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What can be done to make RMMZ have overwhelming positive reviews?

I know this is an old discussion, can't remember if necro rules apply to RPGMaker.net so much as others.

But I think if RPG Maker wants to move forward, these are things that can potentially fine tune the program:

*Multi-Option Text Box: Click Text Box and get another popup with options that allow you control events within points of text. Example, if I want a balloon icon to pop up on an NPC at a specific moment of somebody's dialogue, something like this would allow me to trigger that point.

*Multi-Option Audio: Similar to above, being able to trigger an event at a spot within a track, rather than trying to test the timing manually.

*Color Slider for tiles and charsets: For all it was not, the Switch version at least had this.

*Tileset creator: Not a must have, but would be nice if you could create a blank tileset in the program and click which tiles from all the various sets you want. Of course, an in-program TileD with pixel movement would be great, but I would still settle for grid based tileset creator so I'm not running out to another software when I want to create a new set.

*RTP Itself: Chairs, beds, drawers, sinks, counters, all face one way. I'd gladly pay for something that gave us these things in all directions. I can get by enough with splicing, coloring, editing, shading through something like GIMP. But it's a pain if you're not a pixel artist trying to alter the directon of some things.

Dragon Quest +

Thanks, I came across this recently while I was looking up mods to replay DQ11 or something and had forgotten I commented on it way back when.

I still play a lot of RPG Maker games, but don't dwell on the sites too much these days, but definitely a shout out to you for getting this complete. Hopefully it didn't burn you out too much.

I'll be sure to comment back once I've had a chance to play it through.

Dragon Quest +

I'm in need of giving this a play through. Would I download the Base Game AMD ver 1.07 and then add the AMD patch, or is the AMD path already in the Base Game AMD ver 1.07, and the separate download patch for those on older versions?


DQ1 is one of the few that was in sore need of a decent remake, since it was already bare bones of a game when it came out compared to every DQ and JRPG released since then. Even the remasters are a bit sour when you know there will barely be enough content to warant another playthrough... though I'm suckered to play through DQ1 on almost every release.

Looking forward to this!!!!

CANCELLED

Such an amazing demo, and perhaps a bit late, but sorry to here about the wipe. I started playing through Fable of Heroes series early March, and each one grew on me.

This one was shaping up to be the best of them. Maybe one day you'll do another, but if not, thanks for the first two.

What RMN game are you playing now?

author=EnderX
Replaying Carlsev Saga to see how it's changed since I last played it. I don't believe I've ever run into a game updated and expanded as frequently as this one.


Replaying it now myself, though not sure all that I remember from the last time. I think I didn't like much last time, mostly because of the issues with characters as some reviews picked up on.

I don't recall much about the fate of most of the characters except not to get too attached, and instead focus on the bigger picture, the setting and those pulling the strings behind the scenes. I'm finding this approach the second time around is producing a much more enjoyable and intriguing experience.

Touch Encounters and EXP

For people who find touch encounters causing players to overlevel, you could always tweak the necessary grind for the next levels.

So if area 1 you want them at level 3 by the boss fight, but want to ensure they're not at level 5+, you could make it so that it's easy to get to level 3 by the time you reach the boss, maybe level 4 with a bit more grinding, but then skyrocket the EXP needed for level 5 and on so it's not worth grinding for in area 1.

Area 2, enemies drop the right balanced amount to gain a few levels and then skyrocket the cost of EXP again. That way people still can get an extra level or two in if they put in the grind or feel they need it, but the moment the EXP needed to gain a level becomes too high for that area, people will move on.

Letting players cheat

author=WheelmanZero
How about an overpowered weapon or piece of equipment? That way, if the player just wants to get past a tough boss, they can equip it, slaughter the boss, unequip it, and continue the game as intended.

That's not a bad thought. Then make the super bosses immune to the weapon.

[Review Request]

Sweet, always looked at the Rating and Rating reversed, never looked far enough down to notice the Total Reviews / Reversed flag.

Does anyone Remember RpgRpgRevolution? (Remembering RRR)

Fudge sickles, double tapped the submit and got a double post.

Does anyone Remember RpgRpgRevolution? (Remembering RRR)

author=LordBlueRouge
Jokes aside, I always thought RPGRPGRevolution was suppose to be a playful take on DDR? or DanceDanceRevolution? A game that was sort of still somewhat popular during the late 2000s. I won't lie, I thought the name was kind of kind of cool, even if it was a bit complicated to say out loud. Thanks for taking the time to reply amrek. I wish more peeps responded, it'd be cool to get a confirmation on what went down. (...I mean, we already have a thread, but it'd be cool to get a confirmation)


Ah, now that would make sense if that were the case.