TRAVIO'S PROFILE

I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic

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The Screenshot Topic Returns

author=Skyrockerable
Makes me remind of a NES controller,

I think that the map looks a bit basic and could use a bit of variety here and there, but overall, but if it indeed was meant to look like a NES controller, and pretty basic, I think you did a good job,

If it was intentional, I'd go out on a limb and guess the solution might be a certain code named after a certain company...

author=Xenomic
Yeah, I didn't really have much to toss into her room oddly enough. I'd have to edit the tileset JUST for her room alone to add in some books and stuff here and there, hopefully without making it so that I don't have to actually HAVE an extra chipset and still have the current one be usable. Not too sure what else to throw in her room myself.

Sometimes some rooms/maps just need their own edited version of a chipset to work in context to the universe - to make it fit the characters who inhabit it. It's a pain, yeah, and can amount to a bit of filesize increase if you do it too often, but sometimes it's worth it to add that extra something something.

RPGMVX - Attack Button

Any line that starts with # is commented out - it's not read the engine when it runs code.

#==============================================================================
# ** Window_ActorCommand
#------------------------------------------------------------------------------
# This window is used to select actor commands, such as "Attack" or "Skill".
#==============================================================================

class Window_ActorCommand < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(128, [], 1, 4)
self.active = false
end
#--------------------------------------------------------------------------
# * Setup
# actor : actor
#--------------------------------------------------------------------------
def setup(actor)
s2 = Vocab::skill
s3 = Vocab::guard
s4 = Vocab::item
if actor.class.skill_name_valid # Skill command name is valid?
s2 = actor.class.skill_name # Replace command name
end
@commands = [s2, s3, s4]
@item_max = 3
refresh
self.index = 0
end
end

I made a slight change to the code there - it should now completely remove the attack option and you'll only have Skill, Guard, and Item in whatever names you use.

I just realized you'll need to make another change elsewhere as well because this window doesn't actually handle the values for selecting a particular option. I don't have VX - I find it a step back from both XP and Ace - so I can't be too much help, but I expect the further changes will need to be made in Scene_Battle (or the equivalent in VX).

It's totally my fault. My schemes are just that overpowered.

Do you have a Doom Citadel with a golem to rearm it when you successfully test it?

It's all Wildwes's fault.

Now I don't know who to blame.
This is all your fault!

Just finished a VERY good FF fangame which sadly isn't on the site. ;_; Is it possible that I could write a review for it, I wonder?

Started playing, looked through the graphics files... I am disappoint with the non-presence of Roggie characters. ;_;

RPGMVX - Attack Button

No clue with VX - but in VX Ace it's a simple comment out a line and it no longer draws the attack option. You need to look in something like Window_ActorCommand (that's the VX Ace file) - and it's a command that says "add_attack_command", commenting that out will make it no longer draw (or you can comment out the line in the "def add_attack_command" section).

Really, with a little searching in the script you should be able to figure out to do some simple mods like that.

Confused about switches

A switch always being on before it's turned off and always being off before it's turned on are, in a logic sense, the same thing. Unless there's some very specific logic work, you can probably get away with having the switch start off and turn it on later on in your code.

Question about states in games with low number stats.

Percentage is a bigger deal at smaller numbers due to how RPG Maker rounds as Crystalgate said. 15% of 10 will round up to 2, but 15% of 100 will stay at 15. The key is to pick numbers which won't offer such a major difference - anything that scales on 10 should work pretty well (10%, 20%, etc.) because then the rounding is pretty minor and at an easy place to predict so long as the targeted number is above 10 to begin with (health lower than 10 will behave wonky using percentages due to RPG Maker's rounding).

Usually with such small numbers is making poison deal a set damage instead of a percentage; to prevent it from becoming useless, you could modify it by one of the stats (dealing 1 damage per turn is more damaging at 10 HP than it is at 20 HP, for example, but if you could base it on a skill so it does say 2 HP per turn at 30 HP, it isn't as weak at that point).

Post an insane lie about the person above you

Marrend and JJJ7 are secretly evil twins (though they're both evil) planning to take over the world.

Just finished a VERY good FF fangame which sadly isn't on the site. ;_; Is it possible that I could write a review for it, I wonder?

Der, I never though to check th- holy crap, that file size. o.o Well, that's definitely not fitting in my Dropbox to play on the laptop, hah. Anyways, thanks a lot! Looking forward to taking a stab at it. Want to see how this person's version of the canon goes - I'm rather a huge fan of Eorzea as a setting~

(Ul'dah, represent! <_<)