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PostPosted: January 18th, 2007, 1:03 am 
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Yeah, but without blacking the screen, the player will see the event appear after the screen fades in, and there'd still be a slight pause before the player can move anyway.

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PostPosted: January 18th, 2007, 7:50 am 
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Quote:
RM3 also does not support any type of elemental combat system.
Nevertheless, I developed a system with four elements, each with
strengths and weaknesses. It's not very complicated, but it works. A
tutorial offers complete expository about how it works, so that new
players can (hopefully) get acclimated to it with little difficulty. The tutors
also offer to spar with you so you can try it out with no penalty for losing
or making a mistake.


Like Crythania said, yes i also developed the elemental combat system, which uses strengh and also weaknesses.

Oh, and i also added in a camp mode on my game.Inside the camp, you could sleep, save your game, cook, use the alchemy pot to combine different items to make a stronger one, chat with your party members and etc.

Oh, and also i made a very interesting ship model.The ship is called Crell Monfrage.It's actually just like a floating-moving island, but modified it so it will look like a ship.The interior i just used the dungeon editor with no monsters and some rooms here and there.It'll be used for crossing continents.

And i probably already mentioned about the Guardian Battle System Mode in my studio.So after each character possessed their own Guardians, when another guardian boss fight happens and you win, you will control the guardians (who are levelled real high) to fight the Guardian you just fought.

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PostPosted: January 18th, 2007, 10:10 am 
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@ Dray - They won't see the event if the event does not have a graphic set on the page. you can put the event pefectly enough spaces away from where you want it, then change the event grapich. Only then will they see the event.

And while there will still be a slight pause, I'd like that over a steady black screen...

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PostPosted: January 18th, 2007, 9:59 pm 
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in rpg maker 1, i used the magic system to create a rock paper scissors kind of system :P


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PostPosted: January 18th, 2007, 10:13 pm 
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Nope, never heard of that one before. :lol

Crythania wrote:
I did almost the same thing. Each character belongs to an element: Earth, Water, Fire, or Wind. Water, Fire, and Wind operate like rock, paper, scissors.


Anyway, Dray... I'll be home tomorrow and I'll verify the item show selection.

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PostPosted: January 18th, 2007, 10:19 pm 
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Lantis wrote:
@ Dray - They won't see the event if the event does not have a graphic set on the page. you can put the event pefectly enough spaces away from where you want it, then change the event grapich. Only then will they see the event.

That doesn't change that, if the event is close enough to where the party entered, the player will see the event appear once you turn on its graphic. That's why the black screen would be a little necessary; so that you don't see that box stove suddenly pop into existance.

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PostPosted: January 18th, 2007, 10:23 pm 
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Lantis wrote:
Nope, never heard of that one before. :lol


Heh! Well, I never claimed to be innovative. Water/Fire/Wind is
something I can easily follow because I've seen it before. I was thinking
of adding poison and acid (particularly because it'd be possible to make
a "poisonous ooze" and "corrosive ooze"), but I couldn't figure out how to
fit them in without the whole rock/paper/scissors thing spiraling out of
control into Pokemon territory.


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PostPosted: January 18th, 2007, 10:29 pm 
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I kinda go on either a Fire/Ice/Earth or Fire/Ice/Water formula with RPGM1. Fire melts Ice, of course. Ice either breaks Earth or freezes Water, and Fire is either smothered by Earth or...well, Water's effect is obvious. I could never figure out how to throw in Lightning, though. Lightning would take care of Water, of course, but what would deal with Lightning?

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PostPosted: January 18th, 2007, 10:37 pm 
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Yes, tricky indeed.

I used "None" for "Terra" because all elements exsist on earth... so I was kind of stuck with lightning.

In the walkthrough I'm writing for my little RM1 project, I think I did a good job of explaining it... something I couldn't replicate right now without it sounding cheesey.

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PostPosted: January 19th, 2007, 10:20 am 
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After one has played Pokemon, one acquires terrible habits.

Like, for example, what do you mean 'what takes cares of Lightning'? Stone of course. And Ground. Specially Ground.


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PostPosted: January 19th, 2007, 2:20 pm 
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Yeah, but you need that third element to balance out RPGM1's rock/paper/scissors magic system. Gotta have something to take care of gound. Water, I'm sure. But Water/Ground/Lightning is an unusual primary elemental system. I figure Fire's gotta be in there somewhere, at the very least.

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PostPosted: January 19th, 2007, 2:46 pm 
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Anything but Fire/Gras/Water. (Charmander, I choose you!)

I usually use MegaMan Zero's system in my traditional RPGs. Also unusual, but working.

Fire > Ice > Lightning > Fire > etc


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PostPosted: January 19th, 2007, 3:35 pm 
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agreed...

@ Dray - kind of slipped my mind at the time, but back on our item event black screen topic. I can see what you mean, as a stove would be something that would be neccessary to the scene upon entrance.

What I was refering to is more like someone producing an item and showing it to the party, or like someone visually giving a key to someone else. So yeah, in your case... black screen would be the way to go.

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PostPosted: January 19th, 2007, 4:07 pm 
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My elements are:

Water/Ice douses Fire
Fire devours Air/Wind
Wind/Lightning/Storm disturbs Water

Air also devours water and carries it up into the clouds to make rain.

One important thing to keep in mind when designing medieval elements is
that medieval people generally don't have access to vast scientific
knowledge, so they would probably label things and describe things based
on their limited knowledge of how the elements work. They also probably
don't know that the Earth is round, so "Earth" would mean "the ground we
walk on, the land, stone, and mountains". It wouldn't necessarily
mean "the planet".

"Water douses fire", "fire devours air", and "wind disturbs water" are all
easy to follow without having a degree in physics. It's sort of like the
ancient pantheon. Zeus and the classic greek gods. People back then
didn't understand the science of how things work, so they tried their best
to understand them with the knowledge they had. The result was a
pantheon of gods who caused the weather and other things to function.

~*~*~

And back on the topic of ideas I used in my game...

I don't really like RM3's default style of gameplay: random encounters.
So my game doesn't have any random encounters. All of the battles are
non-repeating events. Makes for some pretty slick dungeon crawling with
more of an emphasis on exploration. And backtracking is a breeze. The
catch? There always is one. What few battles there are, are pitched
fights against opponents who are closely matched with you.


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PostPosted: January 19th, 2007, 4:17 pm 
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Random encounters haven't ever really bothered me all that bad. But I guess I'm more prone to traditional RPGs where random encounters are prodominant.

In RM1 you can manually set what random enemies appear by placing a grid in a dungeon. But that takes up too much system data as each square take up X amount of data. If you have it set to auto, the entire room is covered with the random battles you want and only takes up 13 bytes per room.

I find the touch event battles a little to easy to manuver around... so I really can't say I like that method... so if I was to break away from random encounters, I'd do it Cyrus' way.

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PostPosted: January 19th, 2007, 4:18 pm 
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That's exaclty why I don't use levels ^^
This way, you can make even random encounters with opponents that are closely matched with you.
When I don't use random encounters, though, I like to regenerate my party's HP/MP (or just one, depends on the game) after they win.
Balancing the game = fun!


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PostPosted: January 19th, 2007, 4:26 pm 
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I agree...

But I want to balance out the leveling system in RM1... which I know isn't easy.

Here's what I'm doing. Me and SK are building the entire game... from start to finish. But we haven't done any of the battle yet. We will finish the game and you'd be able to play through and only have to fight bosses with 1 HP.

I do this so that after the game is finish, we can dedicate all out time and resources on perfecting the battle system. I think that it'll turn out just fine, honestly. Who knows...

Oh, and here's another idea I'm using: In battle, you have skills/techs/abilities/whatever (the HP costing moves). The only way you can learn them is if you have the abilities set in system data. And you can only program it to learn up to 8 moves (1 per level). So what I did was didicate 3 of the 15 ability slots for the 4 party members. After you hit level 10 or so (making sure you top level 8) I'll change the ability in scenario data. So bacially it looks like you learn techs just like you would magic...

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PostPosted: January 19th, 2007, 4:38 pm 
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Niiiice.

I also used the S ATKs differently in my martial arts game. Actually, I twisted the whole battle system to my liking ^^

First of all, no levels, fixed stats (raised by events). Second, non-random battles: HP and TP ('tech points') regenerate after each won battle.

Basically, your character had three choices of attack. The good ol' normal Attack move (very very weak). Using Techs (Magic. Cost TP, but do decent damage. This is what you'll be using most of the time, Attack is just for when you want to spare TPs). Or using a Finisher (S ATK). The Finisher was a very powerful move, unique to each character, that also consumed a lot of HP. Since HP regenerates after battle, it's wise to use the Finisher at the end... to Finish! =P

(EDIT: 69 posts... MWA HA HA HA HA *inappropriate thoughts*)


Last edited by TheGnasher on January 19th, 2007, 4:51 pm, edited 1 time in total.

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PostPosted: January 19th, 2007, 4:44 pm 
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Oh yeah, I don't use level-gaining either. Instead, the entire party gains
10Hp and 10Mp after each boss fight. Strength, defense, and stuff are
gained from upgrading equipment. The whole thing is streamlined.

In RM3 dungeons, the only thing you can do is select which enemy parties
appear and how often. This is done for each floor in the dungeon; it's
possible to have a staircase going up to a floor where no encounters
happen. Things get better on the field maps, where you can select which
terrain the encounters appear on. For each terrain type, you have to set
which enemy parties show up there and how often. It would be possible
to have entire patches of terrain where no encounters happen, to give the
player a breather from the endless onslaught of REs.

Touch events in RM3 are impossible to get around as long as they're
placed at proper choke points (an entrance to a room or a corridor that's
one square wide). It looks like there's plenty of room to maneuver
around it in the editor, but you can't get around it while playing the game.

As for REs and me, I just don't like getting constantly interrupted,
especially if I'm backtracking.


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PostPosted: January 19th, 2007, 4:50 pm 
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Personally I feel that if the player decides to avoid too many encounters, they'll wind up getting a good beatdown later on. But that doesn't mean the player should be forced to fight every encounter along the way. The battles in my game are balanced so that the player could skip every third battle (basically a 2:3 ratio) and still come out on top without too much difficulty.

Hey, do you guys have your bosses give experience? I know it's kinda silly to give XP after a mandatory battle in a way, but there's just something about recieving a big XP bonus after winning a tough fight. When regular battles only give about 120 XP, and beating that boss suddenly gives you a big 500 XP. To me, it's more rewarding that way than it is if you don't earn a thing for winning. Otherwise, you're only fighting that boss to go to the next cutscene.

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