VIDEOWIZARD'S PROFILE
VideoWizard
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I've been at making games for RPG Maker for almost 20 years! No, they're not ALL Dragon Kingdoms games, just most of 'em.
http://i64.photobucket.com/albums/h191/videowizard2006/WARNING.png
http://i64.photobucket.com/albums/h191/videowizard2006/WARNING.png
Dragon Kingdoms V
A hero gathers a party to return the world to its past glory and keep the dragon legend alive.
A hero gathers a party to return the world to its past glory and keep the dragon legend alive.
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March 2014, Or How I Learned To Stop Worrying and Make the Game
Actually, in Final Fantasy Legend (aka SaGa 1), it was when the characters died three times, not one. They would start with three hearts and lose one when dead (and not revived before the end of battle). You could also buy hearts for something like 10,000 GP.
radiantchain2.png
Or someone... although this is Radiant Chain, not Dragon Kingdoms, so we can't just call William to lift the pebble (in comparison) out of the player's way. Oh well.
P2R Blog #10 (Testing time mk.2)
[Poll] How long have you been with RPG Maker?
author=LockeZauthor=Adon237It's really, really bad. I made a game in it back before RM2K came out. Let me run it down for you.
RM95? There was something before 2k? That's incredible! I am going to take a look at it, see how it's like.
- Maximum of 256 switches for the entire game
Actually, RPG Maker 95 had 1000 switches. Considering the next two points, however, that still isn't much.
- No such thing as variables
- No such thing as self-switches
- This means if, for example, you have 200 treasure chests, that only leaves 56 switches to keep track of cut scenes and everything else
- Mapping uses the same ABCDE tileset style as RPG Maker VX, but without autotiles
- Maximum of 256 maps, I think
It's actually 999, the same as now.
- No panoramas
- No directional passability; tiles are either O or X
- No heights; only events can be above the hero
- There is exactly one style of buff spell you can make, which is a flat buff to a single stat
- The buff spell stacks infinitely with itself and can be cast outside of combat; you can cast Attack Up 700 times in a row before a battle starts and have 9999 attack power during that battle
You can even break the cap doing that, but it will max at 32767 damage, IIRC.
- It runs in 640x480 resolution and has full mouse support!?
You can only have 100000 events for the entire game, EVE00000 through EVE99999.DAT
There's only 100 items, spells, monsters, and animations.
You can only have EIGHT playable characters.
The original release and 'RPG Maker 95+' won't run on Windows XP, Vista, 7, or 8. There is a version that is playable on Windows XP, Vista & 7 at least. But the engine *MAY* crash when changing items or spells.
Play around with it for fun, but don't expect to make anything serious.
Benny Interviews: MISTER BIG T
Well, the Commodore 64 went well into the early 1990s, finally discontinued in 1995. Yes, that's right, it was possible to go from using the C64 to Windows 95 in the same year. 1982-1995 is not a bad run, a lot like the PS2 actually (2000-2013).
You guessed it, I was yet another C64 user. Probably why I was so bullish on the Nintendo 64 when it came out not too long after the C64 was discontinued, and it also helped that the NES and SNES were awesome.
You guessed it, I was yet another C64 user. Probably why I was so bullish on the Nintendo 64 when it came out not too long after the C64 was discontinued, and it also helped that the NES and SNES were awesome.
Battle1.PNG
Making use of Thalzon's battlers, I see :)
If Marren is a magician of some sort, maybe he can put those dandelions on ice. Also, do the characters turn toward the enemy when the selection is made? If not, it might look a little weird.
If Marren is a magician of some sort, maybe he can put those dandelions on ice. Also, do the characters turn toward the enemy when the selection is made? If not, it might look a little weird.
A_new_world.png
Dragon Quest II is represented here, too? That's Midenhall Castle in Torland! It's good to see what DQ1 and DQ2 would have looked like, if their remake was either behind DQ6 and DQ3R, or at the same time.
What's a good length for a demo?
7. After acquiring the last crystal the king is waiting outside the cave, smashes their heads in and takes all the crystals
That seems like a good time as any. The game isn't over, but it leaves the audience wondering just what is about to happen to the world. Probably going from point 3 to point 7 would be best for a demo.
That seems like a good time as any. The game isn't over, but it leaves the audience wondering just what is about to happen to the world. Probably going from point 3 to point 7 would be best for a demo.
Looking Back: Sunset Over Imdahl
http://rpgmaker.net/articles/727/
http://rpgmaker.net/games/727/
Interesting coincidence here. Considering this is one of two games that inspired my own projects (the other is Wilfred the Hero). Sunset over Imdahl actually made hand-drawn graphics the thing in the community for a while.
http://rpgmaker.net/games/727/
Interesting coincidence here. Considering this is one of two games that inspired my own projects (the other is Wilfred the Hero). Sunset over Imdahl actually made hand-drawn graphics the thing in the community for a while.













