WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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Streamline Battle

Probably because he set it to not have any victory music or did something to allow no victory music to play...or whatever.


Because I didn't pause for it!


I was also wondering if there is a ton of lag while going through the default menu at a rapid pace? It looked like that was happening in the test video...but it could be your recordiing software.


It's the recording software, the real FPS are shown on the top left.

What am i doing wrong?


If this was an existing RPG Maker 2003 game, you don't need any of the special options in the .ini. If the game still doesn't boot, show me the output. If it's the general program crash message (This program has encountered a problem and needs to close) then send me a ZIP of your game project and I'll double check it.

I mean something like this creates the potential to make a battle system so furious and fun you pretty much look forward to every new fight.


That's the idea behind the fury battle system I plan on using for Garnet Lion.

but I guess what I'm trying to say is that I'm a bit worried it might take away from the atmosphere of the combat, especially boss fights. Like, it's over so quick it that you don't have time to fully absorb the mood of the fight.


No one wants to "absorb the mood" of every random encounter or the boss they've been attempting for the zillionth time. No one likes slow battle systems anymore. If the player wants to "take in the mood", then they will. The rest of us don't like sitting there waiting to take action.

Streamline Battle

So, like, if I've got a really heavy, slow moving party member, and a really weak but speedy party member, the slow guy is set to normal and the speedy one's ATB gauge is gonna fill up in, like, 0.01 seconds?


Yes, sort of. 0.01s is exaggerating.

Ok, i got past the fatal error message, but it still wont work...
I'm kind of confused about the RegBase part, though? Could you elaborate on it more, please? (I'm sorry if i'm bugging you, i'm new to this.)


Don't use year=20xx if you don't want to use new features. A manual included with the game download should explain what RegBase is used for.

Streamline Battle

If people can just normal attack their way through battles, they're not relevant. You can't slow down battles anymore either, the ATB threshold sets the slowest battler as normal.

So if your battles require more thought, then this solves the problem.

Streamline Battle

Actually, I think I'm just curious as to why there was no pause for victory music.

Because I didn't pause for it!

I'm haveing a lot of problems installing this...I think i'm doing something wrong.... every time i start the engine it instantly stops working.
I replaced the RPG_RT.exe in the game i'm creating, and added Year=20XX to the .Ini file, but it still won't work. Can someone please help? I would appreciate it.

Don't put Year=20XX in the INI if you're just testing an existing RPG Maker 2003 game. It make the first six variables registers. What you need to do is make six new ones at the end of your list and add RegBase=# where # is the first of the six new variables, then it will be safe to use Year=20XX.

I don't even get my game listed after "open" (in file)!

There must be a file named RPG_RT.exe in your game folder, so rename wcrpg2kxe.exe to RPG_RT.exe and not only can you open it in the editor but the test play button will run 20XX instead.

But anyways, I think the battle might have been too fast myself. On the other hand, even if it met some middle ground, toned down a pinch in this version of the editor but still sped up from the previous, I think that will still make tons of people happy.

It goes as fast as you can enter commands and mash enter, so if you don't mash buttons so fast it won't be so fast. If you're getting sick of running into twelve billion slimes in someone's game you can mash enter and the battles go like this.

it almost feels as if the battle didn't even happen.

As it should. If you've got overpowered swords and one hit kills, your enemy doesn't even put up a good fight.

Demo Video

It wouldn't, it's just kind of strange.

Demo Video

What do you mean exactly?

Moving Page

You know, Tecmo made some pretty hard games.

Moving Page

how about make a game you can finish ):

This looks pretty finish-able. I'll be able to show you in screenshots.

So... you're purposefully making a terrible game? Guess I won't be needing any updates.

No, the challenge is that it still must be a fun game. Anyone can make a stupid hard game, but this has to be a difficult game for all the right reasons. It's going to be NES hard, but it's worthless if the game was too boring for you to want to give it a good try.

Still, I will warn you this game will be very very hard when it picks up (all games should be easy in the beginning so the player can learn stuff). Like Touhou and Ninja Gaiden hard.

Moving Page

I'm still here, but Garnet Lion won't be.. Well, the download will be available here as well as the release announcement when it comes.

Stay tuned on meridian dance if you want to see news about Garnet Lion. Ironically, The hacked-together Wordpress installation is a better tool than the game pages. RPG Maker 20XX also is a project that runs well on popularity and exposure, but I don't intend for many people to see and play Garnet Lion.

Not many people will be able to play through it, I intend to make a game that I myself can barely beat and then increase the difficulty slightly above that. Grinding does not exist, inexhaustible items do not exist, everything you do must be done mindfully.

Bug Fixes

You should watch the Hero's Realm intro now and see the big difference!