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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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).

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.

But January is the month that cares (about stats)

author=Solitayre
author=Arandomgamemaker
and wow, 647 games without reviews? Somebody has to fix that!
Yep, you better get started!

Is there a way to search just for games that don't have reviews? I'd like to give a go at some of them during my development downtime and put some reviews out.

Edit: Nevermind, I'm daft.

RPGS... you've beaten

author=Ark
How about Alundra one and two?
Both on my stack of games to play - I haven't had time to start into them yet. I don't play as many Playstation games as I used to because my system's bust, and my laptop can't support the emulators at the moment (my desktop, in storage atm, can handle both PSX and PS2 games).

author=Daria
How about Lucienne's Quest (3DO) or Monkey Hero (PSX)?

Monkey Hero I've played - at the time I wasn't in the mood to play that style of game and it went back to the person I've borrowed it from after about three hours of play. I actually do own a copy of Lucienne's Quest - the Japanese version titled Sword & Sorcery - that I bought at a pawn shop (just seeing a Japanese RPG sitting there was enough to get me to pick it up). Sadly, I've never found a working 3DO to try it on. By the same thread, other 3DO RPGs I've never played.

author=kentona
@Travio- EVO: The Search for Eden?

I used to own it - the cartridge was damaged during a move when one of my boxes was just thrown into a truck and the side it was on crashed hard against the wheel well. I lost it, Robotrek, and a copy of Final Fantasy Mystic Quest in the one go.

RPGS... you've beaten

Oh man, let's go through this list...

Spoilered because... well, there's a lot in there.

Bahamut Lagoon
Baldur's Gate + Expansions
Baldur's Gate II + Expansions
Baldur's Gate (the PS2 one)
Beyond the Beyond
Breath of Fire
Breath of Fire II
Chrono Trigger
Earthbound
Fable
Final Fantasy IV
Final Fantasy V
Final Fantasy VI
Final Fantasy VII
Final Fantasy VIII
Final Fantasy IX
Final Fantasy X
Final Fantasy X-2
Final Fantasy XII
Final Fantasy XIII
Final Fantasy Mystic Quest
Final Fantasy Tactics
Golden Sun
Golden Sun II
Harvest Moon
Harvest Moon 64
Icewind Dale
Icewind Dale II
Illusion of Gaia
Kingdom Hearts
Kingdom Hearts II
Knights of the Old Republic
Knights of the Old Republic II
Neverwinter Nights + Expansions
Neverwinter Nights II + Expansions
Ogre Battle
Ogre Battle 64
Rhapsodia
The Legend of Zelda
The Legend of Zelda II
The Legend of Zelda: A Link to the Past
The Legend of Zelda: Link's Awakening
The Legend of Zelda: Ocarina of Time + MQ
The Legend of Zelda: Majora's Mask
The Legend of Zelda: Wind Waker
The Legend of Zelda: Twilight Princess
The Legend of Zelda: Phantom Hourglass
The Legend of Zelda: Spirit Tracks
Paper Mario
Paper Mario: The Thousand Year Door
Rhapsody
Secret of Evermore
Secret of Mana
Seiken Densetsu 3
Shining Force
Shining Force II
Star Ocean
Star Ocean: Til the End of Time
Star Ocean: The Last Hope
Star Tropics I
Star Tropics II
Suikoden
Suikoden II
Suikoden III
Suikoden IV
Suikoden V
Suikoden Tactics/Rhapsodia
Suikoden Tierkries
Super Mario RPG
Terranigma


... I... just don't want to go further. >_< If you can name it, I've most likely played it (except for PS3 games) and most likely beaten it.

Gaming developing and where to begin.

A personal preference of mine is to select the style of tilesets and such before you get to creating the game content, but then just use stock resources for everything else (NPCs, battlers, etc.) until you're far enough along that devoting the time to find/make the graphical resources is worth it.

Once you've hit that point, you can find and start to build stuff in your game's style (which was probably decided back with the tileset style). Now, I'm not saying to not find anything - while I'm working on LSX and not 'officially' finishing up the graphics until a lot later on, I'm constantly searching the web for graphics and experimenting with making my own sprites to see what will work, making mock-ups or in-complete versions of graphics to plug holes in the default resources.

I find if I spend the time finding/making the resources ahead of time, I tend to be more wanting to find a new game to work on as opposed to finishing up what I'm on right now. Again, it might just be my personal preference here, but I prefer to have the systems working before I make the graphics for them - for LSX's menu, I drafted it out using just regularly skinned windows; once that was done and looked good in my head, I made the actual pictures that are used as the more finalized backgrounds and just shunted numbers around a little bit to make everything fit correctly. For my battle system edits, I've got the battlers and windows where I want them on the screen, but knowing how long it's going to take to make custom battlers for the characters, and then do it for the enemies as well (or find sprites that fit the style correctly), I realize it'll delay actually making the rest of the game far longer, so I just keep working on the game with the intention to finish up the graphics later.

Atmospheric World Maps

While looking at my world map in game to get some thoughts for this, I actually had the sound engine glitch and remove one of the tracks from the MIDI I'm using - and the new sound turns out far better, so now I'm considering editing the file to remove that track all together. It gives the map a slightly more atmospheric feeling. Thanks. ;)

It's hard to compete with the Chrono Trigger world maps - the sound and graphic designs on them were amazing for conveying the sense of that particular era. There's nothing quite like Ruined World (the 2300 AD music) combined with the shattered tileset and whipping 'snow' to really drive home the hopelessness of that future. Corridors of Time gave an exotic and relaxing, almost hopeful futuristic feeling to Zeal. The only music I wasn't thrilled with is the 1000 AD music, because it really doesn't set off that particular era for me - the Medina Village music was much more suiting to the era in general, for me. A bonus these maps also have is that, since there's no random battles there, they can focus on portraying the exact atmosphere of the world as opposed to also serving as an obstacle and players get a chance to actually take in the world without risk of having their attention being drawn to the pressing matter of a random battle.

Sadly, I don't have any new games to present to show against the sheer awesomeness of Chrono Trigger's world maps.

But in terms of making a world map, they need to convey a sense of the world's feeling as much as anything. If the world is grungy, dark, and on the edge, it should portray it - with a fitting tileset, music, and atmospheric setting. If you're running a high fantasy game where the heroes are shiny, and the cities are shiny, then the world map should be bright just like them - once again with a clean looking tileset, some bright chipper music, and probably no need for atmospheric effects like fogs or whatever. The world map should try to drive home the atmosphere of your world as a whole, with all the aspects available being used to their full potential to do so.