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RM2k3 Battle Quirks

So after playing through a horrifically tough boss tonight I noticed a new quirk I had never seen before in the default battle system. It was a simple no frills self buff skill that one of my characters used and for no particular reason the animation suddenly landed on the boss instead of the hero (and yes it was setup correctly and had landed succesfully on the correct character many a time).

Another weird one I have I believe has something to do with calling up common events while in battle (best guess). What happens is character A uses a skill that has some fancy event work tied to it (changing skills/class etc) while in battle. Then sometimes Characters B, C and D will choose their actions and afterwards nothing happens until another round passes. They just all stand their staring at each other and eventually everyones attacks go off at the same time! There seems to be an invisible confirm button during this time that sometimes moves the battle along.

Any other strange bugs/quirks that anyone else has noticed?

Difficulty levels

Ever since the days of dragon warrior I've personally been a big fan of higher difficulty RPGs. That said I know some people would rather breeze through the challenges than do the olde trial by fire routine. This is of course why I like putting in multiple difficulty levels for my games (only one of which is released so no searching!)

My question is: how do you like to implement/see multiple difficulties implemented and if not at all why?

I try to keep most of my difficulty within the battles themselves and leave most of the exploration portion alone. The basics of the formula I am using right now is:

-Easy mode: Random party buffs or monster debuffs at the start of battles
-Normal mode: obvious!
-Hard: Monsters gain extra skills
-Super Hard: Monsters have extra skills and gain random buffs or party is debuffed
-Ultra Hard: everything from super hard AND added non optional nasty bosses with further limitations on saving.

I'm still debating what kinds of content I will add to balance risk/reward in the higher difficulties but I think it gives the player enough to choose from. Anywho there's my stuff just wondering what ideas/thoughts others have on the subject.

Reflect skills

Ok so my only released game had a major bug with the reflect skills condition (the default one in rm2k3). It seems to crash the game as soon as a one hero party casts a 'damage all' spell on a single monster with reflect. Any idea why this is or how to get around it without a boat load of modifications to the DBS?

[FULL] Cavern of Doom

Finally realized I didn't post its own thread here after putting one on that other forum. thought I'd join the crowds and give it a little space of its own here. :P

Cavern of Doom

You take on the role of Mo The Great! Hero of many a heroic deed and slayer of many a not so heroic things in this 'pre-retro' style RPG. You must delve deep below thy town in the Cavern of Doom to defeat its evils and win its loot!

Cavern of Doom features 4 difficulty settings and 2 hidden endings for those who are stalwart enough to finish off all of its evil denizens. There is even a new game + for those who just can't get enough!

If you like classic dungeon crawling and graphics that just vaguely resemble things from a fantasy setting then you will love Cavern of Doom!

Note: Ignotech, the makers of Cavern of Doom, are not to be held responsible for controllers broken or explicative launched due to dieing just short of that treasure/boss/stairwell you were about to reach....

Roll the screen shots!





And thy download of course!

http://www.rpgmaker.net/games/707/downloads/
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