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mylink12.png
It isn't actually by him, it was edited from this sprite by Kaeru-Sama:
http://i25.photobucket.com/albums/c66/RPG_Maker_XP/Characters/My%20New%20Creations/Link/Link.png
Which was free to use, with credit.
He also did them in Blue and Red:
http://i25.photobucket.com/albums/c66/RPG_Maker_XP/Characters/My%20New%20Creations/Link/Link-blue.png
http://i25.photobucket.com/albums/c66/RPG_Maker_XP/Characters/My%20New%20Creations/Link/Link-red.png
http://i25.photobucket.com/albums/c66/RPG_Maker_XP/Characters/My%20New%20Creations/Link/Link.png
Which was free to use, with credit.
He also did them in Blue and Red:
http://i25.photobucket.com/albums/c66/RPG_Maker_XP/Characters/My%20New%20Creations/Link/Link-blue.png
http://i25.photobucket.com/albums/c66/RPG_Maker_XP/Characters/My%20New%20Creations/Link/Link-red.png
What Videogames Are You Playing Right Now?
I bought Dungeons for my wife, but she doesn't like it because its not intuitive, or the controls are bad, or there isn't enough direction. I'm not sure what exactly it is she doesn't like, but she has gone to play it several times and every time she closes it down, cursing something about one of the things I listed above.
help:making houses, interior and ingame cutscenes
The switch thing I explained to you regarding the first question (about intros) can be used for a variety of things, which almost all boil down to having an event play once.
A) A treasure chest that can't be looted more than once
B) A battle that shouldn't be done twice
C) Cutscenes
etc.
A) A treasure chest that can't be looted more than once
B) A battle that shouldn't be done twice
C) Cutscenes
etc.
help:making houses, interior and ingame cutscenes
The world isn't IE friendly, you should be using Firefox, Chrome, or Opera. :)
D&D Campaigns run when we were younger are a great source of story ideas aren't they?
D&D Campaigns run when we were younger are a great source of story ideas aren't they?
help:making houses, interior and ingame cutscenes
I expect your game to have excellent beatz then, cg!
The battle animation thing is easy with rm2k3 i'm sure there is an event option for it probably on the second page? it's been a while for me since I have used that program.
The battle animation thing is easy with rm2k3 i'm sure there is an event option for it probably on the second page? it's been a while for me since I have used that program.
The Dedicated Healer
The idea behind a dedicated healer is an archaic trope from old games like FF1 and D&D (and even in original D&D iirc the healer was also the wizard.)
There is no reason that it should be done to this day, and shows laziness on an RPG designer's part.
That being said, having one character GOOD at healing is in no way a bad thing. It gives you an option when, for example, a fight is damage intensive and someone needs to be healing every turn. Why waste someone who does healing and damage equally on just healing, when you have someone who can heal much better than they can do damage, if they aren't going to be damaging anyways?
The jRPG style that most RM developers emulate enforces this 'White Mage' problem, and it is up to the developer to determine a way around it and redesign it.
Although, it has been done to death that every character can be customized to an extreme. Spoiled for choice comes to mind when I consider recent RPGs. In a setting where Magic isn't prominent, it is easy to replace healing with Items and suddenly everyone can use it. But for some reason, items are considered precious commodities, or represent and under-powered form of recovery in most jRPG games.
The two methods of fixing this is to make items more powerful, and more available. Healing magic as it were would need to be removed or reconstituted as buffs and regeneration as opposed to direct healing.
The other would be to have each character have a sort of Heal skill. Not a spell, but something they can train that offers them battle commands to the goal of healing. Using EQ terminology, "Bind Wound" for example would be the entry level to the skill. It would require a Bandage to use, and would only heal the user a small amount. Once you have leveled it up a bit, "Mend" becomes available. This again would be self only, but would require nothing and heal more. Eventually you could unlock "Tend Wound" which would allow a hero to recover another characters life, at the cost of a bandage. Then at the highest level, something that would allow you to heal the entire party at once, but only usable by a character once per combat (to give you incentive to level every characters Heal skill)
There is no reason that it should be done to this day, and shows laziness on an RPG designer's part.
That being said, having one character GOOD at healing is in no way a bad thing. It gives you an option when, for example, a fight is damage intensive and someone needs to be healing every turn. Why waste someone who does healing and damage equally on just healing, when you have someone who can heal much better than they can do damage, if they aren't going to be damaging anyways?
The jRPG style that most RM developers emulate enforces this 'White Mage' problem, and it is up to the developer to determine a way around it and redesign it.
Although, it has been done to death that every character can be customized to an extreme. Spoiled for choice comes to mind when I consider recent RPGs. In a setting where Magic isn't prominent, it is easy to replace healing with Items and suddenly everyone can use it. But for some reason, items are considered precious commodities, or represent and under-powered form of recovery in most jRPG games.
The two methods of fixing this is to make items more powerful, and more available. Healing magic as it were would need to be removed or reconstituted as buffs and regeneration as opposed to direct healing.
The other would be to have each character have a sort of Heal skill. Not a spell, but something they can train that offers them battle commands to the goal of healing. Using EQ terminology, "Bind Wound" for example would be the entry level to the skill. It would require a Bandage to use, and would only heal the user a small amount. Once you have leveled it up a bit, "Mend" becomes available. This again would be self only, but would require nothing and heal more. Eventually you could unlock "Tend Wound" which would allow a hero to recover another characters life, at the cost of a bandage. Then at the highest level, something that would allow you to heal the entire party at once, but only usable by a character once per combat (to give you incentive to level every characters Heal skill)
help:making houses, interior and ingame cutscenes
Can you spell curious right?
Why does that even matter, Ben_Random?
@chaoticgood: let us know if you got it working or need further assistance I will be happy to help
Why does that even matter, Ben_Random?
@chaoticgood: let us know if you got it working or need further assistance I will be happy to help
Whatchu Workin' On? Tell us!
help:making houses, interior and ingame cutscenes

this is one example (from kentona's Hero's Realm
actually just download Hero's Realm and play it for a bit to see how kentona did interiors, it's hard to explain and I don't use rm2k3 to show you.
As for the events you describe, you need to create a special kind of event.
Go to the event layer, in the top left corner make a new event. No graphic, but set its trigger to 'Auto Start'
Put a few message boxes in the event contents, just random text. Then at the very end, use the Set Switch command to set a switch (any switch will do) to ON.
Create a second page for the event, make sure the trigger is default (Touch or something) and set the Event Conditions (top left) to Switch ON and make sure you pick the same switch you just turned on. Then put your player start location on that map and run the game, see how it works.













