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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Tunnels of Doom RM2K

Thanks PhantasmaX!

Even though it's a work in progress, you can still WIN Classic mode if you select 4 or fewer levels, and get a small ending at least.

I plan to update the game every 10-14 days with a stable version, and you won't have to start the game all over again if you move over your save files.

Next version will include:
-Monster Magic Resistance
-Monster Magic Weaknesses
-Varied Monster attacks and special attacks
-Trapped Treasure Chests (Having a Rogue in your party will help avoid these!)
-4 more green potion effects
-Improved game dialogues
-Level 5 with new monsters, a new Armor (something better than Platemail)

I hope you like it!

David.

Whatchu Workin' On? Tell us!

Currently working on the next iteration of Tunnels of Doom. I want to improve the what the characters say when picking up items, because right now it's totally random and sometimes doesn't make sense in context.

For example, a character might pick up a sword found in the dungeon and say: "This is a fine sword, I will definitely make use of it!". But it doesn't make sense to say this again if they get another sword, or already have better weapons.

So.. the challenge is to remove the randomness, and add logic to determine if what item you are picking up is better or worse than what you are already using, and then talk appropriately.

It's-a-me!

Welcome to the RMN Forums, Fey.

We're glad to have you in our midst!

What's going on?

Hi Jae!

I just realized that I never officially welcomed you to the RMN Forum, even though we've had our chats... so welcome!

Tunnels of Doom RM2K version update! v1.2.1

Woohoo! Get version 1.2.1, if you have any technical issues, please let me know.

Definitely try Classic mode and Story mode... they are two completely different experiences!

COMPANY

I think the battle system is challenging.. you do have to have quick reflexes to know when to use a canteen vs a regular attack or Art. I found myself going back to a blue post every 3-4 battles. So far it seems balanced to me. I did die a few times from making wrong decisions in battle, so it isn't too easy. I tried every art I think, Glow, Double-Shot, Slash, and another one that Melody had. I don't remember which enemy it was, but they were resistant to glow. So far there's plenty of variation and enough differences to have to change strategies when needed.

COMPANY

Hi Jae,

The updated version is nicely done. I'm sure it took quite an effort to move it from 2000/2003 to VX ACE. It paid off nicely.

I just finished the demo in 1 hour, 20 minutes. I checked every single box for cash and spent a bit of time looking in Zip City for the Black Merchant... finally found that he's in the desert's Initial Ruin.

I like how Melody follows you around when she joins the party.

The only technical problem I had was going into the Indigo Club. The game crashed because the Audio/BGM/Dungeon3 was missing. I just copied and renamed another file to Dungeon3.ogg and that got me past the issue.

If I may... the only suggestion I have is the with the Blue Posts. Each time I visit one.. I replenish HP/AP... then I refill 15 canteens... then I save. I can't imagine anyone NOT doing the first two every time. So maybe it might be easier to just show two messages "HP/AP Replenished" "Canteens Refilled" and then just offer the choice "Save Game?" with Yes or No options. It's not a show-stopper by any means... it's still quick to perform all three actions.

It's a great demo all things considered, and I'd love to play the full version when it's ready. Great Job!

COMPANY

Downloaded! Will give this version a go asap!

[RM2K3] Item that changes sprite association

author=idontwantyoutoknowme
Hey everyone I want to make a item that could change the sprite's association.
But I have a problem and I will explain it below.

This is the sprite without the item umbrella

... rest of post...


Hi idontwantyoutoknowme, were you able to get this working the way you intended?

[RM2K3] how can i create a crafting system

author=Marrend
Sounds like it could be a skill that activates a switch, that then activates a Common Event?


^^This is the way to go.. and also use the branching logic Link_2112 mentioned in a common event.

So when player uses the ability.. show choices.

For example:
Craft Item?
Choice 1 - Weapons
Choice 2 - Armor
Choice 3 - Accessory

If choice 1 is selected?
Choice 1 - Craft Dagger
Choice 2 - Craft Sword
Choice 3 - Craft Katana
Choice 4 - MORE

etc.

You can even have choices in two different colors. Gray to indicated that you DON'T have the required materials and another color to show that you DO.

Liberty's suggestion of having a big list of all the items you which to craft is a really good idea. It is a pain to go back to add more choices, and feel like you have to revamp the whole thing.

If you need help implementing the feature, post your questions here, or feel free to send me a PM.