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Fundamental RPGology
Okay, my entry is available here.
Fundamental RPGology
Fundamental RPGology
I'm working on creating a dossier screen for upcoming enemies - an inverse bestiary, so to speak - but I can't seem to find the functions for printing the enemy portraits.
I've got the current enemy troop set to a variable, and after each victory the variable is increased by one. For the dossier and enemy encounter events, the enemy-troop-variable is passed as an argument. For the dossier, my window class declaration looks something like this:
Window_Dossier(id)
{
draw enemy portrait(id)
draw enemy name(id)
draw enemy skills(id)
etc.
}
Anybody know where I should be looking?
I've got the current enemy troop set to a variable, and after each victory the variable is increased by one. For the dossier and enemy encounter events, the enemy-troop-variable is passed as an argument. For the dossier, my window class declaration looks something like this:
Window_Dossier(id)
{
draw enemy portrait(id)
draw enemy name(id)
draw enemy skills(id)
etc.
}
Anybody know where I should be looking?
Deimos
Okay, I just finished playing through the demo. You have a really great game so far! The battle system feels fun, and I like the simulation aspects of it - kind of reminds me of Rune Factory in a way. However, there are some adjustments I would suggest.
1. Add a bit more open space to the town maps. One issue I kept having was that I kept accidentally running down a certain not-so-obvious alley in the Military District and had to backtrack a bit. This isn't as much of a problem for the dungeons, as players expect those to be tricky to navigate, but the town portions should be easy to travel through. You might consider just having a generalized "town" menu for most day-to-day tasks, like in the Etrian Odyssey series, with the option to roam the area manually.
2. When a player goes up to a bounty, show the bounty's suggested level before they decide whether or not to fight it. Also, you might consider adding a Bounties option in the main menu for more convenient checking.
3. Show a separate counter for Magicka in the main menu, with a different icon from the money counter.
4. Let the player see how much loot they've collected so far in the items menu.
5. Add more purpose to the blacksmith. I didn't need to visit him even once in the demo, I just used whatever equipment I got from the dungeons.
6. Add more of a pause to choice screens. I kept accidentally skipping through choices too quickly.
And finally, more of a features I'd really, really, really love to see than ones I'd expect to see:
7. An unlockable Infinite mode.
8. Choice between male and female character.
You have done a really great game so far and your demo has certainly done a great job of showing off the traits of your game. It just needs some touching up here and there. I look forward to seeing where this project ends up!
1. Add a bit more open space to the town maps. One issue I kept having was that I kept accidentally running down a certain not-so-obvious alley in the Military District and had to backtrack a bit. This isn't as much of a problem for the dungeons, as players expect those to be tricky to navigate, but the town portions should be easy to travel through. You might consider just having a generalized "town" menu for most day-to-day tasks, like in the Etrian Odyssey series, with the option to roam the area manually.
2. When a player goes up to a bounty, show the bounty's suggested level before they decide whether or not to fight it. Also, you might consider adding a Bounties option in the main menu for more convenient checking.
3. Show a separate counter for Magicka in the main menu, with a different icon from the money counter.
4. Let the player see how much loot they've collected so far in the items menu.
5. Add more purpose to the blacksmith. I didn't need to visit him even once in the demo, I just used whatever equipment I got from the dungeons.
6. Add more of a pause to choice screens. I kept accidentally skipping through choices too quickly.
And finally, more of a features I'd really, really, really love to see than ones I'd expect to see:
7. An unlockable Infinite mode.
8. Choice between male and female character.
You have done a really great game so far and your demo has certainly done a great job of showing off the traits of your game. It just needs some touching up here and there. I look forward to seeing where this project ends up!
Catharsis
In Search of Immortality
Just finished this and Dead Moon Night - damn you guys are amazing.
(Favorite character is Alma, btw!)
(Favorite character is Alma, btw!)
Fundamental RPGology
author=caparo
**Edit**
There's a script by Victor Sant called Victor Action Conditions.
link to his blog
Thanks caparo!
Fundamental RPGology
Quick question. I've modified the main Parameters to serve as different sources of attack and defense - most notably, AGI and LUK becoming Leg Strength and Leg Defense. I shouldn't have to modify the agility equation, but are there any luck-based equations that might need to be modified?
Also, I'm trying to figure out more ways to seal and unseal moves - certain moves being sealed UNLESS you're in a certain state, and defining multiple conditions for skill sealing and unsealing. Any suggestions?
Also, I'm trying to figure out more ways to seal and unseal moves - certain moves being sealed UNLESS you're in a certain state, and defining multiple conditions for skill sealing and unsealing. Any suggestions?