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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Video game tunes that get stuck in your head often?

The FF14 Leviathan Battle Theme

It's only been datamined a couple hours and already... Them catchy and inspired lyrics! =| But no, seriously, Soken has a way with making the music... awesome.

[VX Ace] Is a Rudra's Treasure- style Mantra system possible?

Yes, it's possible. It'd be an insanely complex script and require overhauling pretty much the entire battle system, but there'd be ways of doing it. The better question would be whether it would be worth the work or not, especially in RGSS - there's probably a reason the system never really got used again.

Ballin': Discussing money and how it works in gameplay

author=LockeZ
@turkeyDawg: The entire Legend of Zelda series is one of the worst cases of handling in-game currency I can think of. The only reason these games seem to even have money at all is to limit the number of times in a row you can attempt the shooting range minigame.


Also as a content gate without really directly being a content gate - hide one item you need to move on behind a 200 ruppee cost, then don't let people have more than 99 ruppees until you're ready for them to get that item (which will, no doubt, either make dungeons easier or let them into dungeons).

What are you thinking about right now?

Congrats, random - you've hit circular logic. +1 internets!

Would U play an FFX 2D made with RM2K3? (first screenshot)

author=pianotm
author=dbzfanboy
You do realize that screen is supposed to be the intro to FFX right?
Really? You must be playing a different version. The FFX I remember started with a blitzball game in Zanarkand, a half-way descent heavy metal opening number, and Tidus trying to make his way through the ruins of Zanarkand with Auron's help. This screenshot looks like you're well past Yuna's first Trial of the Fayth. And, um, yeah, Rikku is odd one out here. She rescues Tidus on the ocean, isn't even on Besaid, and doesn't show up again til Luca. Zanarkand ruins are not on Besaid, you don't even see them until you're halfway through the game.

Actually, the game first opens with their arrival at the ruins of Zanarkand before cutting to the blitzball game - most of the first part of the game is Tidus recalling how he got to seeing his home in ruins. The scene later replays when they -do- arrive in Zanarkand and Tidus' recollection catches up with him. (In case you need the reminder - a new game started from the menu of the HD version, which doesn't change the events of the game.)

Quick and dirty, five minute map, most of which was spent getting the tinting in engine right. I'm not even a big fan of how this turned out, and it's mostly based on recollection (not the images below).

Don't rely entirely on the tileset to convey the ruins, especially in that particular scene. As you can see here and here, the city is some distance away from their camp site. They're just on the edge of the ruins, and to fully represent the ruins themselves, use of a shot or artwork from the game, like I've got, works perfect.

Set the scene and work on mapping. You need to choose (and have) the right tilesets for the right job, not just use whatever you happen to have to half ass what you're trying to do (I kind of failed in this in using VX Ace's RTP for my example, as there's no ground terrain that has cliffs that matches the Zanarkand terrain well). Don't try to be 100% faithful to the layout; make it work in 2D for the movement and actions you need to show (this coming from someone currently trying to remake some 3D terrain in a 2D engine).

[RM Ace] Help with menu

No problem, always willing to help. Glad it got worked out in the end.

[RM Ace] Help with menu

Nope - it's an easy fix, actually, but does require changing some numbers.

def draw_actor_jp(actor, dx, dy)
change_color(system_color)
draw_text(dx, dy, 32, line_height, Vocab::jp)
change_color(normal_color)
draw_text(dx + 20, dy, 36, line_height, actor.jp.group, 2)
end

Just change the draw_actor_jp from my previous version to that. All it does is make the area it draws the number wider and moves it slightly to the left to account for that.

[RM Ace] Help with menu

Oh, because I'm daft and changed the arguments after I pasted it in here.

On the draw_actor_jp line in the draw_actor_simple_status method, change it to:
draw_actor_jp(actor, x, y + line_height * 2)

I removed the need for the draw width argument and forgot to edit the version I pasted here (sorry).

[RM Ace] Help with menu

All right, I made some changes, tested it, this should work; make sure it's pasted below the JP Manager script:

class Window_Base < Window
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + line_height * 1)
draw_actor_jp(actor, x, y + line_height * 2, 56)
#draw_actor_icons(actor, x, y + line_height * 2)
draw_actor_class(actor, x + 120, y)
draw_actor_hp(actor, x + 120, y + line_height * 1)
draw_actor_mp(actor, x + 120, y + line_height * 2)
end

def draw_actor_jp(actor, dx, dy)
change_color(system_color)
draw_text(dx, dy, 32, line_height, Vocab::jp)
change_color(normal_color)
draw_text(dx + 32, dy, 24, line_height, actor.jp.group, 2)
end
end

You appear to have a bit more space between your LV text and the the actual level number than I do in the project I tested it on, so you may need to tinker with the part that reads "dx + 32" to get the right spacing.

Again, status icons are commented out because I'm not sure how you want to display them, if at all.

[RM Ace] Help with menu

Base it on this function in Window_Base:

def draw_actor_level(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 32, y, 24, line_height, actor.level, 2)
end

Now, as I look at the JP Manager code, it looks like it should automatically have it in the order of "SP <num>", by way of:


#--------------------------------------------------------------------------
# new method: draw_actor_jp
#--------------------------------------------------------------------------
def draw_actor_jp(actor, dx, dy, dw = 112)
draw_icon(Icon.jp, dx + dw - 24, dy) if Icon.jp > 0
dw -= 24 if Icon.jp > 0
change_color(system_color)
draw_text(dx, dy, dw, line_height, Vocab::jp, 2)
dw -= text_size(Vocab::jp).width
change_color(normal_color)
draw_text(dx, dy, dw, line_height, actor.jp.group, 2)
end

That code there. Basically, that's going to draw the icon (if there is one), the vocab for the JP, and then the JP number itself. If you've written it in yourself to show the SP, you can provbably instead just use this:

Insert a new script

class Window_Base < Window
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + line_height * 1)
draw_actor_jp(actor, x, y + line_height * 2, 56)
#draw_actor_icons(actor, x, y + line_height * 2)
draw_actor_class(actor, x + 120, y)
draw_actor_hp(actor, x + 120, y + line_height * 1)
draw_actor_mp(actor, x + 120, y + line_height * 2)
end
end

I commented out the section to show the status icons as I'm not sure where you're displaying them with your intended change. That should basically line it all up, if what I'm reading from the JP Manager Script is correct is correct.

Let me know if that works or if I should wake up more before attempting some patchwork code.

Edit: Spelling corrections. Spelling corrections everywhere.