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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author=WCouillard
FFV was the only 16-bit era Final Fantasy game to have a decent forest tile set, and unfortunately was never remade on PSP. The forest maps in this game are gonna be so boring. :(


That might be an excuse to get away with not doing forest dungeons then. ;)

Hello! ...stay a while and listen...

author=Biggamefreak
Nice Diablo reference at the title.

Sorry, the nerd in me had to correct that.

Welcome to the site! Hope you enjoy your stay; it's nice to see someone else working for one of those wonderful kinds of companies around. =)

Your RMVX/ACE/XP? game interacting with RMN

I'd use it, but for what purpose would be decided upon by what type of information could be sent and how openly available that information would be.

If I could have it rigged up to me be the only one to see data of how long it took people to complete a particular boss and what levels they were at, I'd use for that an entirely different purpose than if I could just just send data related to whether or not they've completed an achievement that everyone could see.

Depending on the types of data I could send, I could, and would, find a variety of uses for it.

Lowest Damage instead of 0, make it 1.

Have you tested it using an enemy that always guards and with variance in place? Because the second you include variance, your number will never remain exactly the same - it will vary up or down from the values you have in place. And without it, an attack will always do the exact same amount of damage to a certain enemy. It makes sense for attacks like you say do an exact amount of damage (and be sure to work on a way around Guard unless you want it to be roughly halved when someone Guards, btw - ignoring defense doesn't take into account Guard as an action), but not for attacks that need to do a range of damage. Between variance and guarding, it can reduce your actual damage to 0, even with a +1 in the formula.

The change to the script catches these cases and lets you keep variance in damage.

Lowest Damage instead of 0, make it 1.

Because it's still possible, even with the +1 in the formula, to do no damage because of how the script actually calculates damage. You need to have a catch in the actual script to make minimum damage equal to 1. I tested the second way (which is part of why I recommend it) before I put up the initial post, as opposed to the +1 - the +1 just doesn't work.

Even if the +1 did work, you'd have to put it on every skill, as opposed to one (easy) change to the script. And if you later decided to drop the minimum damage back to 0 as opposed to 1, it's one easy deletion as opposed to going through every skill.

Edit: The test was done against a monster with 999 Defense that constantly guards using a Level 1 character with no weapons and 16 Attack, with all the skills tested being physical based. Using just the +1 on the skills, you still get "takes no damage." With the script change, attacks do, minimum, 1 damage.

Lowest Damage instead of 0, make it 1.

Please read the whole post, you don't need to make both changes - either will work, but I personally recommend the second one.

For VX Ace, it's a change in the scripting for it...

From what I can see, as I haven't had a lot of experience playing around with VX Ace's scripting engine yet, it should be the make_damage_value function in Game_Battler (starts at line 351 in my copy). This should work...

  def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value *= rec if item.damage.recover?
value = apply_critical(value) if @result.critical
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
value = 1 if value == 0
@result.make_damage(value.to_i, item)
end

This change should make it so that the damage value passed to "make_damage" will never be smaller than 1. Again, this should work, but the commenting on VX Ace is pretty terrible, so it's a little difficult to tell what particular segments of code are actually used for on first glance. This should be the right changes, based on the my search in the scripts.

The reason for the need of the change in the script, and not the formula, is due to how the formula evaluates. As the script shows, it alters the amount of damage in value after the formula has already been evaluated, so it can set it to 0 damage after that point - if it gets set to zero (or lower), it needs to be set to 1 before being passed forward.

Actually, the better place MIGHT be in Game_ActionResult, in make_damage on line 65.

  def make_damage(value, item)
@critical = false if value == 0
value = 1 if value == 0
@hp_damage = value if item.damage.to_hp?
@mp_damage = value if item.damage.to_mp?
@mp_damage = [@battler.mp, @mp_damage].min
@hp_drain = @hp_damage if item.damage.drain?
@mp_drain = @mp_damage if item.damage.drain?
@hp_drain = [@battler.hp, @hp_drain].min
@success = true if item.damage.to_hp? || @mp_damage != 0
end

Either way works. Be aware that this also sets MP drain's lowest value to 1 as well; if you use the second method, changing

value = 1 if value == 0
to
value = 1 if value == 0 and item.damage.is_hp?

will make it apply only to HP damage.

Logical Dungeons in RPGs

Well, the weapons factory comes with a question - is it old and abandoned? It is still up and operational? That in itself can change the flavour of puzzles and such inside it. The second question is the type of setting - is it modern, near future, sci-fi?

For example, abandoned near-future to sci-fi, you could have the location you need to push an item be a place where the floor's missing a piece and wires are exposed - the barrel is just a piece of debris (the only piece around that's the right size and shape) that you push into the spot to connect the wires from one spot to another, allowing power to return to the door for it to be able to operate.

For the ranged thing... that's a little harder, though it could be like... the opposite of what I just described - something like a steam barrier and the place you shoot is a piece of weakened piping that, when shot, allows the steam to vent from that part of the pipe instead of where it was previously.

Again, those kind of puzzles are going to depend on the exact type of weapons factory and the game's setting.

The Screenshot Topic Returns

2k9 is Cherry's updated front-end. It's not actually a hack in the traditional sense, but it updates the interface and makes life a lot easier (and nicer looking). I was using it for awhile while originally working on games in 2k3, simply because it fixes some of the things that bugged me about 2k3 (such as the \ showing up as the yen symbol, and the lack of 'undo' on a lot of commands, and after XP and such, the highlighting of commands was nice).

Keeping the plot focused

If you're going from Town A to Town C, for the purpose of moving the story forward, and Mountain Pass B happens to be the only way between those two points, but it's currently blockaded by the Z Bandits, who are otherwise irrelevant to the story except they're blocking the way forward - is that not part of the story and the conflict itself? These bandits are now something standing in the way of your goal and probably a good place to show some character development or show how the characters go about something a certain way or to drop some plot point or other in... Is that deviating away from the plot?

Now, I fully agree about the ten tons of random monsters. For the most part, they should be pretty focused and purposeful. Certain places can use actual random monsters from the wilderness - where it makes sense. They shouldn't be included just because you need some random encounters to fill a zone's monster compliment unless you can find a good reason for them there.

The Screenshot Topic Returns

Looks a lot better - it might feel claustrophobic making it, but it looks and plays better in game.

Also, 2k9 does have the option Craze was referring to - let me go check on my laptop how to pull it up.

Here we go: switch to one of the two non-event layers, then hit Ctrl+0. Move your cursor out of the way and take a screenshot - it'll have everything the same brightness. There's no way to show the content of events that I know of, though.