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Collab project proposal: "RPG Party" Please sign up!
It took me around 30 minutes to wire my board with events. Are you making direction events push the player in the direction of the arrows? Is the chipset completely impassable except for the events you specify below player? You can have each "mover" turn solid when the number of moves is zero. The player is the currently active player. You use another variable that specifies which player to take from, and then use that variable to unify each event. By this I mean each event calculates the target values to modify based on the currently active player, so depending on where the extra player data in variables goes and how much extra space for more variables you make, you could easily make a 128 player game.
Showing the positions of each player is a different story, but for 4 players you need 3 events that just relocate themselves to one space above the square they are on. And change their graphics to match the players. Each one would not be unified and be watching a specific player's variable stack. This would take a moment to set up with at least the positions. They could also respond to key presses so you could easily add the ability for the active player to interact with other players on the same space they are. (You leave extra variable space for each player so you can add more features without worrying about changing the stack size for each player).
There's just one problem with all this. I've seen RPG Maker VX missing lots of common things like reference by variable. There might be a missing feature that is critical to all this, but I do know you can't add items by reference of variable.
Showing the positions of each player is a different story, but for 4 players you need 3 events that just relocate themselves to one space above the square they are on. And change their graphics to match the players. Each one would not be unified and be watching a specific player's variable stack. This would take a moment to set up with at least the positions. They could also respond to key presses so you could easily add the ability for the active player to interact with other players on the same space they are. (You leave extra variable space for each player so you can add more features without worrying about changing the stack size for each player).
There's just one problem with all this. I've seen RPG Maker VX missing lots of common things like reference by variable. There might be a missing feature that is critical to all this, but I do know you can't add items by reference of variable.
Rpg 2k3 pics
What's a zpeg? It sounds like the ultimate of all bitmap formats.
I don't know what you're saying exactly, but some moderator or someone said images have to have the following:
- 3 images in the same resolution as the game (320x240 pixel resolution for RPG Maker 2003)
- Don't just take pictures of menus and title screens (unless you've got a sweet custom menu)
- I think they want it in 8-bit format color indexed. PNG is compressed either way typically.
- It has to look interesting "enough".
That's all I can summarize. The actual moderator was much more detailed and said some weird executive decision number and all. Is it stickied somewhere?
EDIT:
wait a second, why am I telling you this? You can read it all in a response made to you already
http://rpgmaker.net/forums/topics/4546/
- 3 images in the same resolution as the game (320x240 pixel resolution for RPG Maker 2003)
- Don't just take pictures of menus and title screens (unless you've got a sweet custom menu)
- I think they want it in 8-bit format color indexed. PNG is compressed either way typically.
- It has to look interesting "enough".
That's all I can summarize. The actual moderator was much more detailed and said some weird executive decision number and all. Is it stickied somewhere?
EDIT:
wait a second, why am I telling you this? You can read it all in a response made to you already
http://rpgmaker.net/forums/topics/4546/
Collab project proposal: "RPG Party" Please sign up!
Hm... You do have a game with good reviews, so your reputation is sound. However, I think you should work out the kinks in RPG Maker VX for longer (about 10 days of development) and then show a more attractive project. I do like the underlying idea because my game is similar with the board layouts.
I would still want to take a look at the project and see if I could help you, but unfortunately I don't have or will use VX for this sort of thing. Even so, I can help you in other ways if you would like ^^
I would still want to take a look at the project and see if I could help you, but unfortunately I don't have or will use VX for this sort of thing. Even so, I can help you in other ways if you would like ^^
Testers wanted
Sure. What I do is add you as a tester to my project, and then I'll PM you the link. I need to cap the demo to let you know where it ends. You will receive the link once I have prepared the demo for end-user operations. You will be listed in the project as a tester, however the tester-only downloads have been said to not work quite right, which is the reason for the PMs.
Thank you for your interest.
EDIT:
I'm not going to use the functionality until I know it's been worked out. But you will be credited with your help on the project of course. And then eventually added once the feature is 100% operational and safe to use. You will still be able to receive a demo and provide feedback.
Thank you for your interest.
EDIT:
I'm not going to use the functionality until I know it's been worked out. But you will be credited with your help on the project of course. And then eventually added once the feature is 100% operational and safe to use. You will still be able to receive a demo and provide feedback.
dfvtitle.png
I'd rather think it's an amazing accomplishment if you can build a tower at the edge of a sandy cliff.
game music won't work
SW Synth seems to effect MIDI files. If it doesn't work, check your sound settings. Vista uses a weird sound pipeline which causes no-sound problems in other games (including commercial games such as Trickster Online).
Testers wanted
Here is Information on the project itself if you're unfamiliar.
I scrapped my first Alpha (for WeaponBirth) because it was suffering from horrible execution. It however, does have fragments of the level-up system and the world map system completed out of all the systems I planned. I've got this tech demo I want to prepare (it's very very short, so it won't take up much of your time) just to see what testers think so I have some basic feedback I can keep in mind when I design the second Alpha.
I'll add you as a tester, but because it seems the tester system is a little buggy (according to a statement in another thread) I'll directly send you the download link in a PM or however you prefer (don't worry, It's going to be a simple download, not a crappy third company download service website like Rapidshare). However, If it's too big to fit in a simple download I'll use Mediafire which lets you one-click the download and doesn't make you wait or anything.
Despite being short, you will understand what sort of system I was trying to design. You'll also see why I'm not happy with it (possibly). You'll only need to provide feedback to help me make at least an OK game to play. If you have problems and can't test any future demos due to time issues or anything else, I won't mind.
Thank you for your time in considering this, every bit of advice can be helpful on this tech demo and future demos I will put out. If you decide to accept this, I hope you enjoy testing my demos as well.
I scrapped my first Alpha (for WeaponBirth) because it was suffering from horrible execution. It however, does have fragments of the level-up system and the world map system completed out of all the systems I planned. I've got this tech demo I want to prepare (it's very very short, so it won't take up much of your time) just to see what testers think so I have some basic feedback I can keep in mind when I design the second Alpha.
I'll add you as a tester, but because it seems the tester system is a little buggy (according to a statement in another thread) I'll directly send you the download link in a PM or however you prefer (don't worry, It's going to be a simple download, not a crappy third company download service website like Rapidshare). However, If it's too big to fit in a simple download I'll use Mediafire which lets you one-click the download and doesn't make you wait or anything.
Despite being short, you will understand what sort of system I was trying to design. You'll also see why I'm not happy with it (possibly). You'll only need to provide feedback to help me make at least an OK game to play. If you have problems and can't test any future demos due to time issues or anything else, I won't mind.
Thank you for your time in considering this, every bit of advice can be helpful on this tech demo and future demos I will put out. If you decide to accept this, I hope you enjoy testing my demos as well.
Mother2k3
I love how this is a game that could be easier to create in many other engines.
But it's still awesome for being a 2k3 game.
But it's still awesome for being a 2k3 game.
What Makes Stereotypical jRPGs Terrible?
FF4 English version is a good example of the powers thing. I played the original FF4 English on the SNES and wondered why I couldn't do that awesome dark wave thing I saw Cecil do in the scenes. Not until I played the Japanese version did I find out it was removed in the English version.
What Makes Stereotypical jRPGs Terrible?
I don't like the default walking speed in RPG Maker 2003, so I slow it down just once. It's actually to accommodate my tendency to make small maps because you can get where you need to go in seconds. And I don't make you actually walk on maps to visit a town's shop- you just press the button on top of the town icon in the world map and you can access the shop there with no filler.
Basically, I'm saying that the walking speed in any RPG is only annoying when the maps are larger in proportion. Like SMT Imagine Online- I got sick of the game very fast because the maps were HUGE and you walked like you were wading through Jello. I wouldn't mind if you were either much faster, or the maps didn't have to be so huge and empty.
Basically, I'm saying that the walking speed in any RPG is only annoying when the maps are larger in proportion. Like SMT Imagine Online- I got sick of the game very fast because the maps were HUGE and you walked like you were wading through Jello. I wouldn't mind if you were either much faster, or the maps didn't have to be so huge and empty.














