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Events of the Pandora's Box

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[RM2K3] Crashing after specific boss??

This was a problem that was solved long ago. Now I don't know what's causing it.

So, I tested this before. It was perfectly fine before. However, now the same exact problem has arise and I don't know what it is that's causing it. You see, after fighting this boss, if you try to enter an area or step on a save point (or try to, there's the events around the save point that turns off the HRCS and Save function), the game crashes with an Event Script is not Referenced error. I...do not know what could be causing this at all. I'm pretty sure it's not a plugin I have right now since all of those were removed. Is there any way I can get someone to figure this out?

[RM2K3] Battle Animation for Character Sizes. Best size?

So since Graphicus has been helping me with Hope's sprites, I've been thinking of fixing up all of the character sprites to be...bigger. Of course, this means a crapton of work that'll need to be done and a lot of fixing but...well, I'd rather not have his nice spriting animation put to waste by downsizing too much. So, what's a good size for characters to be?

Default size the sprite is (around 83x96), which seems TOO BIG for 4 characters on that side of the screen at once. Not to mention I don't know how the cursor would like handling that and other things like status icons:





Normal size (aka the size that most of my sprites are at. 66 height is usually the rough maximum). It really butchers the spriting badly, and it makes me feel really bad:




Current size (between 96 and 66, so around 80 for height is roughly the estimate). This seems to be the way to go for this particular sprite, as it's not TOO degraded like the other sprite. Cursor doesn't seem too far off, though I can't speak on status icons. Those shouldn't be too hard to deal with though):




I also tested this particular sprite with 4 characters (having them all use Hope's default sprite):




So...would the default size be good to use (or is it too big)? Would the above be good (not TOO big, but not TOO small nor degraded)? Or...would the normal size sprites that I use for battle animations be fine (smaller so can see the characters, but really degraded sprites)? Just trying to find that right medium before I attempt to fix up character sprites and all that.

[RM2K3] [Recruitment] Looking for Mappers. Again.

Yup, as it states right on the tin. Still looking for mappers who are interested in helping out on the game (and hopefully finishing the game faster). For information on the maps that still need done, see below:


Beta5 (current beta):


Reimaden: Currently in progress, only main entrance done. Main gimmick of the dungeon right now is main room will have 6 pedastals in a star-shaped formation, with one pedastal in the middle. Activating them in a specific order will open up locked doors in the dungeon, and is necessary in order to move to the final room of the dungeon back at the entrance. Hints will be strewn about as to the order needed for each room, but still need to be somewhat vague. Still deciding on layout of the dungeon and if there will be traps that harm the player or not, as there are still random encounters in the dungeon. The dungeon cannot be revisited.

Silent Shrine: Only needs its puzzle put in, which I haven't figured out how I want to do since it's between two rooms and the rooms are super small...

Hokkai: Final dungeon of beta5, basically just Makai's landscape in a sealed away region of Makai. Straightforward dungeon, doesn't have any gimmick right now (I don't know if it will or not). It can be visited again later on in the game if the player uses the Palanquin Ship to get there, so maybe there can be alternate routes for much more difficult stuff for later on that cannot be accessed the first time?


Beta6 (next beta segment):

Hakurei Shrine Forest: Very simple and very short, just a forest area near a mountainous area. You're forced to do this solo with Hope, so it shouldn't be too long I feel. Cannot be revisited.

Pandemonium-R: Futuristic mechanical fortress. That's basically all this is. I have never messed with futuristic tilesets at all, so I don't know how well to work with them, and I've no idea on the gimmick of this dungeon. Originally, it was meant to be traversed with Cirno/Daiyousei, and then the main party (but split into 3 separate parties). Right now it's just for Cirno/Daiyousei, but I would like to do the 3 separate party split IF it's feasible to do. Cannot be revisited.

The Moon: As simple as that. The moon's surface (of course, you can breathe here because there's a barrier around this area). So has to be rocky and whatnot like...the moon.

Lunarian Capital: The capital city of the moon. There's very few images of the place, but if references are needed, I can TRY to grab images here. It's the main hub of where all the shops are to be. Cannot be revisited once the Lunarian Palace is finished.

Lunarian Palace: The final dungeon of the Moon segment. I'd like for it to be a pretty decent size, but don't know what would best fit the palace's layout. I have some references for what it may look like, and I HAVE a couple maps done (though one of them is really terrible). Cannot be revisited.

Interdimensional Rift: Different from all the other rifts, as it's just a rip in the fabric of time-space, so there's hardly anything there. Not sure what to do with this dungeon. Cannot be revisited.

Sea of Clouds: A route on top of Youkai Mountain that leads to the Heavens. Whether the player will travel via ground route with fog/clouds that can hinder visibility or if they will actually walk ON clouds themselves, I don't know. I don't have a gimmick for this dungeon either.

Bhava-Agra: Final dungeon of beta6, the Heavens which has been ravaged by one of the antagonists. It's mostly a bunch of floating islands in the sky, which I haven't actually done yet outside of dimensional rifts. Three separate paths as there's 3 separate parties; one with Reimu and co., one with Sanae and co., and one with Tenshi.


Beta7 (final beta segment for main storyline):

End of Gensokyo: Don't have a layout set, but will probably just be a barren wasteland type area. No real gimmick, very straightforward and not super long. Has 3 bosses along the route a bit apart from one another. Can be revisited but there's no real reason to ever revisit the dungeon right now.

Gaplands: Inner space of the gaps. Not sure on the layout of this, or if it will even stay. It might stay as a gateway to the entrances of every other area of the game, but its main purpose is to get to the next dungeon. There WAS supposed to be trials for each character here based on the various locations they're from and whatnot, but only Reimu's might stay.

The Void: Similar to FFV's Void, in that there are various areas from throughout the game (forest, cave, village, shrine, lake, ruins, Interdimensional Castle, Interdimensional Rifts).

Heart of Pandora: Final dungeon of the game, the inner recesses of the Pandora's Box. Not sure at all what to do with this place, but it's meant to be a decent size. Of course, nowhere NEAR as massive as The Void is!



Beta8 stuff is purely side content for the game which I have yet to plan out at all (for obvious reasons). I also need to get Suzunan created, though that one shouldn't be too hard to do at all (it's just a simple "library" area, one room only needed. It's basically a book shop). There ARE some maps that do need redone to be better, if those actually tickle anyone's fancy:


Human Village: I'm thinking of making this one part instead of two parts. Right now, it's...Japanese-esque but not at the same time. It's a remnant of the beta1 era of mapping.

Hakugyokurou: Mainly the mansion itself needs redone. That's it.

Poltergeist Mansion Basement: Could use some remodeling, but isn't THAT bad...I think.

Hollowed Caverns: Maybe could be trimmed down some?? It's stupidly huge.

Cave to Makai: Is stupidly long but it's the halfway point of the game and meant to be the big transition from Gensokyo to Makai so...


For anyone interested, please do let me know. It would be of great honor to have help on this project to finally finish it up, as mapping is what takes the most time for me to do.

To Move or not to Move? THAT is the question...

So, I've been discussing my game with someone over on another forums. They think that it'd just be better to move my game over to a more recent program, such as MV. However, obviously I do not have the money to buy such an extravagant thing (and I don't particularly like the idea of having to be on Steam to even use a program...). I did get the trial version to see how it differed from 2k3, and I can see quite a few differences in it that I like. Being able to check monster statuses is a big plus, but also having built-in Encounter Half, Encounter None, Double Gold, Double Item Drop Rate, Pre-Emptive Strike Up, Nullify Back Attack, MP Cost Rates, Hit Rate adjustments, Item healing, forcing action, built-in Cover, etc. are all something that I really, really wish default 2k3 had. I mean, yes, there's DynRPG which I use, and it has been a great tool for my game.

However, would it be wise at this point in time to even TRY to transfer a 8-9 year old game, 40+ hours worth of gameplay, roughly 70-80% finished, to a newer maker at this point? I understand where the person is coming from, 2k3 IS really outdated and there are glaring issues with the maker that makes my game in particular kinda...jarring to play and really outdated?? But imagining all the work I'd have to do put everything back in, IF I could (I don't know if 2k3 sprites and tiles would work with MV, and I don't know what things from DynRPG I would lose transferring over. Add onto that that I don't know anything about scripting and that kinda kills some things here and there. And oh god putting in all the skills and enemies and maps and characters and auuuugh!!). I don't know, I just need opinions on the matter...

New Game Idea. Would like to brainstorm for it!

Alright, so this is an idea for a new game that I've been thinking of doing for a good while now, although it won't happen (if it does) until after Touhou Fantasy is 100% done (gotta get the main game out of the way first, right?). So I thought I'd dump what ideas I had here and see if people could potentially help out with more ideas to tweak with this.

So, for those who HAVE played or seen my game, which I'm sure a few of you have, all of the main characters for this next title are the 7 OCs from Touhou Fantasy (Hope, Chaos, Fate, Death, Gloom, Order, and Pestilence), with a few other OCs that may join them (Shyam being one, whom nobody here would know, as well as few others I haven't decided on). I'm trying to NOT go crazy on the cast of characters, but it's hard heh. I have most of their personalities down so there's nothing to really brainstorm TOO much there.

The story though, I've no idea on what to do with this. I'd like to make it a bit serious, but more lighthearted and fun since a lot of games nowadays are just too serious and whatnot. Many of you have probably heard me mention the Neptunia series, which is the inspiration for this idea. If you haven't heard about it or know about it, I'd recommend at least checking out some videos from this LP:

https://www.youtube.com/playlist?list=PLJEBmVgeWduCr9lo_9oQbE6B4enIFfAF1

(Warning: The series, while more humorous and whatnot, is a bit lewd too so if you don't like lewd things, don't watch too many of the vids or the ones that have it in the thumbnail. For a better look at the gameplay, Episode 72 is the best one to look at probably).

With that said, said series is what I'd like to follow in terms of gameplay (but I know that's impossible in 2k3, and I don't know if it would be possible in any other RPG Makers either??). Mostly being able to move around (albeit not all OVER the place at once, but only a bit) and perform combos (which unlike in the Nep series, you'd HAVE to time attacks to connect and the like), with the ability to potentially combo together with other characters depending on button used to switch to them and ability used and whatnot (or can make it similar to Chrono Trigger's Dual and Triple Techs, I guess if you want to cut the middle man??).

Now, the big part is the combat itself. I've been thinking that everyone will be able to use whatever weapon is available. HOWEVER, not everyone is going to be apt at using them all. For instance, Death who is the most proficient in using scythes will clearly be better than anyone else, while Pestilence who uses spears would be best at using spears. Meanwhile, Fate who never uses weapons normally would be absolutely terrible attacking physically with any weapon ever. This comes more into play with leveling up that character's proficiency with weapons, kinda like in Final Fantasy II or whatever other games does that (use the weapon long enough, you're bound to get better with it, right?). However, even if you get everyone to S Rank or max level with one particular weapon, they will still NOT be as good with it as the one that primarily uses it (for instance, maxed rank weapons for Fate is just usable, while max ranked Spear for Pestilence vs. Max Ranked Spear for Death is still going to have a bit of a gap between them). This in turn would affect how each will combo and use abilities utilized with said weapons, as well as other things such as stats and the like.

With THAT said, not everyone will be able to use every weapon right off the bat. Yes, if you're familiar with Fire Emblem and it's Rank system, that is something I think would apply pretty well here. For instance, Fate would have an E Rank in every weapon, while someone like Death would start at C Rank with Scythes, but potentially D Rank with Hammers or Swords. This ties into the ability to level up weapon levels, since this IS the weapon level. Right now, this is what I have in mind for weapons per character:


Hope: Rods
Fate: Rods, staves, books
Chaos: Knuckles, swords
Gloom:
Pestilence: Spears
Death: Scythes
Order: Staves


Now, another big part of this was the skilset per character. For now, I only have a rough draft of skills, as I do not know what all elements and types of attacks will show up. The hardest part here is that of the 7 OCs from Touhou Fantasy, 3 are physically oriented (Chaos, Death, Pestilence), 3 are magically oriented (Hope, Fate, and Order), and...then there is Gloom whom is the odd one out. This is what I have in mind for each of them (abilities marked with * are the ultimate abilities for each character, akin to the EXE Drive of the Neptunia series:


Hope:

Sunrise: Inflicts Light/Holy/Mystic-elemental damage to one target. Deals more damage to those with higher darkness values. Deals massive damage to undeads.
Soothing Light: Restores HP to one ally.
Life Aura: Restores HP to all allies in range.
Lifeline: Restores HP to all allies in range. Stronger than Life Aura.
Detoxify: Removes Poison/Venom effects from one ally.
Clarity: Removes Confusion/Charm/Berserk/etc. effects from one ally.
Exorcism: Removes Curse/Vampire/etc. effects from one ally.
Panacea: Cures status debuffs on one ally.
Revitalize: Revives one ally from KO/Death.
Mind Reinforce: Increases resistance/nullifies mind-altering effects (Confusion/Charm/Berserk/etc.).
Blackened Soul: Increases darkness within one target.
Divine Soul: Increases light within one target.
*Lost Paradise
*Grand Dream



Fate:

Mercurial Sphere: Inflicts Fire-elemental damage to one target.
Nova Storm: Inflicts Fire-elemental damage to all targets.
Plutian Spikes: Inflicts Ice-elemental damage to one target.
Arctic Wail: Inflicts Ice-elemental damage to all targets.
Groundburst: Inflicts Earth-elemental damage to one target.
Sonic Slicer: Inflicts Wind-elemental damage to one target.
Bubble Curtain: Inflicts Water-elemental damage to all targets.
Blue Sea: Inflicts Water-elemental damage to all targets.
Gravity Wheel: Inflicts Gravity-elemental damage to all targets.
????: See target's parameters, items, etc.
Clairvoyance: 100% Evasion on next attack for Fate, % Evasion increase for other party members.
*Genesis Light: Inflicts Light/Mystic/Holy-elemental damage to one target.

(On backburner/possibile list)


Searing Veil: Increase resistance/nullifies Fire-elemental damage.
Cryoveil: Increase resistance/nullifies Ice-elemental damage.
Magnetveil: Increase resistance/nullifies Lightning-elemental damage.
Gaiaveil: Increase resistance/nullifies Earth-elemental damage.
Stormveil: Increase resistance/nullifies Wind-elemental damage.
Hydroveil: Increases resistance/nullifies Water-elemental damage.
Venom Veil: Increase resistance/nullifies Poison-elemental damage.
Starlight Veil: Increases resistance/nullifies Holy/Mystic-elemental damage.
Reaper Veil: Increase resistance/nullifies Dark/Void-elemental damage.
Molecular Veil: Increase resistance/nullifies Gravity-elemental damage.



Chaos:

Cosmic Emblem: Uses a flurry of punches to assault one enemy, dealing knockback to target. Can possibly seal abilities.
Stargazer
Antimatter
Black Hole
Delta Twilight
Dragonfall



Gloom:

Ectoplasm:
Poltergeist:
Apathy: Can force target to not take any actions.
Grudge: Chosen target takes damage equal to damage user is inflicted with.
Cowardice: Inflicts Terror to one target.
*Soul Sphere: Allows for continuous usage of abilities for the rest of the party at no costs.
*Soul Thread: Allows for usage of a "clone" of target, stats of clone varying on power of Soul Thread.



Pestilence:

Blackbird:
Feather Maelstrom:
Raven's Caw:
Seven Sins:
Banescissor: Inflicts non-elemental physical damage and a status effect (Poison, Venom, Toxify, etc.)
Heartbreak: Inflicts non-elemental physical damage and a status effect (Apathy, Confusion, etc.)
Nightmare: Inflicts a status effect (Terror, stat debuffs, etc.).
Irradiate: Inflicts a status effect (Burn, etc.).
Pox Alleviate: Heals target based on types and numbers of buffs/debuffs on them. May or may not remove them.
Pox Detonate: Inflicts damage on target based on types and number of debuffs on them. May or may not remove them.



Death:

Burial: Attacks with a powerful overhead slash to slam target into the ground.
Cerberus: Attacks with three slices from the scythe.
Purgatory: Attacks by surrounding target in darkness, then attacks with a powerful slice from the scythe.
Genocide:
Bloodbath:
Braindead:
Catastrophe:
Cocytus:
Unholy War: Attacks multiple times with scythe, ending with an upward slash.


Astral Stream: Inflicts Dark/Void-elemental damage to all targets in front of user with a stream of darkness.
Abyss Gate: Inflicts Dark/Void-elemental damage to one enemy.
Lifeslicer: Halves a target's HP.
Manaslicer: Damages/halves a target's MP.
Manabreak: Inflicts damage to target based on target's MP.
All or Nothing: Attempts to inflict Instant Death to one target.
Timeflow: Slows down time to all enemies.
Life Pulse: Revives one KO'd target.
Soulbind: Revives one KO'd target. Stronger than Life Pulse.
Soul Fortification: Increases resistance/nullifies Instant Death effects.
Looming Guardian: Increases Defense parameters to one ally.
Bloodthirst: Adds Drain HP/Absorb HP effect to ally's attacks.
Last Resort: Grants buffs to user, but also inflicts Doom/Slow Death/etc.
*Apocalypse: Inflicts heavy damage to all enemies.
*Necropolis



Order:

Penance:
Damnation:
Starlight Sanctuary:
Lost Gospel:
Halo:
Heavenly Axis:
Retribution: Inflicts heavy Light/Holy-elemental damage to one target.
Voidgate: Inflicts heavy Dark/Void-elemental damage to one target.
Destroyer: Increases all parameters of one ally.
Lifeshield: While defending, slowly regain HP.
Manashield: While defending, slowly regain MP.
Elementshield: While defending, reduces damage from all elemental attacks.
Voidshield: While defending, nullifies all damage.
Divine Shield:
*Salvation: Inflicts heavy Light/Mystic/Holy-elemental damage and nullifies all buffs to all enemies while removing all debuffs from party.



As you can see, I've been trying to keep them as diverse from one another as possible (though not everything has a description and whatnot), but it's definitely not easy. Even moreso when others like Shyam will come into a play (Shyam is a dragonkin/Manakete (originally a FE OC) who is an alchemist. Specializes in using items of course, which she uses as ranged attacks in addition to dragon breaths, but she has to be right next to the enemy for her physical attacks (which in turn disables her ranged attacks. Because why would you throw flasks of dangerous stuff right next to your target?).

So yeah! That's all I got thus far. Any ideas, feedback, suggestions, whatever?? Anything that I missed to mention (since I'm sure there's a lot I haven't mentioned or haven't thought on)? Do let me know! ^^

Game Question: Games for One Hand

I'm asking this as my left thumb is currently disabled (I'm suspecting carpal tunnel, but it could be nerve damage or anything really. Haven't been able to go to doctor's to get it checked because no insurance and government agency for Medicaid is stupid as hell...). So, any games that doesn't require 2 hands to really play with? RPGs, fighting games, action/adventure, and platformers are all out of the question I feel, but some games like Fire Emblem (I plan on doing FE7 next, and if thumb hasn't recovered before that's done, then FE6) and MAYBE Pokemon if I really want to do something (never played Pokemon before, so that'll be...a thing...). But yeah, any other games that can be played without the usage of a thumb??

Game Length: The Deciding Factor

So I'm sure MANY of you have heard topics of this before, and I'm sure I've posted this same topic myself once upon a time here, and I'm also sure MANY of you have had this issue as well.

So the question of the day is: How to determine just how long a game is going to be? Currently, I am aiming for roughly 40-60 game overs for the main storyline (additional game time for sidequest stuff depends on if I feel like ever doing them), which at the 50-60% mark of my game as it is, it runs about 20-40 hours (varying on the player of course). The problem that I'm currently running into, however, is the later half of the game's content. There's a lot of dungeons still left in the game with storyline attached to them, and I hate to cut out storyline related anything, but I feel that I may need to to keep it down to a reasonable length. I know that many game companies do this often, and I can understand why, but just what exactly is best to cut out? Would it be wise to somehow relegate cut content to another part of the game? How do you determine how many dungeons your game has? How do you determine just how LONG each dungeon is?

For the record, this is what most of my dungeons tend to be (spoilers because it's going to go into detail on each one):

Beta1:

Total amount of dungeons: 5

Dungeon #1: Misty Lake (estimated time: 10-15 minutes)
Dungeon #2: Forest of Magic (estimated time: 10-15 minutes on both paths)
Dungeon #3: Scarlet Devil Mansion (estimated time: 20-25 minutes)
Dungeon #4: Bamboo Forest of the Lost (estimated time: 20 minutes)
Dungeon #5: Eientei (estimated time: 30-45 minutes, since this one is kinda a puzzle dungeon)


Beta2:

Total amount of dungeons: 5

Dungeon #1: Underschool (estimated time: 20-25 minutes)
Dungeon #2: Youkai Mountain (estimated time: 30 minutes-1 hour)
Dungeon #3: Winter Forest (estimated time: 20 minutes)
Dungeon #4: Hakugyokurou (estimated time: 20 minutes)
Dungeon #5: Eientei (estimate time: 30 minutes)


Beta3:

Total dungeons: 4

Dungeon #1: Road of Reconsideration (estimated time: 30 minutes)
Dungeon #2: Remains of Hell (estimated time: 30 minutes-1 hour)
Dungeon #3: Mayohiga (estimated time: 10 minutes)
Dungeon #4: Poltergeist Mansion (estimated time: 30-45 minutes)


Beta4:

Total dungeons: 12


Dungeon #1: Kourindou (estimated time: 10 minutes)
Dungeon #2: Misty Lake (estimated time: 15-20 minutes)
Dungeon #3: Scarlet Devil Mansion (estimated time: 20-25 minutes)
Dungeon #4: Remains of Hell (estimated time: 30-45 minutes)
Dungeon #5: Hakurei Shrine Ruins (estimated time: 10 minutes)
Dungeon #6: Youkai Mountain (estimated time: 30-45 minutes)
Dungeon #7: Dream Land (estimated time: 30-45 minutes)
Dungeon #8: Scarlet Devil Mansion - Dimensional Rift (estimated time: 20-30 minutes)
Dungeon #9: Icicle Caverns (estimated time: 20-30 minutes)
Dungeon #10: Insect Forest (estimated time: 20-30 minutes)
Dungeon #11: Eastern Forest (estimated time: 20 minutes)
Dungeon #12: Cave to Makai (estimated time 1-2 hours)


Beta5:

Total dungeons: 17


Dungeon #1: Cave to Pandaemonium (estimated time: 20-30 minutes)
Dungeon #2: Pandemonium (estimated time: 30 minutes)
Dungeon #3: Hollowed Caverns (estimated time: 1-2 hours)
Dungeon #4: Hollowed Caverns - Dimensional Rift (estimated time: 25-30 minutes)
Dungeon #5: Battlefield (estimated time: 20-25 minutes)
Dungeon #6: Makai Caves (estimated time: 20-30 minutes)
Dungeon #7: Valley of Corpses (estimated time: 20-30 minutes)
Dungeon #8: Valley of Corpses - Dimensional Rift (estimated time: 10-20 minutes)
Dungeon #9: Frozen Fields (estimated time: ????)
Dungeon #10: Frozen Fields - Dimensional Rift (estimated time: ????)
Dungeon #11: Fallen Shrine (estimated time: ????)
Dungeon #12: Fallen Shrine - Dimensional Rift (estimated time: ????)
Dungeon #13: Reimaden (estimated time: ????)
Dungeon #14: True Pandemonium (estimated time: ????)
Dungeon #15: Silent Shrine (estimated time: ????)
Dungeon #16: Palanquin Ship (estimated time: ????)
Dungeon #17: Hokkai (estimated time: ????)


Beta6:

Total dungeons: 17

Dungeon #1: Hakurei Shrine Forest (estimated time: ????)

(From here, dungeons could be gone to in any order)
Dungeon #2: Misty Lake - River Banks (estimated time: ????)
Dungeon #3: Scarlet Devil Mansion - Clock Tower (estimated time: ????)
Dungeon #4: Youkai Mountain - Tenma's Tower (estimated time: ????)
Dungeon #5: Youkai Mountain - Genbu Marsh (estimated time: ????)
Dungeon #6: Hakuygokurou - Netherworld (estimated time: ????)
Dungeon #7: Bamboo Forest of the Lost - Hanged Man's Route (estimated time: ????)
Dungeon #8: Forest of Magic - Stormy Path (estimated time: ????)
Dungeon #9: Road of Reconsideration - Sanzu River (estimated time: ????)
Dungeon #10: Sunflower Fields (estimated time: ????)
Dungeon #11: Probability Hyperspace Vessel (estimated time: ????)
Dungeon #12: Remains of Hell - Chireiden Basement (estimated time: ????)

(Dungeons return to gone in order from here)
Dungeon #13: Pandaemonium-R (estimated time: ????)
Dungeon #14: Lunarian Capital (estimated time: ????)
Dungeon #15: Dimensional Distortion (estimated time: ????)
Dungeon #16: Sea of Clouds (estimated time: ????)
Dungeon #17: Bhava-Agra (estimated time: ????)


Beta7:

Total dungeons: 4

Dungeon #1: End of Gensokyo (estimated time: ????)
Dungeon #2: Gaplands (estimated time: ????)
Dungeon #3: The Void (estimated time: ????)
Dungeon #4: Heart of Pandora (estimated time: ????)



Estimated time sometimes includes the boss fights, but sometimes it's grossly under/overestimated. So yeah, you can see the kind of pickle that I'm in right now, yes? ^^; I have already cut out 2 dungeons in beta5 (Ruins of Vina and its Dimensional Rift) due to how big they'd be (another 2 hour dungeon is not what this game needs). It'll be relegated to sidequest content only I feel. I ALMOST feel like cutting out the dungeons you can go in any order in beta6 (those are all dungeons where you have to go to to get party members back. Think of FFVI's World of Ruin, except at the end you have to fight each party member).

People and games [Warning: Foul language ahead!]

So, I wish to share this with ya'll just to see if any of you have ever had this happen to you with replies or whatnot on your games. Because outside of a little spat here years ago over a review, I don't think I've ever seen anyone be THIS bad lol. These are videos, but let us take a look at the comments here instead:

*Removed. See Liberty's post*


So, have any of you had it this bad at all? Because this is hilarious now lol. And odds are it's just going to get better and better~ Probably going to ignore this guy because seriously lol.

XBLIG replacement?

I am asking this on part of Ma-Bo, since XBLIG is shutting down. Would anyone happen to know what would be the best thing to use to replace this program at all? He is trying to make a STG/shmup game, but doesn't know what to use outside of XBLIG, so I thought I'd inquire on his behalf. ^^;

For those wondering, he's also from Japan so that's something else to keep in consideration, just in case. ^^;

[RM2K3] Auto-Regen Levels

Separating this from my main help thread because this one should be short and sweet.

Ok, so here's the deal. As mentioned in the main thread, I have a boss that doubles its Regen levels everytime it uses Regenja. This is how it's set-up:



That's about it really. Each Regen level gives double of the previous, up to 100% at the max level. Now here's the problem, while you CAN dispel these statuses, as is part of the boss fight strategy, I have no real way of resetting the variable to start over since there's no way to check enemy conditions (thanks Enterbrain...), so even if the boss doesn't have the statuses on, every time it uses Regenja afterwards, it will always be the max level Regenja which...is obviously a bad thing. Or it just won't use it at all since in the Turns Elapsed x1 event if the variable is at max the ability's switch will never be activated.

So the question is how can I deal with this issue without throwing the entire gimmick out the window? This is the ONLY problem in the entire thing, and it'd be a shame to drop it completely...