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Events of the Pandora's Box

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Camtasia Studio 8 Crashes

So here's something that I'm not sure how to fix, and is PROBABLY due to my HDD being crummy and dying. So I went to boot up Camtasia Studio 8 to convert a video, and it boots up the splash screen. But immediately afterwards it crashes without ever bringing up the Studio at all. And it does this consistently at the same spot everytime. Now, I know this was working perfectly fine before as it was working fine about 5 days ago or so, and I even uninstalled and reinstalled it, but still same crashes at same spot. Anyone have any ideas on what to do to fix this, if at all? This is a problem for me as without this program, I cannot convert any videos at all, meaning I can't upload anything to my YT channel at all. >_<


EDIT - After looking at Event Viewer, this is what I got:



Inventory, Shops, and You!

Recently, while thinking about equipment as you may have already guessed from my other topic, I was thinking of how I have like 14 weapons per character. This wouldn't be a bad thing if there were 8 or so characters, but for a game with about 28 playable characters (8 optional of course), deciding how many each should get and when the equipment should be available became a recent issue. Not only for gameplay purposes, but for coding purposes too (Weapon Bless is terrible to do with that many characters. Even WORSE when some are dual-wielders).

Now, that alone isn't the problem. I can probably deal with having that many pieces of equipment per character (in fact, the database doesn't even HAVE everything listed, and this only includes storebought things, not things made exclusively through crafting). The problem for me is when to make them available. Let's use my game as an example: At the start of the game, you go to the village to stock up on supplies. Nothing new there, right? After first dungeon and getting 2 new party members (and losing one), these shops update themselves. 2 dungeons later, when losing another party member and gaining another one, they semi-update (and a new one shows up in that dungeon exclusively for that character and another). But after finishing that dungeon, the village's shops update yet again. And yet again do they update after a couple dungeons later, and so on and so forth. It stops updating after a couple dungeons later, but shops with additional upgrades appear just about every 2 dungeons or so. When is upgrading inventory/equipment/skills good to go? I mean, I like to generally "upgrade" the shops with new stuff once you obtain a new character (this isn't always the case though), but I don't know if that's too much or not to upgrade inventory for other characters at that time or not with their weapons, or upgrade with a new piece of armor almost immediately, or what. How do you guys determine when it's best to do so? I'm aware that doing it after a major event is a good time to do so, but it's sometimes hard to tell when a "major event" happens in my game at times heh. ^^;

(On that note, would anyone be kindly interested in helping with shops with me? Might help me out a bit >_<)

[RM2K3] Enemy Chasing

So I've been debating on doing this gimmick for this dungeon that I'm currently working on, and I decided to have it so that there's one, really powerful enemy that the player can run into on the overworld (basically spelling death if you get caught), which can chase the player down throughout the maps (but not on all maps. It will not cross certain sections). My question here is, what's the best way of handling this? I know that I need to have an invisible event for the enemy (which becomes "transparent" when a condition is fulfilled), and I'm certain I'm going to need some kind of invisible timer or something for it to show up on maps that it's not already on, but I'm not 100% certain on what exactly I would want to do to make sure this works right (aside from obviously 2k3's AI being really dumb).

Of note, reason I've been deciding on this or not is due to how narrow some areas are in this dungeon, and getting stuck trying to navigate them would be bad. Or ya know, the AI getting stuck which it will. ^^;

Equipment, Abilities, and Stats: How to Adjust Correctly

So, since I'm in the midst of fixing up some stats on my equipment and whatnot, I thought I'd make a topic concerning this. In most games, we see the stats of weapons and abilities, and the vast majority of the time, they're often balanced with the game at the time they're gotten (though more often than not, they lose any sort of value later on. Very few exceptions to this rule exists off the top of my head). This also includes various spells, such as the basic elemental spells (Fire, Blizzard, Thunder, Water, Cure) which after getting the higher level versions, will never see use ever again for the most part.

So, how do you fellow game developers manage to balance your inventory, equipment, and abilities for your games? Do you take into consideration what everyone's party will be at the time that the abilities/equipment are gotten? Do you base it around the enemies at all? Or do you just make them as you see fit, then readjust later if they're too powerful? Or do you just put them in and not adjust them at all?

For me, I normally just put them in first, and then readjust as see fit while playing through the parts of the games they would be available. If they're too good or too poor, then I try to readjust them more to fit better. This goes for equipment, abilities, as well as enemies (obviously). However, there are times where I am not sure what's the best way to readjust things, such as equipment that gives speed boosts (since speed is the most important stat in 2K3 in general. I don't know how it is in the other games at all). Many of my equipment gives about +10 speed max, sometimes more (this mostly applies to weapons, but some weapons can give more at the cost of less other stats. For instance, the Hunter's Knife gives +50 speed, but that's the only thing it gives. Or a character-specific weapon gives +100 speed, but -500 to Attack, Defense, and Magic), but when combined with other pieces of equipment, I don't know if it's too much or not. Likewise, when it comes to fixing up abilities, most abilities are adjusted fine, with the exception of AoEs for which I have no idea still on how to adjust and make worth using without being too good (before they were too good, now they're not even worth using...I don't know where to strike the balance with them!).

[RM2K3] Xenomic's Help Topic

So I don't make a bajillion threads, I'm going to condense them all into one thread as I did long ago.

So, while I haven't messed with the doublecast stuff yet, I have been messing with another thing. So hear me out before I ask the question.

The ability, known as Rain Dance, originally just healed the party. For...crap HP really (40 at level 1, 1260 at level 6. Which is 260 more than the single-target heal so it's still better, but the healing is still really low, which I'm fine with). However, I am trying to make it even more interesting, and so I decided to make it give the party Reimu's passive, in which they gain a 20% chance each turn to instantly recover from all negative statuses (Reimu's passive gives her a 10% chance each turn, but this will bump her up to 40%), starting at 10 turns at level 1 and up to 60 turns at level 6.

Now, I have the coding set for Marisa right now as my test character. However, I'm...a bit stumped as to what I really want to do. Originally, I was just going to have a common event for each character that removes all negative status from one character and then link to the common event that way. However, that would require at least 30 common events to do that, and a lot of free time to get all of that done. So, I tried to do an alternative to this in which I made a status (named Resist but it's not really FFVII's Resist), which has a priority of 68 (note that most of my statuses have a priority of 49-55) and set to 1 turn at 100% chance to recover so that it would instantly cure all negative statuses. However, this ALSO in turns removes all buffs, including the buff specifically made for Rain Dance to ensure that the passive buff stays.

In any event, here's the coding if you're wondering what I'm rambling on about:




Rinse and repeat up to Med6. The way it's set up, I had it originally check to see if Marisa was in the party (check) and if she had the status from the appropriate level of Rain Dance on. If she did, then it would give her a 20% chance each turn for Resist to kick in and remove all statuses on her (having a drawback to Rain Dance isn't a bad thing I guess? I dunno...though Reimu's passive doesn't have that so...). However, it also removes the Med statuses, so I tried to set it so that it would put it back on if a variable is set to 1, which would be set to 1 if a hidden timer for when the character has the status is greater than 0 (yes, I have the variable names reversed, and it confuses the crap out of me too). However, if I do it this way, I'd then have to find a way to make it so that it doesn't infinitely reset the timer each turn.

So the question is, is there a better way of doing this that doesn't involve having to do some convoluted coding or having to have 30 common events for the characters that can be affected by Rain Dance with the statuses removed?

(Why 2k3 doesn't give you the option to remove all statuses is beyond me...that would've worked fine for this although even then that'd mean I'd have to lose all buffs anyways. >_< )


Expect more things to come up in here as I get around to actually doing them for my game. Really trying to push beta5 forward, since when that's done that's about 71-80% of my game finally done storyline wise. >_<

[RM2K3] Doublecast skills

So, I'm retooling one of my abilities to instead of decrease Defense by X (Level decreases it by 5, max level by 50) at a 70% chance, I'm making it so that it gives a chance to doublecast a skill when a character uses one of their skills (this excludes some skillsets of course) by X% (Level 1 gives a 5% chance of this happening, while max level (level 10) increases the chance to 50%). Since there's 10 levels to the skill and whatnot, I'm going to have them all share the same switch activation, and within the common event it'll check to see which skill Reisen has (the user using the skill).

However, the question is how exactly should this get coded? I mean, this is what I have so far:



For reference, I have something like this as a battle passive for a character already (for that character, it would only increase their current chance of activating, giving them a much higher chance than everyone else):



(Not shown is a variable set between 0-100 before all of her coding)

And the battle event for that:



Which is simple enough for one character. But how would one go about making it so that it checks that for every character that has this buff? Should I make a new status and let it check through that (I do need to make a limit on how long the buff lasts, of course. I haven't decided yet, but I'm pretty sure all of the different levels will have the same turn limit)?

Basically, what's the best way of coding this is all I'm asking. My mind isn't wrapping around this for some reason, and it's annoying me. >_<

[RM2K3] Ability Learning

OK, so I did this very topic a long time ago, but don't recall anyone really giving any advice or whatnot in it (otherwise, I'd probably have implemented it over my terrible system). So, for those who aren't in the know-how of how my game works, abilities aren't learned through leveling up (except for one very specific character, but she does it in a very different way). The MAIN method of learning and leveling skills are through the usage of skill books, either bought (often), stolen, won, or morphed from enemies, or found in dungeons/fields. In order to learn the next level skill, you must use the books in order of levels. For instance, in order to get Level 5 Cure, you'd have to first learn Level 1 Cure, then use the Level 2 Cure book, followed by Level 3, Level 4, and finally Level 5. I COULD theoretically allow for the player to go from level 1 to level 5, but I don't. Why? I don't know honestly.

Now, here's the thing. You have about 20 characters you have to get skills for. And most of them get their skills and level them up in the same method as one another. Due to this, the player's inventory will be bloated by skillbooks, and they currently have to use each one individually to level everything. Which takes forever and is tedious. I'm wondering if there's a better method of handling this?

Some issues here of course:

1) Is allowing the player to go from any low-leveled skill/no skill to the currently highest version of the skill desirable? I have it set the way it is as to make the game a bit harder with decisions on what to get for characters.
2) I do want any excess skillbooks the player has to be sellable at least, so any method that makes that not doable would be a bit undesirable I feel.

So yeah, is there an easier way of handling teaching skills to characters without the tedium of using one item at a time in the inventory? Any good suggestions? If I need screenshots for anything, I can do so.

Issue with monitor?? Graphics card?? I don't know.

So recently, as of last week, I've been having a weird issue with my monitor, or I'm assuming it's the monitor. Whenever I boot up my computer now, and turn on the monitor, the power button on the monitor will flicker on and off, and the screen will also flicker between on and off until it boots up the Desktop where it is fine. However, today when I booted up and turned on the monitor, it continued to flicker on and off even up to the desktop. Turning off the monitor and turning it back on stopped this, but then the desktop would not load. Rebooting the computer fixed this issue.

I am wondering if the monitor is going bad, as it does the flicker on/off even if the computer itself is not powered on. It is 8 years old, so I'd assume it's going bad at this point. I do not know.

[RM2K3] Suddenly...game keeps crashing?

Ok, ok. I know, I've made a lot of these topics recently, but this one is...perplexing. You see, lately I've been having that weird issue of getting game overs after defeat handlers again, which was an issue long, long ago (I forgot how I solved it). This time though...I'm honestly perplexed. First, I figured it was my Disable coding, because removing that from all events kept the game from game overing (why changing battle commands would cause that is beyond me). However, I also found out that in one of my Battle Cleanup events, having Reimu remove all statuses from herself after battle (note that Battle Cleanup events are triggered at the start of fights, and will run through after every battle only once due to them using switches) apparently ALSO causes this. What's bizarre is this never was the case before. It always worked perfectly fine. So what gives now? Why is the coding suddenly causing the game to game over after Defeat handlers?

To make matters worse, sometimes when it game overs it...either black screens or takes a lengthy amount of time for the Game Over screen to even appear...


EDIT - Ok, I'm a serious loss here. I may need someone to help look this over with me and see if anything can't be done to fix this up because...I am not understanding why this is suddenly broken. First the Disable, now anything that removes statuses including Death, and it seems like even changing skills does this. I don't understand why when it never broke the game before??



EDIT #2 - Ok, after a LOT of bloody testing for too long, I've found out that, for whatever reason, it A) Doesn't like statuses being removed at ALL (meaning I can't use Change Character Condition), B) Doesn't like battle commands being added/removed at ALL (however, it's fine if it's DURING battle for some reason...it just doesn't like it AFTER battle...), and C) Doesn't like skills being added/removed at ALL. Again, this has NEVER been a problem before, and I honesty don't know why it is. For reference, here's some screenshots of the coding right now and the way it was before:

Before:




After:







Before:

[RM2K3] Need help to set up this boss gimmick

Ok, so here's the dealio: In this dungeon, you have to find 4 books. 2 of them result fighting 2 different bosses, while finding the secret passage to where you need to go results in fighting a third boss. After using all 4 books and using the key on the door you need to use, you fight all 3 together. Exactly the same as they were solo, except now they have an additional attack if all 3 of them are alive.

Here's the problem though: I have an ability named "Bomb Charge", which is meant to set a switch for using this new attack, Phantom Dining. I want to have all three of the bosses use this of course; however, the tricky part I'm stumped on is how to make it so that if ONE of them use it, then the other two will use Bomb Charge immediately afterwards, and then after all 3 are charged up, it'll allow them to use Phantom Dining. I was thinking of making each of their Bomb Charge turn on a different switch (Boss #1 would turn on Monster 1 Spellcard Charge Lv1, #2 would be Monster 2 Spellcard Charge Lv2, and so on), and when all 3 were on, a battle event would check that and turn on the switch needed to use the ability, which when the ability is used would turn that switch off. However, there's still the problem of the bosses that's already charged their attacks up doing other things (I don't want them to be using any of their other attacks after using Bomb Charge), so I set No Action for their respective switches (however, I do not know if this is the best way of doing this or not, as it may result in the bosses never wanting to do anything again).

It's a...tricky thing to describe for me. Images are better than words? ^^;


Boss #1:



Boss #2:



Boss #3:



So...would anyone know how to go about handling this fight? I'm stumped on what I need to do to make it...well...work! @_@;