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JustYouIAndTheOcean.png

I really like the art style!

Fire Kingdom

If you have any more questions I'm here :)

Fire Kingdom

The offhand weapon deals 50% less damage. The reason you're beating things quickly is because you're just attacking pretty low leveled monsters, that's all.

Edit: Just to clarify, combat levels are based off of your base levels, without weapons or armour.

If you were a level 40 attacking a level 40 monsters with just a bronze sword, you would be equal in power.

How long do game makesr here spend making a game (on average)?

author=Mr_Detective
I started my project from last fall and have yet to come close to finishing it. All thanks to the almighty Calculus and Computer Science classes. T__T

I had received a lot of negative feedback, which I looked back upon multiple times and fixed things accordingly.


I took a look at your profile, and you were being a complete jerk. If it's your first game, you should have been more careful and listen to other people. Have some humility and respect for those who commented.


I know I was a complete jerk - and I totally deserve any kind of criticism against me.
There's nothing that could justify my behavior, and that's that.
But I've made an effort to change. Take a look at the dates on the page.

Fire Kingdom

Haha, thanks I guess? I've changed quite a bit since then. These past couple of years have been learning experiences for me, so I think I'm doing a whole lot better now.

How long do game makesr here spend making a game (on average)?

So, I've been making my game for a while now - and keep in mind this is my FIRST game.

I had received a lot of negative feedback, which I looked back upon multiple times and fixed things accordingly.

I started making this game in my freshman year in highschool, and now I am in my freshman year in college. Though, this does seem like quite a while, I feel as if I have been able to look back and see how much I have improved.

What about you? Do you usually spend this long on a single game? What are you experiences with long games?

Variables higher than 99,999,999?

Yeah, I was using items once upon a time, but it seems a bit unprofessional. People will say "why can't I just pay in money? I have millions, right?"

But most of the time high-tier items come from different locations, so using gold bars or such for every single location with higher tier items seems a little odd - but I guess it has to be the only way to actually do it without making a complicated script.

Variables higher than 99,999,999?

The engine doesn't let you input a number higher than 99,999,999 for any variable.

I tried doing:

@>Control Variables: (money1) = Gold
@>Conditional Branch: Variable >= 10,000,000
@>Control Variables: (money2) +=1
@>Control Variables: (money1) = 0
@>
: Else
@>
: Branch End
@>

I soon realized that if I put this on a parallel process, it would keep pulling how much gold player A has from his inventory, and keep adding 1 regardless of actually how much money he has.

Anyways, my first approach before writing this thread was to take Player A's money and set it as a variable, but then divide it by 100 or so, so I could fit the number when I would be writing it.

Ex:
Control Variables (money1) = Gold
Control Variables (money1) /= 100
Control Variables (money1) = Variable (money2)

...but the actual problem is that it can't even recognize a number greater than 99,999,999, so if I had 500 million coins, and i put in the code above, it would give me an output of 999,999 just because it used 99,999,999 as my cash value and not 500,000,000.

I don't even know if it is possible to get around this honestly.

Variables higher than 99,999,999?

When I started using Rpgmaker XP, I was Ok with the max item price being 99,999 Coins, even though it even seemed a little low at the time. After a month of crafting my game, I needed items such as weapons and armours to have a much higher value than 99,999 Coins and figured out that by using my mouse wheel I could scroll up as far as I could go for the price to go ever higher. This made me able to get items to reach prices of 250,000 or 300,000 Coins, but in return would hurt my finger a lot.

As I started understanding more about the game maker, I grasped the concept of using switches and variables, and figured that I could also use them to set item prices (outside of shops).

So if I set the variable 'money' to be equal to how many coins player A had in his/her inventory, I could set a conditional branch checking whether player A had X amount of the variable 'money'.

I still kept crafting my game for years, and I reached the point where items were getting very expensive - which was about the time when I tried making an item worth over 100 million coins.

The game wouldn't let me.

So it has been a while now that I have been setting a lot of high-tier items at around 80-90 Million Coins, and I was wondering whether it could be possible to get rid of the cap on the number for a variable?

Thanks for your time.

Level requirements for Weapons/Armours

In the script, there is the possibility to have dual wielding, so if I would do a parallel process for wearing a weapon, then nothing would happen, since it's not actually wielding the weapon in the main weapon slot but in the secondary weapon slot that is implemented through the script.

This would be a good thing to do without the script though, so thank you.