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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Cutscene help

I'm a fan of backgrounds of multiple layers. Too bad I'm not really sure how that would be done in 2k/2k3 as far as just tilemaps go. For example, if you want the sensation that you're really, really high up, put in tons of layers that show more depth. Or, to have a really, really vast scene, have multiple layers for any mountains/clouds, forests/plain levels. Mode-7 like tricks can rock.

If it's a cut-scene, you could still do all this in 2k/2k3. The mode-7 like grounds + upright objects combo is much easier to pull off in 2k3 since you get 50 pictures by default.

By Mode-7 like, I mean a scene with many many layers, each showing a level of distance from the focus. Because you would have several pictures (even 8 to 10 would do) you could even do fog by tinting each one a value the further it is without the trouble of the fact that 2k/2k3 doesn't do alpha-per-pixel.

Can't draw well or don't have the time to draw that many layers? Just take one nice scene and separate the individual parts so that they can move independatly. And add a few objects here and there.

Don't stress it too much, make sure you have a decent game first before adding awesome.

wbscreen3.png

The text is supposed to be monospaced, but other than that I was pointing out how sparse the design is. I haven't added any styles or anything yet.

wbscreen3.png

really? i think it looks really rough.

wbscreen3.png

Managing RPG Touch Encounters

I don't mind touch encounters. I like being able to run or sidestep. I don't know why people seem to hate them here. Random encounters make me sick.

However, in an action RPG (like mine), there's no such thing as "entering" a battle encounter. You're always able to attack if you're somewhere where there is monsters.


Long ago when WeaponSoul was going to be 3D (years ago), I had a system where you would walk around the 3D map as a classic sprite (ala Grandia). It was like this in towns and parts of dungeons where there aren't enemies. However, once you walked into some area or close enough to where there will be enemies to fight, the camera would change and the sprite would fade into an actual 3D character model and you would be able to fight enemies like an action game.

It was a really cool idea and a cheap trick to make it so I only had to model the main characters and enemies in 3D, and the majority of everything else could be character sprites. It made for a nice touch and I might do something like this in the far future again.

Cliff Spriting Help

Makes sense to me. It works better for the earthbound-looking scene he posted.

What would be even better is if you made it different from the rest of the cliff:



Notice the cliffs in earthbound are dark at the very bottom because it's meeting the grass. You should make it different and (i assume that's sand) have something similar only with the sand.

For a more realistic example, notice how the cliff is in fact rounded at the boundary to the sandy floor as I explained:

http://files.myopera.com/garytmarsh/albums/836243/sand%20cliff.jpg

However, in that photo, there's more of the "wall" left, there's a nice sandy ramp until you reach the actual floor. In your "wall" tiles, it might benefit if there's that little "ramp" to go in between the end of the vertical cliff and the sandy floor tiles.

Cutscene help

Just because you have a ton of effects doesn't mean you have to use them all.

[2k3]Need a little help with a brain fart. =/

Variable 5 is the variable you're messing around with. Just insert, before the block of code shown, a branch that sets 5 to 999 if it is 1000 or greater. This is done better in the same block of code that GIVES you EXP, not displays it.

RMN3.1 Upcoming Features

post=101342
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Game Achievements
I have also been working on including this achievement system for GAMES on the site. Just as all the COOL NEW GAMES have, the games on this site will also get them! You'll automatically get achievements as you accomplish goals set by the developers themselves. Developers will setup their achievement information on RMN and that will automatically be usable in their game. Developers will use provided scripts in their game to set these achievements as the player accomplishes them.
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There will be easy-to-use premade scripts for as many engines as I can make them for. Currently VX and XP are to be the first ones ready. These will all communicate with RMN to dish out achievements as you get them in-game.


Could you write one in C (open platform), or at least provide the protocol datasheets so that I could do it? This is something that my game could really use since it's centered around performances and the like with points.

The importance of Music in a game

I still remember how "Pokey's Mad!" or whatever it was called sounded like. It starts off like a GameBoy chiptune and then goes into some hard rock \w/