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Game Chill 2009
Game Chill 2009
Wolfcoder, you don't have to be a constant tool, people can UGGG is they want too. It's supposed to be fun, and yes, I do hope that they submit their content regardless if they finish or not. But please stop acting like a bossy 8 year-old bro. =]
Asking questions out of curiosity is somehow bossy?
Game Chill 2009
Game Chill 2009
Just submit what you have even if it isn't finished.
Why the hell do you keep going "Uggggu", how is that even pronounced?
Why the hell do you keep going "Uggggu", how is that even pronounced?
Game Chill 2009
Game Chill 2009
WeaponBirth: Game Chill Demo
I did some C/C++ programming. Don't worry, this project will be back under a different setting and quickly too. I might need more people.
Game Chill 2009
Game Chill 2009
Need help with my ABS (Rpgmaker 2k3)
You people need to stop making action games for engines not designed to make action games. You're not going to listen to me of course, however, I've done this before myself anyway so here's some help. Here's some issues to check:
- Move events don't block the execution of the game, be sure there's wait instructions or something long enough to ensure the player is locked out of their controls as your character goes through their attacking stuff
- Use variables to denote the position of the player's attacks and stuff to make collision detection easier, the touching events gets really twitchy and glitchy in ABSs
- If you're just making something out of practice, consider making a system that moves you to a battle map (just like the default battle system) where the battlers are pictures, giving you the full freedom you need to do action fighting. Think the first Star Ocean game for the SNES.
Oh yeah, remember the SHOW PICTURE command uses up lots of time, only use it for changing frames and only when frames are changing.
Either way, you're going to need to take advantage of ALL the features in RPG Maker that could possibly produce the results you need and you're going to have to be clever to save yourself a ton of time and headache. Try using commands you've never used before and the like.
- Move events don't block the execution of the game, be sure there's wait instructions or something long enough to ensure the player is locked out of their controls as your character goes through their attacking stuff
- Use variables to denote the position of the player's attacks and stuff to make collision detection easier, the touching events gets really twitchy and glitchy in ABSs
- If you're just making something out of practice, consider making a system that moves you to a battle map (just like the default battle system) where the battlers are pictures, giving you the full freedom you need to do action fighting. Think the first Star Ocean game for the SNES.
Oh yeah, remember the SHOW PICTURE command uses up lots of time, only use it for changing frames and only when frames are changing.
Either way, you're going to need to take advantage of ALL the features in RPG Maker that could possibly produce the results you need and you're going to have to be clever to save yourself a ton of time and headache. Try using commands you've never used before and the like.














