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The fire always burns
author=Thiamor
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You've lost (not that it matters to you) any and all respect from me for this childish act. You had a little bit for the project, but that is all gone.
Fuck you too, good sir.
I like how every time someone decides to leave RMN, there's this crowd of people who randomly hate on them. I just didn't feel like being here no more. If that's not good enough or for some reason you feel insulted, kiss my ass. Nice going, you sure contribute to a friendly environment here. Makes me miss being here.
The fire always burns
author=chana
I'm very calm, just a bit disappointed.. I didn't imagine at first WC would be the kind to be aggressive like that, particularly on the other topic, but after a while I had to admit it was the case; also, WC, who are you adressing in "yes see, this one etc." ? which is definitely a very offensive remark? I can understand that the stupidity of some gets on your nerve, but there's no reason to take it on every one, and why not explain : "if rmn becomes something good" (not litteral) and your problem with the coumputer illiterates of your video? (other topic); I'm sure we can hear it, and if you express that, then it's only fair to explain. Feld, I and others have taken things very casually, but instead of taking advantage of that you keep being offensive, like you were trying to pick a fight with some one, so who are you adressing?
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I'm pretty sure you're reading my words wrong..
The fire always burns
The fire always burns
The fire always burns
Yes see, this one gets it. The download link in that button will probably still always point to the latest version too.
The fire always burns
IRC Channel
Only through comments really, I don't expect many people to work on this. If you are interested in modifying the engine, the IRC channel is good for questions.
Streamline Battle
Actually it was an ability to set the six common events to become a battle system, but that would actually be a bit complicated.
RPG Maker 2000 used a first-person view and you can switch to any battle system and battle metric (even in the middle of the game). What happens is that the battle systems become ATB Remix and CTB Remix (alternate versions of ATB and turn based systems).
Will you be making a top-down battle view for RM2k3 or is that solely for RM2000?
RPG Maker 2000 used a first-person view and you can switch to any battle system and battle metric (even in the middle of the game). What happens is that the battle systems become ATB Remix and CTB Remix (alternate versions of ATB and turn based systems).
Streamline Battle
EDIT: Also, another question. It didn't show any earned money or EXP at the end of the battle because you didn't program that fight to give you either one, correct?
Yeah, I didn't add rewards yet.
Streamline Battle
Yes, the video is fast because I am fast. This feature is indeed well received by many who talk to me, however, it works both ways. Now you, as RPG makers, will have to create interesting and new battles that challenge players and have them think- but think fast enough (the original purpose of ATB).
This is the way to create memorable battles, battles that have real atmosphere. Equating a correlation between atmosphere and tempo in the context of an RPG battle is a mistake. Real atmosphere are enemies you remember well. Real atmosphere is the feeling you get when the adversary stands a good chance against you and you fight this epic fight. Long drawn out battles always do nothing more than tire the player- think different, think challenge, think interesting, think tactics, but do not think slow.
If you want a slow, unresponsive and broken battle system I think you should go back to the original RPG Maker 2003. I'm taking the time to write this since the original purpose of RPG Maker 20XX was to provide fast, furious action in battles and do it the right way (which means no broken agility).
Slow ambiance and fights do not mix, fights are intense, fights are when build up leads to climax in a story, fights are anything but taking in the ambiance. This is where the focus must be placed strongly on all the involved characters in battle, and to punctuate together exchanged blows and short heated dialog. You must feel peril, you must feel alive, and it's already hard enough to create all of this even with the battle speed fixed.
This is the way to create memorable battles, battles that have real atmosphere. Equating a correlation between atmosphere and tempo in the context of an RPG battle is a mistake. Real atmosphere are enemies you remember well. Real atmosphere is the feeling you get when the adversary stands a good chance against you and you fight this epic fight. Long drawn out battles always do nothing more than tire the player- think different, think challenge, think interesting, think tactics, but do not think slow.
If you want a slow, unresponsive and broken battle system I think you should go back to the original RPG Maker 2003. I'm taking the time to write this since the original purpose of RPG Maker 20XX was to provide fast, furious action in battles and do it the right way (which means no broken agility).
Slow ambiance and fights do not mix, fights are intense, fights are when build up leads to climax in a story, fights are anything but taking in the ambiance. This is where the focus must be placed strongly on all the involved characters in battle, and to punctuate together exchanged blows and short heated dialog. You must feel peril, you must feel alive, and it's already hard enough to create all of this even with the battle speed fixed.














