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
Search
Filter
post your picture

I'm the dude. The girl is my girlfriend. The Zombie Bunny is some silly thing she did to the picture.
:]
Sunburn status condition
Make an item and make it a "Switch" type. Attach a switch to it called "Ointment" or something, then go to your common events and make a common event (Auto-Start or Parallel Process) that will activate when that switch is activated. In this common event, have it remove the Sunburn condition and also reset the variable you used to keep track of seconds in your other common event to 0. At the end, make sure to deactivate the switch "Ointment." You may want to include a message or something to say that Sunburn was cured, but that, of course, is completely up to you.
Of course, this is only really helpful if you only have one party member or you make it so the ointment removes Sunburned from the whole party. If you made it so the Ointment only works on one party member and you have multiple members, you would have some more complicated coding to do, haha. :]
EDIT: In response to your question about just resetting the variables and whatnot, you have to ensure that the common event you created to check time & inflict the sunburn is not active while you're not in the beach. So, just make sure to turn the switch that makes it run OFF and then reset the variables associated with it too.
Of course, this is only really helpful if you only have one party member or you make it so the ointment removes Sunburned from the whole party. If you made it so the Ointment only works on one party member and you have multiple members, you would have some more complicated coding to do, haha. :]
EDIT: In response to your question about just resetting the variables and whatnot, you have to ensure that the common event you created to check time & inflict the sunburn is not active while you're not in the beach. So, just make sure to turn the switch that makes it run OFF and then reset the variables associated with it too.
Sunburn status condition
If you want it to be fifteen minutes before the sunburn is put into place, simply increase the threshold in the first condition fork. Instead of checking to see if 60 seconds have passed, it would check for 900 before deciding whether or not the sunburn should be applied.
Sunburn status condition
Thanks, Ocean. I forgot to explain that the timer would no longer be necessary if he used my method, haha. ^^
Quick & Different, Every Time (Game Concept)
@Deckiller: Thanks, but your suggestion isn't exactly the sort of system I am wanting to set up, as Pokemaniac seemed to kind of get at. However, I do believe I will be using switches to prevent puzzles from having to be repeated, if I incorporate them into the game and they are able to be randomly generated (depending on the type of puzzle, it may not be possible for the game itself to generate it solo, so I would have to pre-render a pool of puzzles in that case).
@LockeZ: Wow, you are right. You can play Diablo 2 without realizing it's a roguelike. /facepalm, haha. I've played Diablo 2 a lot and it's one of my personal favorites, so it's funny that it never came to mind while I was developing this concept. Thanks for bringing that to my attention. :D I'll be sure to check out Elona as well.
@LockeZ: Wow, you are right. You can play Diablo 2 without realizing it's a roguelike. /facepalm, haha. I've played Diablo 2 a lot and it's one of my personal favorites, so it's funny that it never came to mind while I was developing this concept. Thanks for bringing that to my attention. :D I'll be sure to check out Elona as well.
Sunburn status condition
It's rather simple and will require a very minimal amount of coding. If you have a common event (parallel process) that is activated by a switch, you can just have it wait however long (let's say one second) and then add +1 to a variable. Then, create a conditional branch right after that, checking to see if that variable has reached the threshold you want it to be (60 seconds, to continue with my previous example). After that, create another condition branch inside of that one, which checks to see if the Beach Umbrella is in your inventory (make sure the "Execute Custom Handler if not met" box is checked). Leave the main box blank, but in the "Else Handler" have it inflict the status effect Sunburned and include anything else you want there (maybe a message saying your party is sunburned, or whatever).
I hope this helps. If you need any elaboration or further explaining, I'd be glad to. :]
I hope this helps. If you need any elaboration or further explaining, I'd be glad to. :]
Quick & Different, Every Time (Game Concept)
@Max McGee: While it may not end up being created in the ideal time limit, I still find this project to be one that could be finished in a reasonable amount of time and to be very possible.
@Geodude: Thanks for your...inspiring...words, haha.
@Solitayre: I have already agreed that RM2k3 is not the most efficient or even necessarily most capable engine, but it is what I am using, for reasons already mentioned. And I am not completely sure that's the proper term either, haha. Oh well. ;]
@Geodude: Thanks for your...inspiring...words, haha.
@Solitayre: I have already agreed that RM2k3 is not the most efficient or even necessarily most capable engine, but it is what I am using, for reasons already mentioned. And I am not completely sure that's the proper term either, haha. Oh well. ;]
Quick & Different, Every Time (Game Concept)
@Pokemaniac: I already have a large part of the infrastructure set into place, and I actually find it easier to create that a normal game. All the rooms types I have so far are relatively easy to create, and the only rooms that may be time consuming to make would be puzzle/mini-game rooms I'm (hopefully) going to work in.
@Neok: Thanks for your support. I have found a sort of method that is seeming to save a lot of time already, so I believe it will all work out. :]
@thedjt: Multiple characters is something I have definitely been considering and it will likely be put into place. One of the more obvious ways I planned on varying up each playthrough was simply changing what dungeons you visit. For example, one playthrough you may go to a forest, a castle, and a cave, but in the next you may go to a beach, some ruins, and a volcano. I do agree, though, that different characters would greatly increase the playability.
@LockeZ: Agreed. I was unaware that my idea could simply be boiled down into that one term, because (as blasphemous as this may sound) I've never played a roguelike. Otherwise, I would have provided some of the more intimate details of the concept. I will definitely be sure to update/post once I get some more developed.
@Neok: Thanks for your support. I have found a sort of method that is seeming to save a lot of time already, so I believe it will all work out. :]
@thedjt: Multiple characters is something I have definitely been considering and it will likely be put into place. One of the more obvious ways I planned on varying up each playthrough was simply changing what dungeons you visit. For example, one playthrough you may go to a forest, a castle, and a cave, but in the next you may go to a beach, some ruins, and a volcano. I do agree, though, that different characters would greatly increase the playability.
@LockeZ: Agreed. I was unaware that my idea could simply be boiled down into that one term, because (as blasphemous as this may sound) I've never played a roguelike. Otherwise, I would have provided some of the more intimate details of the concept. I will definitely be sure to update/post once I get some more developed.
Quick & Different, Every Time (Game Concept)
I strongly disagree with you Pokemaniac. I already have a system devised that takes random panoramas based on the dungeon you are in and combines them with generators that will create what happens in the randomized room. It is entirely possible with the set up I am using, and once I get more work done on it, I can provide some screenshots to help explain how it works. Basically, it's a lot of fun with variables and conditional branches. :]
Chaos, it's good to hear that this sort of game would be enjoyable, if executed correctly. I can't quite say I've played a game that did what I am on this scale before, so I didn't want to rely on guessing, haha. If you have any recommendations, I would love to hear them.
Chaos, it's good to hear that this sort of game would be enjoyable, if executed correctly. I can't quite say I've played a game that did what I am on this scale before, so I didn't want to rely on guessing, haha. If you have any recommendations, I would love to hear them.
Quick & Different, Every Time (Game Concept)
Yes, procedural generation seems to be exactly what I am attempting here. As far as what area of game design that I specialize in, the answer is none. I am not very experience as far as programming goes, so that is why I am using RM2k3 to create this. I realize this is definitely not the most efficient way of going about this, but I have been working with it for years and I'm not too willing to learn a language just yet, haha.
I am aiming to create a crawler of sorts, yes. Basically, every dungeon would be a series of individual rooms (each is separate; there is not one collective map) and what occurs in those rooms is all randomly generated.
If you were interested in helping, I would be able to provide much more detail, although the concept is still in its earlier stages and lacking TOO many details.
I am aiming to create a crawler of sorts, yes. Basically, every dungeon would be a series of individual rooms (each is separate; there is not one collective map) and what occurs in those rooms is all randomly generated.
If you were interested in helping, I would be able to provide much more detail, although the concept is still in its earlier stages and lacking TOO many details.













