BULMABRIEFS144'S PROFILE
Search
Filter
Creating Immersive Worlds, Interesting Characters & Non Linear Plots
Played 2 of 4 of these games. I got stuck on both of them. Sunset over Imdahl couldn't figure out how to advance, due to a certain puzzle. Ara Fell, I got to one point, and I couldn't find the other landing spot for the bird, so I was stuck on top of a rock pillar.
Ice Puzzles
Ugh, I got it to work on 2k3 without terrain condition. But I can't seem to stop it. I'll try something here with a same layer event and phasing. Okay, yea it works, but it doesn't stop when you're off the terrain. I've tried both common events and parallel process on the same screen. I've even tried getting it to land on the event. It doesn't even read it unless it's the same layer, and even then if requires you pretty much walk over a phasing event. This is weird code.
Ice Puzzles
Lock facing? Only I wouldn't know whether unlocking it would help once you got to, as the thing would probably repeat. I'll try it out today mebbe.
What Kurt Vonnegut Can Tell You About Game Design
Yeah, I grew up on the mandatory fun principle (what my parents said when they used to drag us along on vacations instead of having fun at home). So if you don't work at it, the effect is useless. Still, alot of sidequests, unless they are true quests, are meant to cover something lacking in the game. So make your game like a good book. If it's long, all of it should be to the point of either character-building, world-building, or the occasional jokes and fun moments. If it's short, make it really focused in what it puts across. I'd say the ideal game would be Lufia, even though it was the epitome of random fetch quests, since all of those quests worked into character or plot development. That is, true to this principle, it wasn't a long game quest, but a series of short ones, leading to the final quest.
Weapon Learning Skill Sistem by using Common Events
Hey there. If you want something to work without being in every map, here's what you do (this is also how you do a random weather event, then you just need a call event to stop it after a teleport). At some point, after you introduce the system to the user, turn on a switch (call it WeaponSkill or something). Now make a parallel process set so that if that switch is ON (click the checkbox), it activates. Voila! Instant all-map interface. When you need to deativate, simply turn the switch off.
kentona's Cooler Caterpillar System
comment=23848
Your title is mean.
But my intention was "A simple Caterpillar System for RM2K3 with very little code", so your is cooler, mine is simpler. :D
Anyways, good job. There's an easy way to fix this "You cannot allow the player to change the order of the party" though. That's the beauty of RM2K3... you can do almost anything if you use variables enough.
Except in battle. If anyone makes a new update to 2k3, I'd suggest adding about a page or two to the battle commands, including in-battle weather (which shuts off when you leave the battle), and a couple pages to the Conditions (there's only one page, and the conditions are rather limited, to do anything beyond that, you need a common event). Oh, and Local Events, because not being able to do treasure chests without using 1 billion switches is painful, especially if the game itself has several events that need switches.
Easy Running System
I don't think that true. You're not changing overall frequency. You're changing the Hero's move speed. The only conceivable instance where this would be an issue is an event where your character itself is involved (like a cutscene where you move into position). It wouldn't affect other events.
What Drives Your Villains?
Good point here, far too many RPGs have hopelessly cliched villains, or those without depth. My first game (sigh) as bad as it was, still managed to define the main villain's goal as a misguided desire to create a utopia, without understanding that nobody would be happy with it.
In my latest game, three different villains are detailed. The first, a dark wizard, is duped by a demon into releasing it because he believes that (among other rewards) the demon will help raise his wife from the dead. The second, the demon itself, is driven by an all-consuming need to rule the universe, in addition to vengeance at having been sealed in the first place. Then there is the villain from the sequel, who after witnessing the evil and destruction of the demon, decides that the world needs to be reformed into one where such malice cannot exist (ironically creating her own brand of evil, by seeking after a world without free will).
In my latest game, three different villains are detailed. The first, a dark wizard, is duped by a demon into releasing it because he believes that (among other rewards) the demon will help raise his wife from the dead. The second, the demon itself, is driven by an all-consuming need to rule the universe, in addition to vengeance at having been sealed in the first place. Then there is the villain from the sequel, who after witnessing the evil and destruction of the demon, decides that the world needs to be reformed into one where such malice cannot exist (ironically creating her own brand of evil, by seeking after a world without free will).
How to make 2-D Platforming aspects on RPG Maker 2003
Yea, I sorta got how to do this, from working with jumping in RPGs. But this is a good explanation of the basic systems. You should also go into stuff like spike hit detection, and other obstacles.
On Interactive Epics
That would be tougher than all the others put together. Graphics some ppl swear by hand-drawn stuff, while others feel unless you're a great artist, you shouldn't use other than the RTP stuff. I happen to like Love and War's drawings, but some people say they're not so good. Music is dependent on the scene and tone of the event, and even though you want epic style music, if the game is actually not so hot, it's an epic fail, so to speak, made that much worse by over the top music.














