ARIEDONUS'S PROFILE
ariedonus
41
I have been fiddling with RPG Maker on and off for six or so years, and in becoming so accustomed to it, have been reluctant to learn to hard code anything. Despite that, I plan on going to school for Game Design, because I -love- making games (although I have yet to finish one, haha). I'm also pretty terrible at coming up with an interesting block of text about myself, so I am going to end this here! :D
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To quote Kaempfer...
:D
post=131882
This isn't a request topic,ferrisLucian. This topic is for people to share interesting resources they've made or found with others.
:D
Players x Experts - Our attitude on playing games
post=154464
I definitely disagree with the like vs. dislike, as it simplifies things too much and isn't well defined. One person might think anything that's not perfect is worth a "dislike" while another person might think that only a game which is totally unsalvagably ruined is worth a "dislike", or anything in between. It's better for reviewers to describe what they do and don't like, and award a standardized score; this gives much more information and isn't nearly as misleading.
If you guys are looking for the happy medium between both, just do what Gamespot does and have two ratings: an average score of the players' opinion and the average score of the reviewers' opinion. Tada! Problem solved, although I would still be one to say that a reviewer should score like a player.
post=154464
I do wish our scores were standardized. So that four stars from one person meant the same as four stars from another person. But that's probably a pain in the ass, since doing that now would require deleting or editing all existing reviews.
Even if there was a guideline of sorts that says "2.5 = this criteria, 3 = this other criteria," there will always be the rogue reviewers who decide that the standard scale is whack. While it's an awesome idea on paper, I doubt it would ever translate.
Any way to make a Subskill "Switch" skill in RM2k3?
post=154254
My Demi tutorial (http://rpgmaker.net/tutorials/298/) makes use of unique MP value checks that work like switches. You should be able to modify it to fit what you need.
It is an advanced technique pioneered by yours truly
Unique MP values are not complex, nor were they "pioneered" by anyone. They're fairly common-sense if you ask me.
Glancing over the forums, I saw "Switch," "Subskill," and "Fallen-Griever." I was not surprised by that at all.
Idea Bouncing - Alternative Limit Break system (I know right!)
I find your system to be pretty interesting and a nice twist on limit breaks. It even gives the player something interesting to think about on a character-to-character basis (certain characters might benefit more from having the stat bonuses, whereas other characters are better off using \their moves).
Ammo Requirement script for VX
You should try presenting your questions and/or wanted modifications where you found it. The creator of the script may be able to help you figure out the script or might modify it so it fits your needs.
Stat ups buy using cash instead of leveling system.
post=152629
I'm against it and here's why:
1. Spending all your money on one character and making him extremely powerful is a potential pitfall that could break the game.
2. It makes the player feel more like he/she is WORKING rather than TRAINING. Keep in mind that leveling up represents your character's growth as a warrior through experience on the field.
The first thing you mention doesn't really apply. First, he has already mentioned that his game only has ONE character. Second, it's just like balancing any other game. If you do it wrong, pitfalls emerge, but if it's done right, it's not a problem.
Your second comment is not a general rule. Buying upgrades can be just as rewarding (Bioshock comes to mind) and not feel like "work."
Profile CSS?
Profile CSS?
I don't believe so, but regardless, you use the Pages feature to do that. It's right next to the blog link.













