ARIEDONUS'S PROFILE

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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Is a FF Legend 3 battle system possible with RM2k3?

I just tested it out and it works perfectly, even with movement. I simply moved my characters to the bottom of the screen and my monsters to the top, and when they attacked, they moved directly to the enemy, the same as they would in a sideview battle. Again, some tweaking will be necessary to make sure the animations look right. Depending on where the monsters are and everything, RM2k3 will flip the battlesets and monsters to face opposite ways, similar to what it does when you are back attacked. So, you just have to figure out which direction you need the files to face, so that they look right when flipped.

Also, certain actions may not look right if you have the "Jump Forward," "Step Forward," etc. picked, but I don't anticipate that being a problem for the system you're making.

Deciding what engine to use?

Rpgmaker is honestly a terrible choice for that. You should really stick with Gamemaker, especially if you're a new programmer. Programming that system in Rpgmaker is hellish even when you have extensive knowledge of the program. If you read a couple tutorials on Gamemaker, I'm sure you would have a much easier time.

Is a FF Legend 3 battle system possible with RM2k3?

As far as I can tell, yes, that is doable. It might be a little tricky with the animation and whatnot, so you will likely have to do some tweaking, but I can't think of any reason why this wouldn't work. :]

EDIT: Not sure I've seen any RM games that do this, but I still think it's viable.

Is it possible to make a skill similar to guard in final fantasy vii

Dookie, the problem with your solution is that it will only guard attacks. If the monsters cast a spell on the party, the guard check won't happen. So, unless Laharl wants to have a real bitching time coding every monster so that the No Action leads to several different actions (which, if done through this method, would not be able to be based off the variables that normal actions can), etc. this doesn't work out. Of course, if he only wants the spell to prevent attacks, it works out a little better.

Weapon level ups

If you are wanting the weapons to have an individual level for each party member, you need to create separate variables to represent that.

So, for every weapon in your game, there will need to be a variable for each party member that represents the level for the weapon. For example, let's say we have a weapon called "Sword." For the variables, we need to have:

Epsilon Sword Level
Alpha Sword Level
...etc.

You would have to rinse and repeat that for every weapon your create. Exactly how you use these variables, I am not too sure I can help you right now. I think you might need to reword your explanation, because it is somewhat hard for me to understand exactly what you're wanting to happen with the weapons, their levels, etc.

Is it possible to make a skill similar to guard in final fantasy vii

It is really important for us to know what engine you are using. If you are using Rpgmaker 2003, I foresee this being very tiresome to code. Yes, it would be possible to make, as far as I could tell, but the only method I can imagine to pull this off would likely slow down your battles and wouldn't be exactly what you want (not to say there isn't necessarily a feasible way of doing it; I just can't think of a way, at the moment). If you are using something like XP or VX, where you can script, then this is probably a lot easier to create and someone has likely created a script to replicate what you want.

As far as any other engine goes, chances are it is much more flexible that Rpgmaker and it should be a breeze to work out. I don't have much knowledge with other engines, though. Haha

Balancing The Money

Compromise: Buy upgrades for the shiny ass weapon you found from the grave. :D

Request:Tile Sets for rm2k3

As established community members, it's expected that you won't be a complete and total asshat to new users, even if they don't quite get it. While it doesn't excuse new users from taking the necessary action to read stickies, rules, etc. to become well acquainted with the way things are run around RMN, being mean and ridiculing people isn't proper either. For a community composed largely of adults, it often comes off like you're twelve year-old kids because of the way you treat new users, and even yourselves, for that matter. It is not hard at all to simply say, "Hey, you should probably go read the stickies."

Ultimately, I understand why you guys may be a little irritated or miffed, because a new user forgot to read stickies and isn't using proper grammar, but you don't have to be complete dicks to try and get your point across.

Request:Tile Sets for rm2k3

post=148481
no, i am pretty sure the rpg revolution site is more friendly. people here on rmn are very critical, because rpgmaker is serious business. like, the site itself is very cool, but the community is really hard to get into.

i hope aten didn't offend you too much, dude, he's awful, and has made really bad games, so yeah. asking for help in a request forum and getting shitted on is ridiculous.


I <3 you TFT.

But to the original poster, one of the most important things to do on a new forum is to read the stickies. Reading them certainly won't guarantee that assholes won't be assholes to you, but it helps. While I don't agree with the way everyone reacted to your request, if you would have read this forum's stickies you would have found out that we have a "Google Rule." Basically, Google your request before posting, because more often than not, you'll get what you need (especially when it is resources-related).

Anyway, I wish you the best of luck. Shame this is the welcoming you received.

Balancing The Money

Step 4 is the most integral to that method, hands down.

I tend to just do extensive play testing to balance my game's monetary system and whatnot. I try to look for the exploits I normally look for when I play other games and prevent them as much as I can. This is much easier to handle, in my opinion, if you have on-screen encounters that are limited in number or have respawn timers. Unfortunately, you can only see so much by playing yourself, so having those outside opinions is pretty helpful.