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[RM2K3] Lag on Win 8.1

So, because of some issue (probably resolution), 2k3 games seem a bit slow. This usually isn't that big a deal, but I want close to zero lag because I have a puzzle that requires pretty precise movement.

Is there a workaround to make it run like it did on XP and Vista?

[RM2K3] Need a debugger!

http://rpgmaker.net/games/1760/?p=2#posts

Someone brought this to my attention. Something's screwing with the ability to use my menu as intended.

I'm not sure but I think I can get this to work at home (later version). But I have no idea how I fixed that one, or why this one won't work. I've narrowed down the patch that's causing the problem, but not what's interfering with it in the first place. And since I need the code to run the game properly, I can't rightly remove the patch.

Seriously, could anyone volunteer to be debugger for this game? I'm an okay programmer, but I tend to create problems like this. I need someone to be my eyes for issues like this.

Tales From The Reaper (Forum Game)

What's this about? Well, I have a few life issues. I'm currently unemployed, but can't afford to be so for long, and have a few social obligations, so by the time I get time to work on this project I have no energy left to do so. And yet, I want to see this project done, one way or another. So basically, I'd want people to work on it.

I need:

  • One person to analyze the turn system I already have in place, and apply it universally (before you even start, look at the Monster page. Every monster has No Action, Precondition Turn TurnWait ON except for ghouls/shadows, robots, and maybe dragons. They are creatures that can ignore the turn system). This sounds harder than it is, it's mainly just a matter of copy pasting
  • Another person to apply my battle mechanic universally. The skill system in this game uses custom skills, with physical attacks using the strength modifier, and magic using the intelligence modifier. There's also a random range added. All of this is given by examples in the battle events, so it's mainly a matter of copying and adapting.
  • Applying character/monster immunity to monsters that need it. I will have to explain this. If you look on the monster events pages, battle commands have stuff like If Fight is Used, and some monsters, like ghosts have if (Monster) targeted for each applicable. It also has an element variable 0 being a ghost, 1 being weak only to earth weapons, 2 fire only, 3 water only, 4 thunder only, 5 ice only, 6 is death element (only yomi can use such a weapon though). There's also magic immunity, and it can be set either to block some/none/all magic types from the characters. Conceivably, the same could be done to other commands.
  • Boss/monster battles. Given this system, creating puzzle style battles is a must. But this is true even for normal enemies, given the elemental style system. At least one monster should be only weak to certain elements, or to a certain caster. In addition, the skills can be blocked in whole, or in part, as mentioned above.
  • I think I have the spritesets, chipsets, etc, so I don't need spriters, but I do need mappers/eventers. Btw, each chapter of the game has a page one event, that either has Time and Weather ON or OFF, along with the year set. The game has a calendar system, left over from Oracle of Tao. Basically all you'd need is before starting mapping, decide whether Time and Weather are on or off. As a rule of thumb, if the story takes place outside of human time, time/weather is off.
  • The story. See below, I'm at least on top of this.

Yea, I know it's overwhelming. That's why I'm asking, I'm overwhelmed. I'd conceivably like to design the plot and maps eventually, but we'll see. I want to see as many people as possible involved, so nobody gets totally burnt out on this.

What's in it for you? Well, besides the ability to write yourself into the credits, you can copy/paste any code you like to your own game.

Streamlining Techniques

Okay, lemme explain something. I now work at Amazon, anywhere from 40-60 hours a week. Most of my free time is spent resting, or just taking care of life. I won't ask anyone to become my developer and do the work I'm about to propose. But if you can help me work on a solution, that'd be different.

So, anyway, I have monster techniques (basically, they're monster attack skills, but they can't be reflected) for the game Tales From The Reaper. They are random damage, done by switch, and set up so the switch in question also determines "immunity" to certain attacks. The system works, and you can check out the code if you're interested.



Just one problem. In order to make this work with multiple enemies (some of which have the same attack type, just a different damage counter), I'm having to make loads and loads of pages, each with their own attack. It's bringing the game to a grinding halt, and that's without amazon. I can't run a simple copy paste deal, because each monster has different stuff, from battle animation to damage/accuracy, to loads and loads of switches so two different monsters can cast Fire, and have it deal different damage.

In short, I need to have some means of offsourcing the battle event, so rather than making a damage thing for each monster skill (they have a few, and there are even without much variety, supposed to be 7 chapters worth of monsters. It's creating trouble even with 5 or 7 monsters per chapter), the damage thing is set up to preload a range based on variable or something (like Damage type 1, use 5-15. Something like that. Can someone help with this process?

Writing a Cute Horror

My second game Tales from the Reaper, is currently horror genre in name only.

Well, it's also technically slice-of-life, but the idea is to have something cute yet very unsettling. I don't want cheap (stuff jumps out suddenly) scares, and it's not really survival horror.

I have alot of supernatural themes, and it does center around death/afterlife, but I'm slightly blocked as to how to convey this sense that things are really creepy and people can die while remaining sort of light-hearted.

Something like this, only slightly less comic.

http://terribleminds.com/ramble/2011/10/11/25-things-you-should-know-about-writing-horror/

This sort of helps, for the scary part, but not the blending the theme to be more about human (and in many cases, non-human) relationships. I want something more like Stephen King, where it's not really about the monsters but the people around.

Chipset Help

I can generally edit existing chipsets just fine, but creating them from scratch is another matter. Basically, I'm toying with the idea of making dream sequences for one of my games (as part of bed rest common events, provided certain conditions are met).

I need to make
1. One realistic dream chipset.
2. One surrealistic dream chipset.
3. One just plain weird one.

I think I can make the weird one fairly easily (I've got two weird chipsets, and I'll just merge them). And the realistic one, I can probably just use one of my better preexisting chipsets. But the surreal one is a bit more subtle, I have the following chipsets, and I'm trying to arrange them in a way that is bizarre.

(These are from charas project)





(These last two are Harvest Moon style)

http://imageshack.us/photo/my-images/189/ujdl.png/
http://imageshack.us/photo/my-images/191/1xnq.png/

How should I merge these four chipsets?

Can Items Get Eaten?

So I'm midway through playtesting my game and I've suddenly inexplicably lost my tent item (it's a unique item). My game has a few items, and I'm wondering if it's something like too many items in the inventory and the ones that crowd the storage out get lost.

That, or I've gotta test through to make sure no code has it accidentally lost. Nvm, I think I figured it out. But is there some upper limit to the variety of items that party can have? And what happens if you have new items if there is?

"Green" RPG


"Humans are an endangered species."

So, yea, I'm personally too busy for this (two different games I'm working on now, and my testers generally won't tell me anything anymore, so I have to figure it out myself). That and I take awhile to get a good demo rolling out, because I want everything including the battle system to work.

But I notice we occasionally have various monthly challenges, and well, what brought this to the forefront was some Time magazine article on bees dying out. I think it would be cool to have a conservation themed (or at least a "humans screwed things up" post-apocalyptic) RPG.

Could we do this some time? It should at least be clever and not merely preachy, but other that that, since post-apocalyptic stuff is cool anyway, it could be fun.

Explain your battle mechanic!

For instance, SkieFortress made some system that I still don't understand, but it has a rhythm-based combo thing.

I made the Environmental Condition System for Oracle of Tao. And I'm currently working (very WIP right now) on the Horror Genre Battle System (yes, it's seriously called that, battles are scary since all enemies can hurt you, but you can't necessarily hurt them, without knowing their weaknesses).

The ECS works for Oracle of Tao because it's a fantasy RPG with heavy emphasis on nature, so the idea is that the terrain also hinders your battle.

And the other one works to set the creepy mood I want on an RPG about supernatural beings.

Tell us all your battle system, and its selling points.

Building a House

I wanna make something like where I make a fully functional house "pop out of nowhere." I could do this with a picture, but I wanna be able to customize it on the spot by adding or removing stuff. So, basically a house as a charset.

Trouble is, I can draw even as good as the RTP. I can edit, and if worst comes to worst, I can try breaking the chipset up into a charset. But I'd want better sprites as a first option. Can someone help in this regard? It should be designed so it's expandable.