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Before Crisis Remake
Good story it actually explains a lot of things that were not really explained in Crisis Core such as why Cisnei is present but doesn't appear within the original game. Few typos that are somewhat annoying main one that annoyed me was Zack being spelt as Zach half the time.
However gameplay needs a lot of work. You could very easily add in gear that players can use to customise and have certain abilities that you use for certain enemies. I spent the whole game spamming the ice spell you find in Junon. Enemies are very repetitive as well as being very week.
A lot of the time enemies are hitting for 0 damage.
There also appears to be a lack of bosses. Even when you fight Zack you don't even have to do much.
Graphically out of combat its passable, some dungeons are dull but doesn't look as bad as say some RTP games. However in battle it just looks horrible and blurred you cant tell what most the enemies are.
Considering its a final fantasy game and final fantasy uses the same monsters you could probably find sprites for the enemies that fits with the world but doesn't look out of place.
You also definatly need different enemies. In the shinra building the shinra soldiers you fight have the same sprite as the AVALANCH troopers you fight.
However gameplay needs a lot of work. You could very easily add in gear that players can use to customise and have certain abilities that you use for certain enemies. I spent the whole game spamming the ice spell you find in Junon. Enemies are very repetitive as well as being very week.
A lot of the time enemies are hitting for 0 damage.
There also appears to be a lack of bosses. Even when you fight Zack you don't even have to do much.
Graphically out of combat its passable, some dungeons are dull but doesn't look as bad as say some RTP games. However in battle it just looks horrible and blurred you cant tell what most the enemies are.
Considering its a final fantasy game and final fantasy uses the same monsters you could probably find sprites for the enemies that fits with the world but doesn't look out of place.
You also definatly need different enemies. In the shinra building the shinra soldiers you fight have the same sprite as the AVALANCH troopers you fight.
[RM2K3] Does magic do more damage than weapons?
Hey so I created a skill Slash that costs 5 mp to use. It deals a damage of 1, with 10 str influence. Now an thing I noticed. If I have the damage type "slashing" set as a weapon it deals about 100 damage, if it also has a second "slashing" that is declared as magic it deals about 200. The damage for rank C damage is identical on both damage types and the skill ignores defence.
Is there a way to make materia/runes work for all characters?RM2k3
Ok cool. I just like to have clean and efficient code. Seams kinda messy doing it for every single character but guess ill have to do it that way.
Is there a way to make materia/runes work for all characters?RM2k3
Hey so I have this code that makes it so that if I have an item equiped (in this case fire rune). I gain some spells. Is there a way to make this apply to all characters or do I need to input it one by one?
I have a common event
Branch If [Hank fire rune equiped)
teach fire skills
else if (hank fire rune not equiped)
remove fire skills.
Is there a way to make this check every character and teach them the skills if they have it equiped and remove if they dont. Or do I just have to make a commen event for every character?
I feel like its something to do with character id stored in variabled but im not sure how to get and set character ID.
I have a common event
Branch If [Hank fire rune equiped)
teach fire skills
else if (hank fire rune not equiped)
remove fire skills.
Is there a way to make this check every character and teach them the skills if they have it equiped and remove if they dont. Or do I just have to make a commen event for every character?
I feel like its something to do with character id stored in variabled but im not sure how to get and set character ID.
Would suikoden/exit fate style recruitment work if there all NPCS?
Hey just a game design/theory. Do you think having a game where you use a normal rpg cast of 4-12 playable characters and the rest are NPCs would work for a build your army type of themed game?
You would still do the mass recruitment like in the suikoden games but wouldn't be able to play any but the essential. Would it be worth it if all the recruits are NPCs that do stuff like open up shops within your fort. As a player would it be rewarding enough to do loads of side quests if you can't get the new recruits in your party?
You would still do the mass recruitment like in the suikoden games but wouldn't be able to play any but the essential. Would it be worth it if all the recruits are NPCs that do stuff like open up shops within your fort. As a player would it be rewarding enough to do loads of side quests if you can't get the new recruits in your party?
How to make enemies walk towards you when you get close?
author=Sidewinder
The trig stuff would work, but if you just want enemies to walk towards you when you're nearby, I'd check out Kentona's wonderful Proximity Detection for Events tutorial.
It's what I used to get the enemies to walk towards the player in Dirge, so I know it'll work for sure.
author=Sidewinder
The trig stuff would work, but if you just want enemies to walk towards you when you're nearby, I'd check out Kentona's wonderful Proximity Detection for Events tutorial.
It's what I used to get the enemies to walk towards the player in Dirge, so I know it'll work for sure.
Does that work fot multiple enemies?
How to make enemies walk towards you when you get close?
Hey people.
How do I make a dist function in rpgmaker 2k3? I know its something to do with a switch. I want the enemies to move towards the player when they "see" the player.
Psuodocode.
Page 1
Move randomly
Page 2
If dist (playerx, playery, this.x, this.y) less than 3
move towards player
Thanks
Flik
How do I make a dist function in rpgmaker 2k3? I know its something to do with a switch. I want the enemies to move towards the player when they "see" the player.
Psuodocode.
Page 1
Move randomly
Page 2
If dist (playerx, playery, this.x, this.y) less than 3
move towards player
Thanks
Flik
How powerful should bosses be
How powerful should bosses be
Thanks not quite what im lookong for though. Im more after some basic algorithms to apply and asking what works for you.
I had a quick look on google but not found much.
I had a quick look on google but not found much.
How powerful should bosses be
Hey so iv been messing around with making bosses. And Iv got it so they hit as hard as a player and fast. I was wondering if anyone had any quick guides on how hard a boss should hit based on player hp and how much hp they should have based on player attacks. My characters hit for roughly 1/3 there max hp, having a boss that hits like that and is twice as fast of then feels like you need twitchy fingers.
Wanna get the basic maths down before I start adding in status effects.
I like hard bosses and played hardmodes of ff7-9 etc on an emulator so not sure if im ok with these bosses because of these reflexes I have etc.
Wanna get the basic maths down before I start adding in status effects.
I like hard bosses and played hardmodes of ff7-9 etc on an emulator so not sure if im ok with these bosses because of these reflexes I have etc.













