SLASH'S PROFILE

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APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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Your Game Sucks

The truth is, people like games likes FF7, or Chrono Trigger, or Tales of Symphonia, and they want to make a video game as cool as those. Now, obviously, games like these have teams of anywhere from 10 to 100 people working on them, and an independant RPG is going to have a hell of a time keeping up.

But with enough hard work, sweat, blood, pain, anguish, tears, long nights without sleep, caffeine, more pain, spriting, violence, and self-loathing, you can use RPG Maker to make a truly sweet, epic game.

I loved playing Wilfred the Hero, but it felt cut off. The story's not finished, and it never will be, and that makes me sad. To make a story as enthralling as a good book in an RPG, it has to be fairly long, so it includes gameplay and isn't just a movie with crappy graphics.

Regarding use of face sets

I always liked how Tales games pulled it off - having cutscenes and dialogue with no facesets and only character emotions (along with voice acting, I suppose) but having optional dialogue with moving facesets and emotion.

Moving facesets would be ridiculously time-consuming though.

Falling Event

author=BboyHavoc link=topic=3967.msg79596#msg79596 date=1244678010
author=Fallen-Griever link=topic=3967.msg79500#msg79500 date=1244628653
Parallel Process:

Input Password: v[xxxx] [b](Do Not Wait Until Key Hit!)[/b]
If v[xxxx] = (whatever the value is for left)
Move Event Hero: Left/Down.
Else
If v[xxxx] = (whatever the value is for right)
Move Event Hero: Right/Down.
Else
Move Event Hero: Down
End Case
End Case

The above will allow the hero to move down if the player presses nothing and to move left/right if the player hits the right key. RM2K/3 isn't the best for action sequences but I found this system worked okay in Sore Losers (assuming I am remembering it correctly, I don't have the code in front of me...)

As for the obstacles, just place an event in front of them that is Below Hero and On Hero Touch. Have it turn on a switch that turns on a new page in the Parallel Process event that controls hero movement. This new page should then have in it the stuff you want to happen if you crash.

Ok, so I got the movement part correct but now that I put events(obstacles) on hero touch, the events aren't even being processed. For example: I have an event that when the hero touches it, it turns on a switch which applies a second page in the Parallel process event. I have it so that the hero flashes red, but when the hero does touch it or goes over it, nothing happens. I've also tried just putting events on hero collision or hero touch that when the hero does touch it, the hero sprite flashes red, but that doesn't work either. Is there something wrong with parallel processes that wont allow other events to work?

That shouldn't be it, parallel processes should work alongside your map events; that's why they're there... maybe something is funky with the switch. You could try having the switch call the second page of the parallel process event and then making a loop.

That being said, I really wish I could crack open Starless Umbra and look at his mine cart game code. That guy knows what he's doing, even if that mini-game is freakin' hard.

Falling Event

Have a key input process that moves him right/down or left/down when you press left or right?

Using edited RTP graphics...

author=kentona link=topic=3948.msg78940#msg78940 date=1244422591
RPG making is much easier if you have no pride.

I'm sure I'd have like, three games done if I wasn't so sick of Alex, Mage, Chick, and... Fluffy. But getting carried away and making awesome sprites is fun too.

Using edited RTP graphics...

I'm working on a project, and when I started off I knew straight away I didn't want to use the RTP (for obvious reasons: pride, overuse, etc.) But, I've been using custom sprites based off the rtp for a lot of things, mainly, the battle animations.

How does the RM community feel about heavily edited RTP sprites? I've noticed many games use darker sprites, or ones from FF-like SNES games. The RTP sprites have a goofier, lighter feel to 'em.

Item Carrying

I preferred Earthbound's system as well. Each character had a limited amount of space in their inventory, (like, 20 items?) and could only use their items in battle. It added a little strategy (give Paula some food so she can heal people in a pinch, give Jeff just enough items and then stock him up with Big Bottle Rockets).

It also helps discourage farming, because if some idiot can plow through the game by repeatedly killing Hydracondas for Megalixers, making Lavos a joke... *ahem* It just removes part of the game's strategy. Why heal when you can spam your 99 full heal pots?

Of course, you could make items great, but never the best... or make truly life-saving items extremely rare. Basically, if a person ALWAYS wants to potion instead of Cure, and he can carry x99 potions, you might as well not have even made the spell.


Modify: Wow, this is a old topic. My bad. I was just thinking about this today, though.

Okay! Can you make subset skills use Switches? RM2k3

I meant something along the lines of a "Limit Break", where a battle command pops up after certain conditions (say the hero takes a lot of damage). That command would be a skill subset. I was just curious as to if I could make a "subset skill" just turn on a switch like a normal skill can.

I like the dummy skill idea... the only problem with the MP one is that all skills have to cost different amounts of MP; also, Ethers or anything that restores MP, or MP-draining attacks will mess it up.

The ability to have skills activate switches is already in the skills tab, it's just annoying because I can't have subset skills activate switches too, and because skills that use switches can't target individual monsters.


Anyway, I think I've figured out a workaround that'll make sense for my game.

Okay! Can you make subset skills use Switches? RM2k3

I'm making a system that involves two types of skills: ones you can use all the time and ones you can only activate after certain battle events.

That being said, they're all pretty code-heavy and I was wondering if there was a way to make a skill under a skill subset (the one added to the commands at particular times) activate a switch, just like normal skills?

REAL Battle Formulas?

My bad; I saw it a while ago. A lot of people get annoyed when you bump the hell out of topics :/

Thanks a ton, Craze! I've actually used your posts to help me quite a few times before this, and I think you were the one who posted the original topic about battle formulas.