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Easter

Oh, I thought it was a horror about Easter.

Easter is a perfect time for people to be rising from the grave, and you could play this for all it's worth.

But who names their kid Easter?

Deltarune

I wanna see exact words. It feels like Toby's possibly doing the "in a manner of speaking" thing full power and saying alot of stuff that if interpreted slightly differently, is completely wrong.

And I can always claim this.
https://tvtropes.org/pmwiki/pmwiki.php/Main/TrollingCreator

Toby also said that there was only one ending but pffft, how could it be an Undertale story if your choices don't matter! Don't be silly.

The Plot to Kill the King

Made it to Jerusalem (mainly by running away alot). Okay, a few things.

While you definitely get points for realism, it's rather hard to make it through the game WITHOUT stealing, as items give garbage healing (the average enemy deals 30-50 damage, while the best healing item I've yet seen is the egg). Worse, resting heals fatigue not health which is not at all helpful.

For healing items, stick to % healing for health. Not only does this scale with level, but it adjusts to possible balance errors you've made. Also, as a general rule of thumb, healing should recover about 2-3 times what one hit deals. If it doesn't at the very least heal 1:1 there are balance issues. What you've got now is roughly 1/2 healing:1 damage with the best item (which still poisons you), and closer to 1 hp healing while as I say, enemies pound away at you with your lousy armor. The only two cost-effective items seem to be eggs and olives, short of cooking food.

Just in terms of balance, aside from making weak items 1%-5% health and other items give health and fatigue, inns should be closer to 5 shekels than 30 (supply and demand dictates that if money is hard to earn, you have to cut costs) EXCEPT within Caesara and Jerusalem (capitals and major cities can command high prices). And denarii (not shekels, usually) could buy more not less, because the currency was deflated.

https://news.ycombinator.com/item?id=472423
Using the prices listed and assuming a 10 hour work day, one denarius was worth:

1/4 of a decent beer, or 1/2 of a Egyptian beer
1/2 an ounce of Pork Mincemeat
1/12th of an Italian pound of Venison
1/2 a bath

With a 10 hour day, laborers made:

2.5 denarii an hour for farm labor
5 denarii an hour for carpentry
2.5 denarii an hour for data entry (scribing)
1.5 denarii an hour for entry level teaching
(assuming 10 pupils and 10 hour workday

2 denarii for a bath (not 30), and about 10 to 50 for wages.

I did finally get a bow, mainly be the mail sidequest (Qumran -> Hannah). But aside from hunting leopards for skins, it's a little off.

Also, the bath codes are a little shaky. You get hit with the charge message when you're leaving sometimes, and I also got asked when the bath was supposed to be on the house (mail package delivery).

Also, I'm a bit confused what to do in Jerusalem to get the plot to start. It's a big city, and I can't find Saul.

The New Earth

I think there's like a crystal or something? The keys go not to a door (should have made them look different then), but to breaking the seal on the crystal. The crystal should in turn uncover a gate, which leads to the final room. And the final room has a number of invisible paths, so before you ask, yes you should be able to continue on, but there are some potholes for going the wrong way and some dead ends.

Deltarune

Rue, to explain it properly, the original appeal of Undertale (before Deltarune got ppl like you interested) was that it was a quirky game, kinda like Earthbound, and Mother 3. Which I recommend you also play.

But I'm glad it got you interested.

Toby Fox knows how to construct a soundtrack.

Omg, yes. I listened to this for hours.

https://www.youtube.com/watch?v=7WDFUcjWARU

Playing it now. It is alot like the first game (wouldn't have expected that from seeing screenshots).

Having played some of the game but becoming so disgusted with the ending from watching spoilers that I couldn't bring myself to finish (plus I generally hate fatalism as a concept), I have decided the game is essentially a sequel and prequel to the original events.

This actually works with the branching endings of the first one, as you can't do a straight up sequel to all three endings.

Confused? Well, it's like this. In the original game, we have Alphys, Asgore, Goat Mama (forgot her real name), Sans, and Undyne. Here, they are all still characters, and it seems to initially take place after the original story. In the last scene of the good ending of Undertale we see a school being founded, and people are in the surface world. But this is also a story of the past. Because you see, this story vaguely echoes that of Chara (you know, the first child, who wasn't all he's cracked up to be) and Asriel.

Undertale is the story of the present, the choices you make now matter. But Deltarune is a story of the past and the future. You can't really alter the future directly (you change the present, but the future is unknown), and the past is presumably already written. So this is a story of fatalism. That said, this is precisely why I couldn't keep playing. Not into that sorta thing. But I fully expect future chapters to tell a story that is both showing the future of the Undertale timeline, and how it basically turns up like the past somehow.

Trigonometry script for rpg maker 2003

If you dont mind people using trig to solve problems, seems kinda weird youd seek out this one eight-years-old tutorial about how to use trigonometry in an engine that doesnt normally support trigonometry to tell everyone how trig isnt necessary.

I don't actually know how I found it. Oh wait, yes, I do.

I was searching for a good tutorial on how to make Ring Menus. Found this instead. Found it worse than useless, and had to puzzle through over the next few days what to do instead. So it was a sort "thanks for nothing" type thing that inspired me to go after this topic. And ummm, the attitude most of the people here that you "have to know trig" to do this sorta stuff doesn't help matters.

What if you decide you need more menu items? Perhaps an arbitrary number of them that can change? What if you want to resize the ring? Sure, you can write code to cover each possibility, but it would sure be nice to just pass a number or two into a function call and have the code do the rest. That's all the tutorial is addressing.

Then you literally just draw more. You can have up to fifty objects, and that limit is mainly cuz you can have up to 50 pictures (without extending the limit). My sample program had minimum about 3 icons, but about 8, after you collected certain items. It's also fairly easy to learn and use, once you have a KeyPress event.

For the record, this isn't even about the math. Nor is it about Kazesui's code. Alot of his stuff is good. It's about elegant solutions vs simple ones. And it's about most of the people here acting like any other methods are worthless.

The menu could rotate around, but this is a matter of redrawing all locations of each icon. This would be one thing that the trig would be useful for. If you have locational movement, it takes the constant recreating in order to make the same effect as a variable that did it for you. If I decided to use this menu for magic or items, I probably would also use the trig method.

Since I casually wanted a Ring Menu in my game, this thread annoyed and frustrated me, because it was vaguely like someone trying to teach me the entire Chinese language, when I want to know how to say a single word ("thank you") in another language.
If I have to learn an entire mindset just to do one job, I'm not happy.

When I'm on page 5 or so of a search, and nobody has done a more direct tutorial, also not happy.

When I try to explain, that perhaps there must be a simpler way, maybe not as powerful, but simpler, and everyone assumes I'm trashing Kazesui's code, and gives me grief then I'm no longer not happy, but actually pissed off.

The New Earth

Well, it's actually a remake of an early game. The game never really worked right, so it's kinda a joke game.

Ignore Impossibe refers to movement. On the off chance one of my move events was freezing things, it would skip movement that didn't work. But I figured out what you were really talking about was copypasting a teleport event, then forgetting to change it.

Trigonometry script for rpg maker 2003

author=Tw0Face
Wow, I never thought of solving Event problems like that. I think this is an awesome idea and I'll definitely check this out. Especially the way your Stealth System works seems to be an huge improvement towards many other things I've seen on RM before.

Greetings,
Tw0Face

Thanks! Yeah, math was never my favorite subject. I had some Brunhilde-type math teacher with a bossy voice that freaked me out.

The point to everyone (including narcodis just now), is not that this isn't fine code. It's just that people like me for years had that math teacher in their head giving them literal ulcer, that whenever they tried to make games, this said "I could never make a game like that (with guards and ring menus)." I don't mind people good at this using it. But for people who failed trig, my aim is to replace that voice with "I can do this. I'll just do it another way."

Trigonometry script for rpg maker 2003

Update: This is how I did Ring Menus

And no I didn't need no stinking trig classes that I got a C+ in.

https://rpgmaker.net/engines/rt2k3/utilities/207/

Note the almost complete lack of variables, much less trig equations.

The New Earth

If I remember correctly, and I don't, because it's been a long while, she's trolling you. You don't actually have to reset, the maze makes you look stuck, but there's like fake walls and stuff. There may be parts that you do legit need to reset because I neglected to

I'll actually going to download it, and check.

Just to be safe, I am adding an Ignore Impossible Events to the movement for the Brunhilde scene. What should happen, is the scene completes, you get hit by a boss, and then there's a mass destruction scene (that doesn't really destroy much of anything). You should now have a key you didn't before, which opens the castle up.

Ahhh, I see now. I have garbage code. I am teleporting back to the cutscene. Yeah, I can make a fix of that.
And I'm gonna add a few more wall passages.

Tbh, this is not one of my better games.