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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A strange, painful dot appeared at my leg, and now it's 3x bigger than it were a few hours ago. I"m worried and I'll hurry to the doctor as soon as the day breaks.

Hope this turns out to be nothing too serious - even if it is just a bug bite, size increase like that can turn out to be a serious allergy to the venom. Best to get it looked at.

Gaming developing and where to begin.

author=Daria
Personally I'm making my entire game using RTP. IF I finish and IF it's good then I'll focus on replacing all the graphics (and recoding it in Java or C++).


I seriously wish I could give this a like or a +1 or something - too many people focus on the graphics and the other resources and not enough on the stuff they should: story, mechanics, balance. The rest of the game ends up suffering because they spend too much time making everything look shiny, but not enough time working out the kinks in the rest of the game. I'm not saying this is true in every case, but easily with 90-95% of the cases.

Cancelling "Move Picture" if there is no picture...

After looking at the rest of the scripts, I figured out why it didn't work - I had made an assumption that the event command for moving a picture used the update function from Sprite_Picture - it does not.

Go into the event Interpreter scripts - in RMXP, there's a set of 7 individual files that help build this class. Find the one with the Move Picture command, in RMXP it's Interpreter 5, and look for the command that is for Move Picture (command_232 in RMXP, but it should be labelled in the comments if you have a legit version of VX Ace.

There should be a line of code that determines the picture number; in RMXP, it reads:
number = @parameters + ($game_temp.in_battle ? 50 : 0)

Immediately under that, add:
return false if $game_screen.pictures.name == ""

This does work in RMXP - I've tested it - and from what I remember of the VX Ace trial, the Interpreter script isn't that much different. Basically, what it does is check to see if that picture number has a file name attached to it; if it doesn't, it exists from the script and says "I couldn't move the picture." An "erased" picture, from what I can tell, is basically just set to be a picture without a file name associated with it (it's slightly more complicated than that, but this is the quickest way I could find to check if the picture was empty).

And yes, this is basically how I learn all programming languages: trial and error. It's probably one of the best ways to learn that I've found. I don't think I've looked at a single tutorial yet (though I have looked at other scripts to see how they do something, and then figured out what each line of code does).

What are you thinking about right now?

Just how much I love sleep but, at the same time, never seem to actually want to go to bed. It's a mystery, I tell you.

Removing the level cap

Each character has their own defined experience curve - it's set using two numbers, Basis and Inflation, that can be set on their Actors page in the database. If the actor's final level isn't reached yet, it will continue to use those two numbers in the formula to continue to expand their experience list beyond that point. The script just uses a standard formula that's based off those two numbers to generate the individual experience curves of the actors - the parts you actually need to change are in the database itself beyond the changes you've already made.

However, if you need to mess with the formula in the script for just one character...

Replace:
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)

with:
if self.id == X # replace x with the character's id
n = # your new carefully crafted experience curve calculator
else
n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)

As a word of warning - when you set your character level higher than 99, be aware that the editor can't be used to set it to anything higher than 100 for testing - all levels beyond that for testing have to be setup by hand through events/scripts.

Cancelling "Move Picture" if there is no picture...

Hmmm... it should be as simple as finding the code for the move and...

Well, I don't know where it is for sure in VX Ace, but in RMXP it's under Sprite_Picture, under update -

At the beginning of the "update" method, it should be a simple matter of adding in the following line before the line with 'super' on it:
return if @picture == nil

If that doesn't work, try this instead:
return if self.bitmap == nil

One of those should, theoretically, handle it - again, I don't have VX Ace to test it, but there shouldn't be that much difference in the way it handles pictures.

But just a question - if you're using VX Ace, why write a menu using events when you can do it, and it runs better, with RGSS?

Game denied. My mapping needs "some pretty serious help." That's less than helpful...

Having watched the video and seen the improvements to your mapping just from this thread, I hope it gets approved - it looks rather interesting and I'm looking forward to having a chance to try it at some point. =)

choosing a good-looking rpg engine

author=Trujin
author=Scalytank
I would also suggest, to stay away from rpg maker 2k and 2k3, and even XP and VX. (VX is pointless, Ace has better support, and is more powerful, and XP is outdated, as well as the old rpgmakers)
Allthough I agree with you that rm2k(3) shouldn't be adviced to anyone (apart from oldschool fanboys like me) I don't get why you wouldn't advice RmXP. From all the new makers it would actually be my first choise. Three layers for tilesets, unrestricted size for chipsets and other nifty things =).

Btw, I tried your link, but it didn't work. I would like to try it. Edit: never mind, just copy and paste the link XD.

VX Ace is pretty much everything RMXP is, plus more. Hell, the only reason I'm using RMXP for LSX and not RMVX Ace is that I don't own Ace (and wouldn't dream of using VX for it).

The Fifth Slot

Coding is already in place for both Pavan and Gordon - that being the character who provides the permenant 'regenerate' effect - despite neither character actually showing up in the initial segment of the game that I'm working on (I want sections of code done before I need them to test game balance). The other two are still being poked at - one I'm doing the balance on numbers, and the fourth I'm questioning whether their effect is going to cause the game to be too easy - but will be added into the code as soon as I'm sure their numbers are good.

Also, the game will be tested with Pavan in the party as the support character; as he's the only one that will be recruited by the storyline, I'm not assuming players will have any of the other effects when designing and balancing battles.

Atmospheric World Maps

LockeZ's analysis of Final Fantasy Tactics map also holds true for Ogre Battle/Tactics Ogre though - it had the same sort of feeling of a dull medieval world where no one cared anymore. The later Tactics Ogre games start to show that these games are histories as well - they're not being played in the 'present day' of the setting, but by someone looking back (Person of Lordly Caliber really drives this home). Pretty much everything Locke said about the FFT map and world can carry over to the TO map and world.

Of all the Final Fantasy games, I think VI got it the best for a world map (except for perhaps XII, but mostly because it's Ivalice and an extension of the FFT map and style). I didn't really feel the differences between the worlds in V, I'm not sure why, but VI's World of Ruin painted a pretty good picture of a world gone to hell because of Kefka's actions.