CALUNIO'S PROFILE

Brazilian, psychologist, game making lover. I make strange games, but I'm not a strange person.
The Lonely League
The Lonely League is a superhero Tactical RPG.

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[RM2k3] Variable damage in DBS

I'm getting the strangest bug, and I suspect it's actually a RM2K3 bug.

I'm using a modified DBS, and all the damage (to the character and to the enemies) are calculated by some formulas in a DAMAGE variable. After calculating the variable I just use:

Change Character HP: Remove HP (Variable value).
or
Change Monster HP: Remove HP (Variable value).

I noticed I was getting strange damage values.
I wondered if the formula was wrong, but using F9 I realized the value of the damage variable was right, but the damage caused was wrong.

Then I reduced the code to minimum. This is my code, and it doesn't work. Please test on your RM2K3 to check if I'm not crazy. I have no idea how to fix this.

Create a monster that does nothing.
Create a monster group with him.
Add an event triggered by Turns Elapsed
Add a show choice in the beggining:
-Damage character
-Damage monster
Inside the first one, use Input Number: inside variable DAMAGE (or any variable).
Same for second choice.
One damage character, just after input number, add code: Change HP: Character's HP Remove
On the damage monster, after input number, add code: Change Monster HP: Monster's HP Remove

So basically, at each turn you'll choose who to damage, and how much the damage will be. The thing is... THE VALUE OF THE DAMAGE DOESN'T MATCH THE VALUE OF THE VARIABLE. It does in the first tries. Not in the next ones.

Sex in games

My idea from writing this topic comes from a bunch of stuff. I'll mention them here, but you can just skip and say what do you think about sex and video games?

----

Recently, an indie gaming event was held, showcasing games loosely themed around sex. My Beautiful Escape: Dungeoneer was one of them. The featured game was a simple arcade with bare-chested chicks.

A little after, the curator of the event wrote an article called Sexual Video Games Are Good For Us explaining why she made an event about sex-themed games.

I replied in my blog saying I don't know if sexual video games are good for us, and I don't even think the games in that event are actually sexual.

I just saw another reply to the article, saying that people shouldn't be so touchy when dealing with sex in games when they're ok with dealing with violence so naturally.

Sex is still very rare in games, though sexuality is often present in other ways. Even when present, it's usually presented either in a crude/boring way or completely obscure/implicit.

Discuss.

Imaginary audience

I guess it's pretty common for developers to imagine a fictional player while designing a game. Imagining his reactions, his frustrations, his comments, his likes, dislikes, and keeping his tastes in mind when making some design choices. I mean, some people say (though I'm not sure I believe them) that they make games for themselves, and their target audience is themselves. But most developers make games for other people to play. And they take (or should) their player's characteristics into consideration when making games.

My question is: who are your target players? Who do you expect to play your game? Who is your audience? I'm asking this because I sense there's a tendency in RMN games to take RMN members as their target audience (thought it's obviously not always the case). RMN userbase (especially posters) have a very specific taste for games in general, and I don't think it's representative of "all players" outside RMN. What I'm thinking is: making a game for RMN people is not the same as making a game for all players, or for traditional players, or for underground hipster players, or for your inner-circle friends and family.

Though you may want as many people as possible to play your game, there's usually a specific audience that guides your decisions, even if just in your mind. Who are they?

Happy Birthday kentona!

[rm2k3] Problem with custom Lup screen

I encountered this little error, it's very annoying, I can think of an annoying way to fix it, but I was wondering if there's a simple way.

I'm using a custom level up system. After every battle, a common event is activated to see how much XP the hero got, and if he leveled up. In case he did, another common event is called, and a level up screen (which consists basically of a picture and a key input process) is shown. After the player decides which stats to raise, the screen closes.

Problem is:
If I have, for instance, the battle event say anything after the battle, the message is shown DURING the level up screen. I want it to be after. The way I know to fix it would be creating something like a "proceed" switch, turn it on after the level up screen (or after the battle, in case he didn't level up), and make an auto-start page on the event that triggers the battle. But I'd need at least one separate variable for every event, and it would be really annoying.

Any simpler solutions?

Happy Birthday YDS!

Title music

I know this is a weird topic, and probably utterly useless, but I'm just curious about people's thoughts on this (if anyone has ever given this some thought).

People usually try to pick a cool song for their title screen. A cool image and a cool song. But I'm thinking normal people don't stay long staring at title screens, or listening to their tunes... especially on games with a static title screen (like most of them are).

So... is there a point in picking a cool song?
Do you guys try to reuse the song in the game to make it worth it importing the file?
Do you guys try to choose a song that has a cool beginning (first few seconds), since it's the only part players are ever gonna hear?

Evented DBS items

So I'm making a modified version of DBS.

In this version, there are no regular attacks or skills. Every skill activates a switch, and there's one page per switch inside battle events.

Also, I send the value of attack and intelligence to variables, and I calculate damage through the variables during battle, not the actual stats.

My problem right now is items. I'm trying to think of a way to have items work without having to assign a switch to each item and make a page for each item inside each battle.

I tried making auto-start common events associated with the switches, but it didn't work. Changing them to parallel events doesn't work either.
Using skills to increase attack and intelligence and making items as skill seeds won't work either, because I need to change variables, not attack/intelligence.

My most successful attempt (which was not a success) was this: I assing a switch to the item, make a common even called "items", and create a page inside the battle that is activated when the hero uses "item" command, and I call the common event. Inside the battle event, I check for each item switch to see if they're turned on, and I event the desired effects.

I DOESN'T work because apparently the item switch is only turned on AFTER the common event is executed. Which means, if I use an item once, nothing happens. If I use it again, it is effective. But that's obviously not what I want.

Help me here. I just want to know if there's a way to have multiple items that change variable values without having to add one event page for each.

NDS Pokémon Save Error

I'm playing pokémon black. I entered that cave with electric pokémon and save right before it. I beat the cave, arrived at the next city, fought a little, etc, etc. In this inbetween, I must have saved 2 or 3 times. I closed the game, and when I reopened, the last save was just before the cave, I had lost progress.

1 - Is this error common?
2 - Can I prevent it?
3 - Should I be worried?

Sound rip packages?

I'm looking for sound packages from commercial games. I mean... like a rar file with lots of wav files of sounds effects from games (like cursor, choice, victory, etc.). I have one of those from Disgaea, but I don't remember where I found it.

URLs?

(yes, I've googled plenty)