VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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What are you thinking about right now?
author=Link_2112
It didn't seem like a discussion though. What is there to discuss? How much better you are than me at making RPG battles? It's more of a "here's how to make a battle system interesting". It a cool system, the end.
I don't know, maybe someone asked a question about the mechanics and Craze gave an answer
Like, you know, a discussion
February update! o.0
I like how this looks! The art style on the monsters is very familiar, too. But I don't know XP/VX RTP so it could be RTP looking fresh to me.
Help with class switching in RPG Maker 2003
In the Database, under Skills, every Skill has a "Type." These are Normal, Switch, etc. In "System", you can set up different Menu commands. Each menu command has a "Type." These are Attack, Defend, Skill, Skill Subset, Link to Battle Event (never use), etc.
All "Normal" and "Switch" type skills will always appear under "Skill" type menu commands only. If you set them to a subset type - for example, you made a menu command called "Witchcraft" for your Witch, that is a 'Skill Subset' type of menu command - they will show up under that Subset Command but ALSO under any normal Skills command.
Basically, "Skills" = every spell on your list.
"Skill Subset" = every spell set to that subset command.
edit: if someone can be more concise, please feel free
All "Normal" and "Switch" type skills will always appear under "Skill" type menu commands only. If you set them to a subset type - for example, you made a menu command called "Witchcraft" for your Witch, that is a 'Skill Subset' type of menu command - they will show up under that Subset Command but ALSO under any normal Skills command.
Basically, "Skills" = every spell on your list.
"Skill Subset" = every spell set to that subset command.
edit: if someone can be more concise, please feel free
[EVENT] Chain Game - RMN Style!
author=tardisauthor=Versaliaa way to fix that might be to just discuss characters and their balance in the thread. when each person's chapter rolls around and it comes time for them to make their character, they could post in the thread about it and we could all bandy about conversation regarding balancing.author=tardisActually the most massive bit of difficulty is each individual designer balancing their party members against every single other designer's party members
one bit of difficulty this creates is cutscenes-
Well yeah, though that's not so much a "fix" as "what you have to actually sit down and do." Don't forget that this also requires defining what balance means for the game and the general challenge level; nine people trying to make nine unique characters without too much (and therefore redundant) overlap; etc. It's actually exponentially more work when your team is that big.
http://en.wikipedia.org/wiki/The_Mythical_Man-Month
In regards to Kentona's post above, that's an excellent start, though every member of the dev team needs to agree on the entire chart
[EVENT] Chain Game - RMN Style!
author=tardis
one bit of difficulty this creates is cutscenes-
Actually the most massive bit of difficulty is each individual designer balancing their party members against every single other designer's party members
You're Too Slow
author=WolfCoder
Yeah, it's actually personal with me and RPG Maker 2003. I hate how slow the battle system is.
ME AND RPG MAKER ARE GONNA FIGHT
Turn-Based...dead?
author=Craze
Also, Karsuman designs the characters and the battle system is based on ideas he lifted from an indie XBox Live game (Breath of Death).
Why can't you just take credit and let my jealousy slowly crush my soul
FHs1.PNG
You're Too Slow
author=WolfCoder
I don't fix the AGI, I will simply implement it in a way I think is better than the original.
the original sucks so you're going to fix it
my hero <3














