FLAPBAT'S PROFILE

Farmyard Chronicle, Dire...
A fun-loving cow-kicking puzzle game!

Search

Filter

Whatchu Workin' On? Tell us!

Yes, yes, gotta use those pointers! They are one of the things that 2K/2K3 has over newer engines! Labels are faster than loops, which is why people use them. In normal programming, as I understand it, there are plenty of times where loops are better. Plus, they show a greater understanding of programming mechanics. But in the RM2K(3) engine, labels require much less processing.

Whatchu Workin' On? Tell us!

Well, I see in Touhou fantasy you're using Dyne Plugins. For RM2K, I use plug-ins that really, really help coding. Being able to use pointers to pictures, for example, is invaluable. What kind of events are you wanting to simplify? I assume you make good use of variable pointers and labels?

-flap

Whatchu Workin' On? Tell us!

Sure. I'm actually a fairly accomplished eventer myself. Farmyard Chronicle was made in a week, and although I polished it for three weeks afterward, all the gameplay elements were evented during that initial phase. We should do some kind of Power Ranger fusion super event! ;)

Whatchu Workin' On? Tell us!

Thank you! Checking out the readme file now :)

-flap

Manga/Anime artist looking to work for free! Commercial / Non-Commercial

Character portraits! One of the simplest and best ways to make your game stand out and feel fresh. I'm part of a two-man team looking for anywhere from 6 - 20 character portraits for Chapter 1 of our major project. Here is a demo of Chapter 1 if you'd like to take a look. I think that manga/anime would be a great fit for this project.

Thanks for the offer.

-flap

[Musician Offer] Looking to be a part of project/team, paid or free.

Nice! i really liked Des Fleurs. I'm part of a two-man team working on a project. I do the writing/dialogue and share influence over the direction of the plot. Here is a demo that is all RTP for graphics, but conveys the writing style and story. In the future we hope to include original graphics as well.

We're doing it non-commercially (no commission). If you like the story, we'd be honored to have you consider composing for it.

-flap

Whatchu Workin' On? Tell us!

author=Xenomic
I'm assuming that's not in 2k3 right? Seeing as it's pretty hard (if not downright impossible to do properly) in that. Would be interesting to see though! I'm sure you could pull off some of the passives that I have a lot easier than I did too, if you'd like to try/use those.


Actually, it's RM2K. Yes, it's a huge pain, but it's totally doable :) What kind of passives have you implemented, if you don't mind sharing and potentially having me draw inspiration from them?

Whatchu Workin' On? Tell us!

I'm implementing a counter-attack equipping system into my RPG, but there's more to it than basic attacks. For example, one of the counter attacks only activates when hit for 50% of your health or more and retaliates by damaging the enemy for the same %. Another one only activates when dropped to critical or KOed (ala FFVII Final Attack). Yet another activates when an enemy misses an attack.

It's not just counter attacks; I'm implementing other passive skills too. One of them lets you steal Hp from another member when KOed. Another has a chance of instantly killing an enemy when you inflict Stun. What do you guys think? Does anyone have any other ideas for passive skills or counters that they'd like to see?

[IDEAS] What does a RPG need?

I disagree with Max. With all due respect (cause you're a cool guy, Max), who seriously gives a flying fuck? The topic allows for spontaneity and rambling, and that's fine by me.

I think more games need quality writing. Writing is an art, and like visual art, not everyone has that talent. Most games I've played have very unpolished dialogue and concepts. This is one area, aside from graphics, that really sets professional games above indies. In an ideal world, every serious game-making team should have a writer to make the game come to life!

Playtesting would be a nice addition to most games too ")

-flap

What are you thinking about? (game development edition)

I'm working on a custom magic system/menu where you choose what spells your team members equip. I haven't seen this too much in other indie rpgs.

Also, all spells are upgradable twice, but you choose which order you upgrade them. For example, you have the choices to lower the Mp cost or increase the damage, but you get to choose which order.

Also also, spells come in five different levels. The higher the spell level, the higher of a stat bonus your character gets for having that spell equipped. I'd be interested to hear feedback for this idea in particular. When equipped, damage spells increase Magic Power, Weapon Skills increase Strength, healing spells increase defense, and passive skills increase agility.