WAXIUS'S PROFILE

Waxius
"Someday I'll finish my game... someday.."
3898
Hi Friends,

I'm David. I'm a long time fan of indie games and especially RM2K/3. It's absolutely amazing to see what other have created here. I started gaming with the TI-99/4A computer with titles like "Hunt the Wumpus" and "Tunnels of Doom". Yeah...I'm showing my age here. From there, the classic old Sierra games like King's Quest and Space Quest were my favorite.

I'm working on remaking Tunnels of Doom with RPG Maker 2003, it an ambitious project giving this game an RPG story when it never had one before. In retrospect I probably should have remade Hunt the Wumpus first... it would have been a lot easier! (But then again... I'd want to give that game an RPG story as well!)

I'm looking forward to learning more about writing and character development here, as this is an area I can definitely improve on. So when I'm not doing my day job, I'll be here on RMN lurking and learning.

Feel free to talk to me, I'm easily approachable!

David Justin Bibby (aka Waxius)
Tunnels of Doom RM2K
Bringing a classic 1982 dungeon crawl game to a new generation.

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What are you thinking about? (game development edition)

PhantasmaX,

That is an awesome video. I love how the heroine starts with a sword, and later gets a gun and throwing stars. It's a great demo and your game shows incredible promise.

Nothing wrong with having an ambitious first project! Most of the battle engine in my game I wrote back in 2013, then I left it alone for four years. It was only just recently that I was able to share stable versions of the game while I iterate improvements on it over time.

Development Methods:Which ones are your favorites?

I've been following these suggestions without even knowing it! My game's foundation is pretty solid... but I will have to add filler into story mode when that time comes.

I use common events EVERYWHERE... seriously I've got about 400 common events that do all sorts of weird repeatable things.

[RM2K] Change Hero Walking GFX

Hi Silverbird,

I see your screenshots. After initially getting into the cart and it takes off to the left... will the player be controlling the character in the cart on the track?

Howdy

Welcome FishSlapp!

How far along in your game-project are you?

Comical Theme I did for a request.

It's very whimsical! I like it. It sounds like what you'd hear in a magic shop or something (game-wise).

What are you thinking about? (game development edition)

author=PhantasmaX
My first game that I am making for the past 3 months started out as a platformer Mario-like game, then I wanted to make it more like Megaman because we need action. However, some elements from street fighter are cool and might look good in the game, so I wanted to add that. Then I wanted to make it an RPG like Diablo, but plays more like the SNES Tales of Phantasia game (2d hack and slash sorta). Then I remembered an old MMO I played (Wonderking) which is kinda like maple story, and wanted to make it kinda like that. However the most important part is that the game kinda needs to feel like an SNES RPG somehow, not the same gameplay, but the same feeling you get from the story. Well, not to my surprise, my game became kinda complex. Now I am wondering if I made a mistake somewhere with my thinking!


Did you get all that sorted out?

What is RMN even GOOD FOR?

Came here to learn about character development... but stayed to make friends, download games, and share my own.

... I still need to learn character development.

Whatchu Workin' On? Tell us!

author=narcodis
Been refactoring my event-based custom battle system. Many years-old event code at this point. Took a while to parse what I was thinking back forever ago, but I made things a lot more manageable and things will be easier to develop moving forward.

Same! I started my project 4 years ago and hit a stumbling block... just recently picked it up and now development is moving right along! Looking at old code and thinking "How the heck did I do that??"

Also.. I just subscribed to "The Looming Spire". It looks incredible, especially the heads up display!

Whatchu Workin' On? Tell us!

author=Desertopa
So, I have next to no knowledge of scripting, but it sounds like it should be feasible to event this if you assign distinct "levels" to the equipment, and each time you pick up a piece of equipment you set it to check the variable represented by the highest level of equipment you've picked up, and if the level of the new equipment is higher than that, it stores that as the new variable. So say you have a level 8 weapon, and you find a level 9 one, you can set it up to give dialogue based on the difference between the level of the new equipment compared to what you already have, and then make the 9 your new weapon variable.

There are probably more elegant solutions for people who're proficient in scripting, but I think it should at least be feasible to do it this way, if you don't have a huge number of weapon levels to manage.


I appreciate the help. I'll begin implementing this throughout the week, and hopefully will have my next version released in about 10 days or so. While you may not be great at scripting, from the look of your game description, you ARE good at writing! I've downloaded and subscribed, and I should be able to check it out this week.

Whatchu Workin' On? Tell us!

author=Desertopa
Are the types of weapons randomly generated, or is there a distinct list of pieces of equipment such that you could apply some kind of coherent hierarchy to it?


Yep, the weapons are randomly generated, so it's possible to find a dagger, hand axe, or sword all on the same level. On higher levels, the lower weapons will no longer appear. The good news is that it's pretty easy to determine which items are better, and I've already implemented the "Auto-Equip" feature so that a character will drop the dagger and pick up the sword. All I have to do now is update the logic for the character dialogues away from the random phrases into something more purposeful.