IDDALAI'S PROFILE
I mainly use RPG Maker 2000/2003.
Been around the scene since early 2002.
Played and enjoyed many English, Spanish and Portuguese RPG Maker games.
I'm no longer here, you can read about it here: https://rpgmaker.net/forums/topics/26793/?post=940588#post940588
Been around the scene since early 2002.
Played and enjoyed many English, Spanish and Portuguese RPG Maker games.
I'm no longer here, you can read about it here: https://rpgmaker.net/forums/topics/26793/?post=940588#post940588
Search
Filter
The Best of the Best Nintendo DS RPGs
Pokémon Conquest and Final Fantasy XII: Revenant Wings are SRPGs.
Pokémon HeartGold & SoulSilver is pretty average.
I guess you consider Dragon Quest V a port, despite never being officially released before? Or maybe you didn't care much for the game? It's definitely one of the best RPGs on the system.
Mario & Luigi: Bowser's Inside Story is pretty good too, and I feel it's higher quality than some of those picks.
There's also SaGa 2: Goddess of Destiny, a pretty good RPG and remake. But maybe that doesn't qualify.
Pokémon HeartGold & SoulSilver is pretty average.
I guess you consider Dragon Quest V a port, despite never being officially released before? Or maybe you didn't care much for the game? It's definitely one of the best RPGs on the system.
Mario & Luigi: Bowser's Inside Story is pretty good too, and I feel it's higher quality than some of those picks.
There's also SaGa 2: Goddess of Destiny, a pretty good RPG and remake. But maybe that doesn't qualify.
Damage Number Philosophy
This was rather interesting. I don't think I've ever seen anyone discuss the Damage Number pop-ups in RPGs.
Aesthetics and how it feels is all very important for the game, but I think that the most important aspect is still "easy readability" regardless of what style you use.
Graphics can add a lot of flavor to a game, but they should never impact negatively on gameplay.
I also prefer a single number instead of several, since it's easier to take the information in and gauge how strong it was. Multi strike attacks with several Damage Number pop-ups tend to seem weaker even when they are not.
Aesthetics and how it feels is all very important for the game, but I think that the most important aspect is still "easy readability" regardless of what style you use.
Graphics can add a lot of flavor to a game, but they should never impact negatively on gameplay.
I also prefer a single number instead of several, since it's easier to take the information in and gauge how strong it was. Multi strike attacks with several Damage Number pop-ups tend to seem weaker even when they are not.
[RM2K] [RM2K3] "Item Order" Design Advice & Rant
Thanks!
Why don't you create an article talking about how to spice up RM's default inventory system! :D
I find it would be useful!
Why don't you create an article talking about how to spice up RM's default inventory system! :D
I find it would be useful!
[RM2K] [RM2K3] "Item Order" Design Advice & Rant
author=WaldoButters
Great article! I suck at organization and any tool that helps me learn how is greatly appreciated!
Thanks! Glad I could help :)
RMN Pixel Quilt Master Collection
author=Ljink
Wow, the 2012 one is simply amazing.
Yeah, and it's not hard to see why once you check who was involved in it, mostly all artists :P
[RM2K] [RM2K3] "Item Order" Design Advice & Rant
author=unity
This is great advice, and I totally recommend doing it with the newer RMs, too! :D
I've gotten where I do something similar with Skills (after some advice LockeZ gave me after I was really sloppy about how I ordered skills in the database ^^;;)
Thanks!
Argh! I forgot about skills! It's practically the same thing if you want to order them in a certain way! I may do another one on skills in the future, it will be similar to this one though...
[RM2K] [RM2K3] "Item Order" Design Advice & Rant
author=Addit
Yeah, I wished an article like this existed back then when I first started making games in RPG Maker 2000 and 2003 because it really would have come in handy.
Me too! That's why I made one :P
author=Addit
But, yeah, another idea, especially if you have to re-arrange the items, equipment, etc. lists in the future, would be to use a common event when you you having to go back to every chest, dresser, pot and barrel and NPC in the actually acquire the item and you’re then sticking it in your inventory. That way, if something changes along the way, you can then just quickly go back to the common event and change it to the new position in the items list to save world and having to change it all manually. Of course, for item drops from actual monsters in battle, you’ll still have to change it manually, though.
That does help, but depends on the game, it's still unnecessary work having to change those "common events" to add items, but it's substantially better than having to hunt down events in maps...
author=Feldschlacht IV
This is good advice, but I'm assuming this logic also applies to the newer versions of RM as well, right?
Thanks! I have little experience with newer RMs, so I left them out of the article.
I'm assuming there's a script to sort items somewhere...
author=GreatRedSpirit
Sure, but since you have access to the inventory backend you can also tell it how you want it to list items. The default will be the ID but you can toss that and replace it with whatever sorting algorithm you so choose. It's still worth having the database organized so it's easier for the dev to look stuff up and find it though since everything is fucking ordinal by default.
Aha! So there IS a way to sort items in new RMs.
RMN Pixel Quilt Master Collection
author=Kylaila
The closest I found is this
I'm sure someone should have it saved somewhere.
Maybe alterego has the missing bit? Since he/she got B4.
If no one has it we can always fill it in ourselves, divide the blank space by 6 and create that missing bit like a mini quilt.
It's would be a shame for that quilt to go to waste.
There was also an alternative verison of that quilt:

JosephSeraph E2














