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[Paid] Map Design

I am in need of someone who can do a rough level design for a level piece I need. It's illustration based and a small job (no art skills required, just level design skills). The level is rpg top down based. It will have various rooms, but the map design will only be put across one document (whether paper or digital document like a photoshop file or hell even a Paint file). I'm looking to charge $20 for it. I'm too busy on other things right now to plot out an interesting spatial design, but I know what I want in the level.

If you think you can do it, send me previous work at cordynasty (at) gmail.com, and I'll give you details if you're chosen for it.

RPG Battle Systems and Wrestling

Someone did mention things like building up a meter to cause enemies to go into a special state where you can do big critical hits on them. Making it sort of fit that style of beating down a wrestler and getting them off guard.

But if we went that route, my game design senses tell me there needs to be a balance in that there should be a risk of if you miss a command action or so, the enemy not only gets back on guard, but they gain momentum as a bonus. It would be the same rules for yourself. Then in my head, I'm seeing this sort of momentum like system where you're fighting for adrenaline and heat.

RPG Battle Systems and Wrestling

RPG Maker VX YEM Error - Cannot Find Graphics/ Windows/ Blue

Okay, I fixed it.

See, I have no idea why a Windows folder was not in the Demo's project folder, yet the program still worked. In any case, I ended up creating a Windows folder in my current game project folder and inserted a window's graphic as "Blue." Ended up working.

RPG Maker VX YEM Error - Cannot Find Graphics/ Windows/ Blue

Hey, guys. I just downloaded the YEM engine for use. I imported all the scripts to my game project from the demo, but when I tried to test start game, the error "cannot find Graphics/ Windows/ Blue" came up. This is odd because the demo of YEM only uses the default graphics of VX (I checked the graphics folder, too, and they were all empty, so it couldn't be just a script error.

Has anyone had this problem or know how to fix it? Thanks.

Is is possible to make a turn-based battle system in RM2K3?

post=155161
Why not just use RM2K instead of RM2K3..?

I mean, seriously...

Because RM2K3 has a bit more options than RM2K. I love RM2K's battle system, but there is a few options in RM2K3 that isn't in 2K, such as more in-battle capabilities for events.

post=155231
There's basically only one good reason to use RM2K3, and that's if you want to use RM2K3's battle system without having to script it yourself in XP.

If you're not going to use RM2K3's battle system... why are you using RM2K3, exactly? It has no other features.
Also the other reason for using RM2K3 is because of the vast amount of resources, especially for those who don't have the skills or time to make the high quality chipsets and other graphics that have been happily (lol) provided by other snes-old rpgs. XP and VX have yet to have such an inventory mainly because it's no easy task to create higher resolution graphics like you could back then. As they say: the lower the resolution the less work you have to put into it, and it can still look good. I tried converting lower resolution graphics over to the newer engines, but it's so crappy, I might as well use Game Maker instead. But we're all mostly modders, so I doubt we want to put in the time for rewriting an engine.

The only two reasons I would use XP is for: higher resolution and higher customization. But because higher resolution isn't on the list for a lot of indies, then I'm going to stick to RM2K3. That or Game Maker, depending on if I want to use one for experience in game development or actually work on a more serious project.

How to Succeed

Good rule for RM: start with small simple games. Grow from there.

Equipping In Battle [RPG Maker 2K3]

post=102935
Create a skill subset and then make a skill for every weapon that ties to only that command. You can either keep the command on for the whole battle, or add it when he is out of ammo. Either way, have each skill be set to their own switch. Add or remove the skills depending on if you have that specific item in your inventory. The switches would tie to a battle event which would call the common event that checks what was used and equips accordingly.

By the way, your last sentence is correct. Do not even deal with the mechanic, especially in the default battle system. Even the method I explained is very clumsy and poor and there is no way to do it correctly. Leave it out, ammo systems are terrible.

That's clever as hell. I never thought of doing that. Just making an "Equip" skillset and inside that command list are "technically all the weapons the character can equip as long as they have it", functioning basically as an inventory. Genius. But yet again, I won't use this feature unless necessary.

post=102955
Another thing you could do is let them choose a back-up weapon whilst out of battle, using switches to denote which backup they chose, then use Kaempfer's idea in battle. That way they have a choice, though it is out of battle that the choice is made.

And I thought about that, too, but at first I still worried about the item changing design. But now that Neophyte gave a very interesting alternative, I'm a bit more interested now.

Equipping In Battle [RPG Maker 2K3]

post=102919
I am fairly certain you can use a catchall unequip command if he runs out of ammo and don't have to make a separate branch for every weapon. You should be able to just check for ammo and unequip him if he is out (and reequip him with a standard knife or something, for the weapon he is reequipped with you'll need a branch or perhaps separate page).
See I was thinking of that, which I don't mind doing, but the player not having the option to use a different weapon that they want and having to stick to something else mainly just disappoints the player, especially with no way to equip a different weapon. Therefore, I rather not deal with the system unless it's required for my game's system, and in my planning stage right now, it's a feature that low on priority.

Equipping In Battle [RPG Maker 2K3]

I was thinking the same thing. The main reason I wanted it was because I was thinking of putting an ammo system in, and when you ran out of bullets, your character would need to equip a different weapon. It's not important for my game, so I'll mainly cut the idea. Thanks.
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