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The Looming Spire
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FOUR STARS...for what ??

The review system at RMN has long been a flawed concept. Simply put, it does not work in execution because people rarely put forth the effort to review a game they don't like, if at all, so bad games can get one review and end up with an average of a lukewarm 3-4 stars. The problem with this is that the bad floats up right next to the good, so anything below 4.5 stars ranges from decent game to horrible, without discretion.

I've long said people should simply be able to "recommend" or "like" or "+1" or whatever-social-media-buzzword-you'd-like a game, in lieu of bothering to write a review, and remove review scores all together. I know RMN hates it for whatever reason, or maybe it'd just be too much work, but it's the metric standard for how almost the entire rest of the internet determines the quality of a thing: public consensus.

Either that, or leave scoring to dedicated staff/reviewers whose scores are quantified and somewhat consistent. Unless there's some standard of quality set in place, review scores may as well be measured in butt-touches.

It's not too huge of a problem though, because getting a good review score on this site means almost diddly squat... good scores don't get you more downloads; it works the other way around.

Ability to remove Attack command and unnecessary equipment slots: Check. Easy separation of MP and TP: Check. Uncumbersome Steal command: Check. RPGs are so much easier with VX Ace. Much love to all the awesome scripters.

Yeah, I'm having an awesome time with it!

[Poll] Super Nintendo Vs. Sega Genesis

author=kory_toombs
Another mistake Sega made was not agreeing to develop a system with Sony or Microsoft when approached (Both Sony and Microsoft ending up making their own systems after this.) The launch of the PS2 is what ended Sega.


Nintendo actually did this as well, at least with Sony (not sure about microsoft). The Playstation was originally set to be a Nintendo console, but Nintendo backed out at sort of the last minute, favoring cartridges over CDs (ie exclusive ownership of the hardware). This is also why Squaresoft went over to Sony, because FF7 was being developed for the Playstation while all this was happening, and they couldn't quite afford to abandon all that work because Nintendo changed their mind.

The difference between Nintendo and Sega is, of course, Nintendo has much much better games. Sega has good games, but in terms of sheer quantity, their repertoire was lacking in the shadow of Nintendo.

SNES > Genesis, 100%, hands down. Maybe you liked the Genesis more back twenty years ago, but if you want definitive proof of why SNES won the console war, look no further than what games people are STILL playing after so many years, on Twitch, SRL, etc. They're almost entirely nintendo games.

Yo genius ass scripters! I need you guys to take a look at something.

I don't think this should be too difficult, but I only just started with RGSS, and Ruby in general. Is there some sort of way to access who performed the attack? I'm thinking there HAS to be, I just don't know off hand... my limited scripting experience has not involved any sort of digging through the Battler class :X

So your first bullet point shouldn't be terribly difficult, but will take some finagling. See, every time the skill-decay script adds decay to an item, it's not associating it with the actor that used the item (or skill). So there's currently no way to make the decay unique to an actor with how it's written. Just looking at the script, it looks like it creates a hash called $game_temp.current_decays at the start of the battle (in the BattleManager module). This maps a skill to a "decay" value. What you'd need to do is modify the script to map this skill/decay-value pair to an actor (so probably a hash of hashes? I'd look here for info on that: (stack overflow link))

Of course, this ALSO introduces the problem that you'll have to modify the script every time the hash is written to, which again isn't terribly difficult. Also, you'll need to check if the actor/skill/value has a key every time you access it, since just accessing it by actor will create an empty key/value pair... again, its just a bit complicated. And maybe a multi-dimensional hash isn't exactly the way to go.


Your second point should be pretty easy. Just simply reset the $game_temp.current_decays hash at the end of each turn ($game_temp.current_decays = {}). Not sure where you'd put that, since you'd probably need to put it somewhere inside Yanfly's ftb script. Also, PS, That line will probably look different if you end up using a multi-dimensional hash, just fyi.


So, given all that, my first thought is if you only need this for Attacks (not for skills/items), using this script is kinda overkill IMO, and it might be better to write a script more suited for that need, since that sounds relatively simple to accomplish all on its own. I can help you do that if you'd like! But I'd probably need the source for the yanfly script (that link's download is broken because dropbox is awful, seriously why do people use dropbox for code)

If you got any questions, I'll try to answer to the best of my ability.

Is this possible? Item Menu RPG Maker 2003

are you sure you are installing a patch and not deleting your desktop

RMN must be doing something right, because I am inundated with requests from advertising companies...

author=kentona
Dude that was back in like 2011. Where you been?


not around T_T
but I thought he just gave you admin powers, not ownership of RMN altogether.

welll in any case neato

RMN must be doing something right, because I am inundated with requests from advertising companies...

Wait, does kentona own RMN now? Holbert handed over the keys?

Wow, I've been working on my game for over a year and already have 0 hours done...

This status hits home pretty hard.

The Screenshot Topic Returns

Alright, I fixed up the grass and re-did the mushroom. Kinda feel like the mushroom sticks out like a sore thumb, but maybe it's just me? What do y'all think?

The Screenshot Topic Returns

Thanks for the feedback, guys! Definitely helps out, confirmed a lot of what I was thinking myself.