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The Screenshot Topic Returns

The flowers don't match? They're all from the same place in FF5. The carpet is from FF5 as well, though from a different chipset.

The Screenshot Topic Returns

author=geodude
it doesn't look evil enough. flowers are not very evil. more evil!


Will it help if I say that the resident Lord, who looks after the military, is a scary looking dark knight?

What we did horribly on our first games.

My first game? Here are a few facts about good ol' Lost Chapters from the year 2000.

1. No intro sequence.
2. No storyline at all other than you were a demon from Hell and had to kill a bad guy.
3. Characters joined the party for no reason. A dancer with ADHD, a dragon, and a sex changing sorcerer were just a few of the characters that joined the party. Also a talking cow.
4. The main character was named Exdeath.
5. It was all RTP. Nothing was mapped well at all and the amount of empty space on each map was staggering.
6. The main character's best friend tries to kill him for a reason that is never explained. It happens ten minutes in and is the hardest fight in the entire game.
7. I made it in two weeks.

Yeah.... So it was pretty bad.

The Screenshot Topic Returns

EVIL CASTLE.



Yes, evil. It's just not supposed to look evil. Imagine the Empire from FF6, only not as dark and brooding looking. These guys are evil and they know it (as does everyone else), but they just don't show it. It's one of those "worst kept secrets" sort of things.

Question about RM2K and 2k3

Ten years later... It's game over, guys. We've been found out.

New Monster

Very nice flow! Looks good.

Are the sound effects temporary? They all sound either too quiet or too out of place.

Adalyn.PNG

Agreed with Jude. The pillars should also be more rounded along the bottom.

timepuzzle.PNG

author=Little Wing Guy
Instead of having one combination opening the exit, why not have other possible combinations that drop down a chest or open a secret door? These codes or riddles could be hidden around the dungeon (albeit harder to find than the actual exit combination) so players get rewarded for a little exploration.

Also, what happens if the time is incorrectly answered? A battle?

I've actually been adding treasure for other combinations. I like the idea of some combinations giving hints and such.

There are no random battles in the room and guessing the incorrect time will not result in a battle. It will just say "nothing happened."

I might change it so that, instead of the event calculating the time and hour that you guessed, it will add the two together (7 + 45). That would be far easier to keep track of in the event itself, because right now I'm using branches for individual hours and minutes guessed, which I'm realizing is very inefficient.

So the sum of the hour and minute together will decide what the player gets. By doing this, I can make a certain number range (which could simulate anywhere between 1-60 minutes or whatever) unlock the path to the next room rather than just a single hour/minute combination.

Here's where the treasure chests spawn. Each X represents a chest. The circle is where the exit appears.

timepuzzle.PNG

author=Versalia
I think this is a really terrible concept for a puzzle. It's not a "puzzle," it's a game of password. There's exactly one correct time to set the clock to, and exactly one way of finding out that time - run all over the dungeon until you find it written down. FF7 actually did this properly because of their "clock arms knocking you into the pit!" mechanic, and different time settings allowing you to access several different rooms. This feels like the knockoff version :<


edit: Apparently you don't even get the solution, you just get "hints" that help "clever players" ... so if you're not great at interpreting verbal clues, you will have to make 144 guesses :<


Well the two hints, which are hard to miss, both contain a number each. I'd like to think that most players would clue in when they reach the clock that the numbers meant something.