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I can't find the perfect Chipset for RM2k3

@LockeZ: Thanks man, I really appreciate it. I think I can work with what's given. Just one question, what is mac and blue? Is that someone who makes tilesets and is known for it? I've been searching it up, and I haven't quite understood.

@kentona: I've tried on many occasions. It turns out I'm really untalented at it. I simply don't have the proper ideas, or a decent sense of shadings. I end up making patterns and such, and make things very symmetrical.

I can't find the perfect Chipset for RM2k3

Okay, thanks for letting me know I was being vague, I sometimes don't realize I'm not giving enough info.

So, basically, the technology should be present day, if not, slightly a few years earlier. Just normal modern day technology. The room area, is a constant area separate from the actual world you roam. The room, I want to be just a dark room with a window and a bed and a door. Standard room, just a little dark, with more grey colors.

Now the outside worlds. I want it to be a standard bright, area. What I meant by a hint of LSD was, add some effects in that make it seem like a dream. I think I'll actually edit this part myself. I was thinking water animated strange multicolored tiles as opposed to normal water. Anyways the outside area, includes standard suburban areas with a bright and diverse colors. With the addition of some urban areas as well with slightly more monochromatic colors. I also need good indoor areas that match with the other chipsets. This one being separate from the room. Everything indoors pretty standard.

Now, the theme I'm trying to go for is make the world outside the room seem more and more like a dream. I'm planning multiple scripted playthroughs, and each making the tileset more dream like. So the tilesets would start to have more vibrant colors, and random objects will have colors and patterns that don't quite make sense.

I hope this clears things up. If more is detail is needed, let me know.

I can't find the perfect Chipset for RM2k3

So the kind of chipset I'm looking for is one that is either horrific, or trippy. See, I'm doing a horror sort of visual novel kind of thing with a friend with branching endings an such and the initial setting is supposed to be a dark room, that changes subtly as the game progresses. Now the character himself passes through the door in the room and is transported back to kind of a dream world, well back in time, it's a bit complicated to explain. The thing is I don't want the outside setting to be horror, but rather quite normal. Maybe some nice trees and buildings and flowers, but with a hint of LSD. Now I was looking through some resources and I found these: http://charas-project.net/resources_download.php?id=37520&file=resources%2FChipsets%2F46940_1255610289.png
http://charas-project.net/resources_download.php?id=37519&file=resources%2FChipsets%2F46940_1255610226.png

The indoors one is alright, but the outdoors one is too dark and desolate. Also If I were to change the outdoors, I'd have to worry about bitmixing. And another problem was that the poster said he edited it from other various chipsets, so I can't even give proper credit.

So anyone willing to help me out in my search for the perfect chipset?

Request for some guidance

There is this other battle system I was contemplating, that might work better within the system. I was thinking of having it a bit turn based, where you would input different combo strings (amount of chains based on level) and you're character will do every separate move in one motion just as the opponent is. Now the trick here is that certain strings wouldn't chain properly together so one would have to figure out what works and what doesn't. Say you hit on your first attack, i it doesn't properly knock the opponent up it doesn't string together, it still may hit, but that is if the opponent didn't input a block. Would that kind of system be more ideal? i think i've seen it somewhere before, i just can't remember it.

edit: also, what language was that tales of style battle system?

Request for some guidance

So, I will need to Upgrade to RmXP? Not too much of a problem I suppose, updating sprites will be a minor nuisance.
And Yes I am planning on making the fighting game system a lot like snes era fighting games, I'm going for something along the lines of UMK3.

Anyways, what I understand from this is, I need to Upgrade to XP, and sit down and learn Ruby. And before I even make the fighting game battle system, I have to make a few different rpg style systems to understand, as in learn ode to joy before learning Bouree. I realize that it's going to be a very tiresome and boring process, but I understand the benefits, and I will definitely get to work on it. Thanks.

Request for some guidance

Well, I want to do some changing to RPG Maker Battle system. What i'm requesting is, what I need to learn, possibly where I can learn it and etc.
So I'm terribly new to coding so this may take me several months to pull off, but what I want to do is make it so that, when you have an encounter, there will only be specific encounters in my game) instead of having an RPG style turn-based battle, I want to have a Fighting Game style Battle instead. If something like this has been done, then it'd be nice to show me, if not then I'm just asking for what to learn, and where to learn to pull this off. I mean I'm pretty sure others have changed the battle system up before, and even added some other things into the engine, so I'm pretty confident that, with a lot of dedicated time and effort I'd be able to pull this off.

Deus Ex Style Social Interactions in RPG maker

author=hima
I don't see how this is different from choosing an option, alter the variables, and check for conditional branches later. In RM2003, you'll need a lot of patience and many variables if you want to apply this to every NPC.
Well yes the little test example I provided was quite sloppy and a bit of a rough draft more. And no I don't need this to apply all NPCs, so I really don't need too many variables. In Deus Ex there were only some Key sequences when this kind of encounter happened. I might have maybe 10. The purpose of this, well in deus ex, was to gain extra experience(there was no grinding), extra information, and a more mental feeling as being more part of it (simple word choices make diffences). It was a nice and fun aspect that I would simply like to recreate. I plan on going a little further and having it affect the story as a whole and maybe even branch out.

And Link, by making more maps, are you basically trying to save variables and switches? Cuz what you seem to be talking about is more morality. For that I figured you'd have a morality variable, and different actions would raise or lower the value of that variable and you'd basically have multiple Even pages depending on the value of the variable. Now the thing with multiple maps is that one can change the maps to be more barren/rich depending on choice much like In Fable 2 when you choose who to give the arrest warrants to as a child. (give em to the thug and the towns gone rotten, give em to the guard and the town's gone beautiful)

Deus Ex Style Social Interactions in RPG maker

To be honest I don't know if this thread belongs in here or the help thread...
The purpose of this thread is to discuss how one could achieve Deus Ex style social interactions. I am testing this in RPG maker 2003. I don't know if this works in the more recent version.

Well to be more specific, I've only played Human Revolution, and so I don't know if it applies to the previous games, so I'm really talking about Deus Ex Human Revolution style social Interactions. For those of you who didn't play that game I suppose you could look it up on youtube. It's basically a kind of persuasion system to get information or to cause certain things to happen. Actually here's a nice example, for those playing this game be warned of spoilers this is one that is much more late in the game. I chose it because it shows one that matters between life and death. Here.

My attempt at this is to work with variables for persuasion levels(look at a youtube video for DXHR with the CASIE aug). It all works out in theory, making different choices subtract or add in the values of a variable. To be honest I think I'm having a tough time explaining it words so I'll give you a little attempt at it. It's something I conjured up in about an hour or so.
Test
Try playtesting that. What I also want you to do is to look at the events and maybe fiddle around with them. See if you can spot any flaws or even better methods. Share your insights.

Create new status ailments? rm 2k3

Thanks. And I actually did mention my engine. It's in the title...

Create new status ailments? rm 2k3

Okay here's the deal. I don't want to focus too much on the grinding aspect in my rpg, and remove the need to train. What I'm trying to attempt here is mainly puzzles, and "dungeons" for important items required to battle monsters. Now what I intend on doing is, have specific bosses that dish out terrible status ailments that can be protected against by gaining said items from "dungeons". The problem here is that I don't have any clue on creating status ailments. For example in one instance I want a boss to come out of an acid pool. A basilisk. And it will have a special move that petrifies you. The status will be called petrified, and it works like being frozen, you can't make a move for several turns. This would only be prevented by gaining the mirror specs item. Now I could just make it so that you get frozen. But say there's a boss that actually freezes you, you'd be able to use the mirror specs for that boss and not get frozen an bypass any "dungeon" questing. So would any of you know how to create a status ailment?
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