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Introducting characters: too soon or too late?

So far there's eight playable characters, so it's not like the player will feel like they're lacking something huge. And other characters can learn black magic, just not as well or as fast as she can. I guess it's just a question of timing, and whether or not the game can stand to hold off on her arrival for a few more hours of game play.

In contrast, the white mage comes into the game fairly early, and the mechanics surrounding her magic are the same: others can learn healing spells, but not as fast or as well. She isn't vital, but she is important. I feel the same way about the black mage, but I'm torn on whether or not to add her in early or wait.

Looking for a face set

The face sets I'm using are full profile images that, using common events, I have coming in above the text box. I have a set for each of my main characters, as well as a few for some important NPCs. The ones I don't have are for my villains, and I've looked everywhere. Here is an example of the art style of what I already have:

Linky

If anyone could point me in the direction of some evil looking profile images, I would be ever so grateful.

Introducting characters: too soon or too late?

In my game, there are several characters that slowly get added to the party over the course of playing. One of these characters is a black mage, the only one in the game. As things stand now with the story, she won't be joining the party until much later in the game than most of the cast.

Which begs the question: Should I wait such a long time to introduce her, thus depriving the player of a black mage for several hours of play time? Or would it be better to put her in much sooner at the risk of overwhelming the player with too many characters to choose from earlier on?

Seriously, when is the best time to bring in a new character?

Battle lengths

I'm trying to think back to all the RPGs I've played and remember how long boss battles took. All I can remember is how long they felt.

If you do it right, the battle is challenging and rewarding without being a drag. If you do it wrong, it feels like a chore, and when that boss pops up it inspires the wrong kind of dread in your players. You want them to think, "Oh shit, it's a boss, time to get real!", and not, "Oh God, not another one..."

In that sense, I wouldn't mind a long boss battle, so long as it's fun.

Resource Museum

You know, charas-project.net does have a lot of Japanese themed graphics. If you don't want to pay for anything, I mean.

Resource Museum

I found this on another site and thought I'd use it in my game, so I made it into a character set. I'm posting it here for general use. You don't need to credit me since I didn't do all that much.

Hefty coding question: guards detecting thief

I'll take my time and go through it until I get it right. It will be a while before I absolutely need it, so I'm not in a hurry. Thank you again, I'm so going to credit you for this!

Hefty coding question: guards detecting thief

Kazesui: Thank you very much, that's exactly what I'm trying to do. I've downloaded the file, it should help a lot!

King of Games: The terrains idea is interesting. I will have to play around with it and see what I come up with.

Edit: Wow, there's a lot of math here. Trig was never my favorite subject in school. This is going to take me a while to figure out.

Hefty coding question: guards detecting thief

Actually, it'd be easier to use the sprite facing conditional branch option instead of devoting a variable to it. What I can't figure out is how to incorporate that into the existing code. I know I need to make it so that it's only checking for the direction the event is facing, as well as how close you are to it. I'm getting closer to figuring that part out. What's really tripping me up is how to make sure they can't see through walls.

There's a lot of math here, and math is not my strong suit.

Hefty coding question: guards detecting thief

Okay, this is going to take me a bit to explain, so bear with me.

I'm working in RM2k3. In my game, battles exist as monsters that you visibly see on whatever map you're on. But instead of simply making the monster an event that constantly runs at the hero, I coded them as parallel processes that create a sort of zone of detection around themselves of five squares. So the enemies don't "see" you until you're within five squares of them, and then they come after you.

The code for this is below:


Variable oper: <herox> Set hero x coord
Variable oper: <heroy> Set hero y coord
Variable oper: <herotempx> Set hero x coord
Variable oper: <herotempy> Set hero x coord
Variable oper: <detectorx> Set this event x coord
Variable oper: <detectory> Set this event y coord
Variable oper: <herotempx> - this events x coord value (subtract the value from this event's coord value)
Variable oper: <herotempy> - this events y coord value
Branch if Var <herox> is less than
Variable oper: <herotempx> X -1 (multiplied by -1)
End
Branch if Var <heroy] is less than
Variable oper: <herotempy> X -1
End
Branch if Var <herotempx> is 5 or less
Branch if Var <herotempy> is 5 or less
Move Event: This event, move toward hero
Wait 0.2 sec
Branch if Var <herotempx> is 1
Branch if Var <herotempy> is 1
Wait 0.1 sec
Enemy Encounter (note: this is where I put in whatever battle group I want)
Victory Handler
Flash Sprite: This event 1.0 sec (wait)
Play Sound: (whatever sound I want of the monster dying)
Change event location: (I move the event to the corner of the map, out of sight, where it can't keep going after the hero)
Escape Handler: This event, wait, wait (this is so if you escape from the battle, you don't end up in the same battle immediately because you're still next to it)


Now, there's a point in the game without battles where you're playing a thief sneaking into a castle's dungeon. You have to get past the guards, and I think I can use this code to make guards that will "see" you if you get too close. The problem is I can't figure out how to code it so they'll only see you if you're in front of them (the code above will detect you if you get too close from any direction).

I want to modify the code so that the guards will only see you if they're facing you, and only if you're within a set number of squares, say ten or so. I also want to be able to make it so they can't see around walls.

Any help would be greatly appreciated.