we don't already know about how would we ever grow as a programmer? geez
As far as making it play at the start of your game and only once:
Start the game with your hero invisible(or covered by a tile that is above hero) and a map with nothing on it, probably just a black background.
Put an autostart event on that map with the play move command inside it.
After that command put a teleport event to the next map and make the hero visable. Then just never teleport to that first map again.
Movies can only be 320x240 as you can see in the play movie command. You might think that's small but when you play a RM2k3 game fullscreen the resolution is like, what? 640x480? so it ends up being pretty large and zoomed in.
It's up to you to actually make the movie file. That's where you need some practice to create something decent. Or you could just take some other movie file and just practice using the command with a movie that is already created. I would suggest doing this first to see how the game handles the movie file, that way you get an idea if its something you want to continue pursuing. I have no idea if there are other restrictions like size/length, but just start with a short movie.
It might not look good but if you really want to try, don't let anybody tell you otherwise. Worse thing that could happen is that you learn something about movie making.
If we never tried anything that we don't already know about how would we ever grow as a programmer? geez
Elemental Weaknesses (and battles that make you think)
post=208860
How I see it, without EW there's little to no point in having magic in the first place.
There is more to magic than attack spells. There's healing magic, enhancing magic, maybe teleporting magic, transformation magic, summon magic.... attack magic is just one type. Even without EW there's lots of other reasons to have magic.
Also, if the base damage of all attack spells is higher than weapon damage then that justifies the MP cost. Plus what else would a wizard do, you trying to make mage's lose their jobs??
EW doesn't always have to do x2 damage. It could do 1.3 damage, enough to make you want to think about what spell your using but not so much that it breaks the balance. Lots of games use weakness' on weapons too, weak to piercing for example. It all adds to the complexity of battle and is just plain realistic. Electronics in real life are weak to electric shocks and water, but its hard to stab through their metal casings with a pen.
As far as scan goes, sometimes it's part of the fun not knowing what an enemy is weak against. Or maybe have visual clues, enemy color or in its name(like someone mentioned)
If there were no EW then it reduces the usefulness of having a large variety of elements in your spells, you would just want to use whatever deals the most base damage. Unless they had the possibility of different status effects attached to them. So it could work without EW but you would have to put something else in it's place to keep attack magic interesting.
Lowering your standards and finishing your game
Having never finished a game don't mean shit. A person can still express their opinion.
If anything I've been raising my standards as I get closer to finishing my game. And now that I know much more about the program and its functions, and about organization I don't have to scrap anything I planned because I just work at it until I find a way to add that feature. Just about anything is possible to program if you do it right.
If anything I've been raising my standards as I get closer to finishing my game. And now that I know much more about the program and its functions, and about organization I don't have to scrap anything I planned because I just work at it until I find a way to add that feature. Just about anything is possible to program if you do it right.














