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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Magic and Mana -- To use MP Pot, or not to use MP Pot; which one?

Actually, madou monogatari was kind of like that too, except it still used energy. You could use Diacute as many times as you want as long as you had energy and then nuke them, but it took time to charge up.

What Would YOU expect in an Action RPG game?

post=93444
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This is pointless and FAR too much work. By this point you are far better off just learning some superior maker, or a programming langauge.

That was my point.

post=93444
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You talk a lot....

I've also been told I talk too little. I guess I just can't win.

RPG Maker 2003 Japanese Purchase

Thanks, but this thread isn't supposed to exist. The forum software bugged out and made me open the same thread twice when I was responding to the other one.

Accessory Levelling System

What I would do is remove the Equip option from the menu and have a custom menu system for it. It's a ton of work though.

However, take advantage of the unrolling technique. For example, if something can't be referenced by variables (like pictures), rig it up so that you can copy paste, and only have to change the picture number each iteration. I did this to get a number display I can sort of move a little using pictures in a matter of minutes. Then if you want to movie it, you can simply change the base variables you used.

So, you make a calling event that shows a picture that shows the item represenation of the equipment in inventory, have a ton of branch conditions for a variable that is the argument passed to the common event to show the proper picture. Seperate them into types because you'll need 5 of those calling events, but each one is a different type of equipment. Every time the player wants to change said type of equipment, open a window that display all possible equipment of that type. This will be very difficult and you need to be clever to get this to work.

Now the second system, is to do it event based. It's where you're teleported to a blank map and the event layer just displays items and pictures are drawn over it. This seems to be how Deus Cards did things sometimes.

(Changing Title Pending) NovaForce

You really think this looks promising, haaaa .. that's a good one!

OK actually... I guess I have to take into account that we're comparing RPG Maker games to RPG Maker games instead of the usual big boys n' girls I can't keep up with in other communities.

Oh well, hopefully I'll finish the first world and then even more hopefully, you'll enjoy it.

What Would YOU expect in an Action RPG game?

post=92469
Pixel-based movement.

Which is not in rm2k/3, so you are screwed.


I've done that with pictures in RPG Maker 2000 before, but it's a ton of work to do. Animations get really hard as well. Of course, the problem with this is that you could do pictures, but I don't remember there being a check-tile-for-passable kind of command you could use.

Time again, the NPCs?

I kind of like the approach where you have NPCs that have a ton of stuff to say, but there's a selection of things you want to ask them "... about this town" "... what do you do" ect. so the player doesn't have to sit through all the parts they don't want to read what they do want. It also allows the player to read the flavor text if they're curious, or to satisfy the other kind of players that just wants to know where an item is or where to find more quests.

Fallout 3 has an insane amount of dialog options and responses which is overkill for a typical J-style RPG, but you could learn a thing or two from it.

How often do you run from battles?

I don't like random encounters, and I try to let the player decide how many battles they want to fight. In my game, the short intro that just warms up the player for the actual game, there's four fights you can't avoid and two more you can ignore if you want.

Of course I want the player to fight them all, so I'll reward them for the extra fights with Dungeon Points and items to make it worthwhile. In one of the fights, it's how you approach it that gives you the extra points or not- taking the extra option to try and trap, solve a puzzle, ect. gives you points rather than just charging at the enemy.

The run command is just when the player has second thoughts. You can even run away from some of my optional bosses too. I heard chaos has a game where you run away from half the game because it will kill you.

Magic and Mana -- To use MP Pot, or not to use MP Pot; which one?

post=91209
Where the tent thing really was useful in FF, I think it pulled away from the reality of the world. When you slept in the tent, no monsters would attack you... Something I have tried to stay away from, but I see your very good point on the matter. Thanks! :)

That's because you could only tent in safety zones in FF4.

post=91245
To the contrary, that just makes the player resort to the boring option and spam basic attack.

I like MP recovery to be abundant and the actual -challenge- factor of the fights to be ramped up. The turn cost of using MP healing in a tough fight should be a bigger concern than the monetary cost.

In my game, I decided to give each of the mages a couple of basic 0-mp skills that do little damage but get the job done. None of them are healing spells obviously, just basic elemental special attacks. That also helps for when you're out of MP but need to fight ghosts or anything else that's immune to normal weapons.

For a game like Madou Monogatari, you play as a single person who is a mage and the three normal attacks don't consume your energy (there's no HP or MP, you have to take a look at how healthy you look and feel to see how much more you can take) and you could always apply energy to make them stronger using Diacute.

Villages, Towns, and Cities.

"I've seen shit that would turn you white"