RIKGUENTHER'S PROFILE
I'm new to RMN but I've been working with various RPG Makers since early 2000. Currently balancing a project that has ballooned into a huge undertaking with a job I truly loathe.
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Requesting a 16x16 charset template RM2k/3
What I'm looking for in particular is a template for making charsets with 16x16 sprites. I'm looking for just a plain nude body, both genders if at all possible. I'm trying to edit some Butz charset I found online but I'd prefer just having a clean template to just draw clothing and hairs on.
Anyone have one (or a few) I can borrow? Remember, I'm looking for 16x16, not normal sized charsets.
Anyone have one (or a few) I can borrow? Remember, I'm looking for 16x16, not normal sized charsets.
Stats are for Sissies: Alternatives to Traditional Growth Mechanics
author=Skip_Sandwich
I like the idea of replacing stats with 'affinities', but i'd prefer are more give-and-take system then as posted in the OP. Perhaps a wheel of elemental effects, where increasing one stat decreases another.
perhaps a wheel like this; Water(DEF)>Fire(ATK)>Earth(MDEF)>Thunder(MATK)>Water, where increasing one affinity will greatly reduce your affinity for the stat to the right, and slightly reduce it for the stat to the left. (perhaps one 'level up' of a stat will increase that affinity by +6%, reduce the subordinate affinity by -3%, the neutral affinity by -2%, and reduce the superior affinity by -1%.) Affinities are multiplied against a character's base stats to determine their actual stats, and range from 1% to 199%.
If you started with 100% affinity in all stats, and spent 16 level ups increasing the same stat (let's say Fire), you'd end up with affinities like so;
Water Affinity 84% (below average physical defense +16% damage from water element)
Fire Affinity 196% (very high physical attack, -96% damage from fire element)
Earth Affinity 52% (very low magical defense, +48% damage from earth element)
Thunder Affinity 68% (low magical attack, +32% damage from thunder element)
Sun Affinity (HP) 68% (derived from the average of Water and Earth affinity)
Moon Affinity (MP) 132% (derived from the average of Fire and Thunder affinity)
I saved this in a word document titled "This is the coolest idea ever"
Change Battle Type in RM 2k3 back?
I downloaded and tried out the TBB system. I like it except I'd prefer everything to still be based on character speed. It seems like it goes "HERO1 HERO2 HERO3 HERO4 MONSTER 1 MONSTER 2 HERO1 HERO2, etc."
Am I just dumb or is that how it is? I'd use this but I want agility to matter.
Am I just dumb or is that how it is? I'd use this but I want agility to matter.
Leveling up and NOT getting stat boosts... Help?
I thought about implementing something along the lines of equipment requires a specific level. The HP/MP bonus is a given, giving you a visual bonus to your leveling (stats you can actually see) but not so much that strategy in battle can't overcome any minimal bonus imbued from increasing your level.
The only problem I have with leveled equipment is it's kind of an arbitrary restriction placed on the player or even a punishment for not leveling up enough. "But rikguenther, you should balance it so they can afford using the equipment"
That would defeat the entire purpose of the restriction if everything was perfectly balanced like that. I mean, I could put the requirement a level or two above what you SHOULD be at in that particular area but, again, that gives way to going out and grinding to get up to a particular level to use the equipment. I'd rather my game be a grind-free zone.
I do like the idea, don't get me wrong, but I feel like unless implemented PERFECTLY it would tarnish the otherwise pretty good system.
Any other suggestions? I'm going to go check out that other thread for ideas/input.
EDIT:
Also, I forgot to mention that I like this idea too. When you level up you get a point. Points can be spent on upgrades/abilities for your character. The upgrades/abilities aren't mandatory, but they can definitely help the player with the game. Increasing your levels will yield more upgrades which will yield better characters. You don't HAVE to level up to get these bonuses, but it sure can't hurt. I'll think heavily about this idea because it can really help customize your characters and give the player who wants to grind an edge but still not make them OP (as grinding often does) but still leave the player who plays the game at normal pace in a winnable situation too. You can choose your own difficulty, essentially.
The only problem I have with leveled equipment is it's kind of an arbitrary restriction placed on the player or even a punishment for not leveling up enough. "But rikguenther, you should balance it so they can afford using the equipment"
That would defeat the entire purpose of the restriction if everything was perfectly balanced like that. I mean, I could put the requirement a level or two above what you SHOULD be at in that particular area but, again, that gives way to going out and grinding to get up to a particular level to use the equipment. I'd rather my game be a grind-free zone.
I do like the idea, don't get me wrong, but I feel like unless implemented PERFECTLY it would tarnish the otherwise pretty good system.
Any other suggestions? I'm going to go check out that other thread for ideas/input.
EDIT:
author=Link_2112
Leveling up can give you points that you use to purchase and upgrade skills. It can be a requirement for things; mostly skills, but even other things like quests.
Also, I forgot to mention that I like this idea too. When you level up you get a point. Points can be spent on upgrades/abilities for your character. The upgrades/abilities aren't mandatory, but they can definitely help the player with the game. Increasing your levels will yield more upgrades which will yield better characters. You don't HAVE to level up to get these bonuses, but it sure can't hurt. I'll think heavily about this idea because it can really help customize your characters and give the player who wants to grind an edge but still not make them OP (as grinding often does) but still leave the player who plays the game at normal pace in a winnable situation too. You can choose your own difficulty, essentially.
how can i make an item grant a skill on equip
I have a common event set up to constantly check if a character has a certain item equipped. It's a conditional branch that IF item=equipped THEN Character A learns ABILITY X.
IF item=not equipped THEN Character A forgets ABILITY X. I believe i have it set up as a parallel process.
You may want to check out Legion Saga II for reference as the Orbcraft system does exactly that
IF item=not equipped THEN Character A forgets ABILITY X. I believe i have it set up as a parallel process.
You may want to check out Legion Saga II for reference as the Orbcraft system does exactly that
Change Battle Type in RM 2k3 back?
Nope. Once you make a change and save it in 2k3 it will warn you that the conversion process is irreversible.
Two in one: Requesting review for game! And special coding help!
An idea you could do for the custom skill points is to just have an item or NPC call the value of the variable. For the project I'm working on you get (invisible) points from monsters to upgrade your magical equipment. You have no idea how many points you have until you go to the magic-smith (or whatever) and have him check for you using his professional abilities. It just brings up a message box that says "It seems you have X Points available for upgrading" or something.
Recoloring Tool?
I recommend GIMP for recoloring. You can choose a range of colors to recolor so you don't end up trying to change your red hat blue and get green skin in the process.
Could use some basic advice!
I agree, maybe a bit more clarity around what it is you're trying to accomplish and you'll get a few more helpful responses.
Are you asking for tips on how to implement it? How to design it? Appearance, leveling system, encounter system, navigation in a text based environment, etc.
See why we're confused?
Are you asking for tips on how to implement it? How to design it? Appearance, leveling system, encounter system, navigation in a text based environment, etc.
See why we're confused?
Change Battle Type in RM 2k3 back?
You could still have the ATB system and have invisible battlers. The attack animation could be something like your character walking up from the bottom of the screen and attacking. Check out legion saga for an example (ignore the battle style just pay attention to the animations.
EDIT: Also, no, you can't change to the turn based system without going to 2k.
EDIT: Also, no, you can't change to the turn based system without going to 2k.













