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Timed hits in Rm2k3 DBS?

I'm just guessing here, but ...

It's probably because it checks for a split second button press, and then waits 2 seconds while idling.

You might want it to check constantly for the two seconds by doing the input following by a .1 wait, followed by an input, followed by .1 wait, so and so forth till 2 seconds. You might even have to go down to a ton of 0.0 waits to get it timed right (you might have to do this with a loop that breaks after so many repetitions because of the sheer number of repeats that would require, but then you run the chance of lag - rpgmaker doesn't love loops apparently)

Edit: Nevermind, I hadn't noticed the code below the text. I'm gonna have to give that a read and then reconsider my answer

Video: Alpha Battle Preview

Looks good, but I'll second WIP. It needs to be much, much faster. Random encounters would be painful on a battle system this slow.

Timed hits in Rm2k3 DBS?

Actually, you miiiiight be able to. You can call input processing in battle through a common event. I know that I've had it manage to work for some old modified dbs type system back in the the day, but there was no timing element involved in the way I used input processing. I don't know if you could get it to work right with a timing element.

I'm not making any guarantees, but here's what I'm thinking: make the skill a switch skill, and have the skill animation play out through an in-battle event when the switch is triggered. Make the animation play without wait, and then wait manually. You'll do 1 wait function until the desired input time, call a common event to handle the input processing. The animation is still playing during this time. Have another wait command until it finishes playing, and then check if the user input the right key. I think it should work, but it might not be accurate enough to get good functionality.

Everlasting Journey

Finished the thing last night. I have pretty much the same complaints as Craze.

Game is pretty. It's pretty entertaining(though rarely laugh out loud funny) plot-wise, and is generally fun.
It's very good, BUT:

Too many battles. Encounter rate is way too high. I got lost in the last dungeon and accidentally grinded to a ridiculous level because I could never escape from anything. The people I took inside are way higher than the others.

Battles are boring. Even by Lv. 35 or so, most characters have a handful of abilities, and most serve no purpose. Most characters are horribly dull in battle. They're all the same. Healing magic is pointless (Mortions are so cheap, you really don't need anything else), debuffs are useless because the caster has too little mp, buffs are useless because they don't last long enough. Outside those handful of spells, everybody gets Element 1 and Element 2, and you always just cast the better one at all times. If not, then you attack. There's minimal strategy. This is made even worse because the battle system is SOOOO slow. You have to change some of the Agl numbers to make the game faster. At all times, I felt like all my characters could have had twice to triple the agility that they did have.

Might do a review at some point, but we'll see. Until then, I'd say this game is def. a 3.5, maybe a 4/5, but it could so easily be even better with some tweaks to the battle system

The Great Switch: Why VXP is Better

Yeah... so, good point. I guess. Go you?

Not sure why you feel the need to tell people what to do. People choose what they choose for their own reasons. You don't have to like it, but you really should consider leaving it alone. In addition to just being sort of rude, constantly being told that what you're doing is wrong just because some other guy doesn't much like it is extremely infuriating. I don't much contribute to this board, but I do read it a lot, and it constantly frustrates and angers me to see your attitude on this plastered all over the place. You interject needlessly to remind people of how "wrong" their choice of program is all the time. All you're doing is annoying people for no reason.

What's with the superiority? Why can't I do whatever I'd like to do and use whatever program I would like to use? Why should I answer to you and have to justify my choice to you? Why should I put up with you constantly questioning something that is none of your business? Advocating something is one thing, but you continue to pick on people and start these pointless arguments, and for what? I really don't see what you have to gain here beyond just feeling better about yourself by annoying people.

You make a lot of good points, and there are, admittedly, a lot of reasons to work in XP/VX. But your attitude on the whole thing is horrible, and really does nothing to further what could have otherwise been a helpful post.

But then, that's just my 2 cents.

The Optimal RM2k/3 Number Guide

I'm not entirely sure I agree with your choice of numbers for damage multipliers. I think you're making it sound way too cut and dried. The maker shouldn't just pick the numbers you have in the article. Instead, I feel like the maker should be spending a lot of time thinking carefully about what effect he wants out of his stats, and why. There's plenty of games where the base damage of skills is much more relevant than the stats of the user, and that's not necessarily bad. I feel like there's an entire range of numbers that could be used and lead to interesting balance. I wish you had discussed how to pick numbers a little better. I feel like there's a lot of important mathematical considerations there.

That being said, your numbers are in fact likely to be a good pick for a lot of people, so I don't mean to imply that they're bad. The general gist of the advice is definitely good. I don't know why more people don't use this method.

MapSample__045.jpg

This looks great. The characters still seem a bit short (and a bit mismatched with some of the environment in terms of palette) but it's in better proportion than the mansion, It's a pretty great look. Love how busy the map is without being unintelligible. It's a great use of space

MapSample__035.jpg

Looks awesome, but aren't the characters a bit too short for these chips? As it stands, it looks like the average human is about 1/3 or maybe even 1/4 the height of one story of that building. That's really short. Same with the gate, the door, the trees, etc.

Vale_SS.png

That's a good point, Kaempfer. I'll look into fixing that. I dunno how much room is left on the chipset for more rock tiles though.

@Tardis: What do you mean? The grass is the only rudra tile in there, iirc.

Screen 3.png

Wow. I had totally missed that. The pillar is too bright-white for the screen, and the vines are def. not the right shade. I'll get to fixing that asap. Thanks for pointing it out!