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RAM

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    10
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About RAM

  • Rank
    Beginner
  • Birthday 08/26/1983

Profile Information

  • Gender
    Male

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. Sorry, I didn't even think about offering both an RTP and non-RTP upload, which just shows how new I am. I haven't been working on this project for long, although it's more of a learning project than anything serious, so I'm not sure if I'll ever really finish. Sorry for the delay in the reply, it looks like I skipped a month while I've been busy with other projects. Thanks for the post. It's inspiring to see that there might be some interest in this game idea. I'll make sure to upload another file with my next update and add dates on the project's history. Thanks for the feedback! Every bit helps! XD
  2. @ Shadowblack Neat idea for a boss! I like it! I've been experimenting with regular battles where if the main battler is taken down before his lackeys the lackeys will transform into the main battler, making the battle very difficult. I've been experimenting with this theme for a lot of the battles in my recent Project Maze and have come up with some fun, tricky battles where lackeys keep popping in throughout the fight. Sorry, it's not exactly what you were looking for, but maybe this variant to your idea might come in handy. I definitely think this battler theme with a boss in the middle that's hard to kill while his lackeys are still out shows a lot of good potential for much more interesting fights.
  3. RAM

    zombie The Eating People Game

    Here's the initial project: http://www.rpgmakervxace.net/topic/15108-project-maze/ It's still rough, but it feels like I'm pulling it together a little at a time. I'm going to need to bring together the currency system soon, as combat related items will become much more important as battles become more difficult. In a game like this a money system means I'm going to need to figure out a fun, dark way to harvest souls. Maybe a few mini-games and the option of eating the more generic defeated human foes after combat would be enough. I'll have to think about this. As for the main victims, I'd like them to be more willfully eaten after the initial feeding. Your idea about planning and stalking your intended prey sounds good, although I'll have to think about how to implement it well.
  4. RAM

    zombie The Eating People Game

    I've been trying to create something like this, although it's a dungeon crawler at heart. My idea was to create a protagonist that's a body snatcher. He steals others identities by eating them, collecting souls as currency and gaining his victims' skills and strengths through equipable tattoos. I enjoy the writing element of the game, so I'm not going to get too fancy with the mechanics, but rather just try and create interesting moral choices for the player to explore. It's still a work in progress, so I'll keep an eye on this thread to see if anyone has any interesting ideas that might improve this theme. ...also, this thread should be called "The real Hunger Games." XD
  5. Abstract: Project Maze is, in a nutshell, a dungeon crawler with lots of maze and puzzle elements. I'd like to think that I've created a unique enough twist with this genre to keep it interesting. Genre: puzzler/dungeon crawler Game Progression: Half of the first part complete. I'm going to do no more than two or three parts, making this project about 16.6% to about 25% complete. I may add one or two more scripts after the game is done, but nothing to change the mechanics. I'll think about how to change the music and what I might like to edit with the visual elements at that point as well. Recruitment: I'm not officially recruiting, but I'm open to anyone that wants to add something special to this project. Basically, anyone can recruit themselves if they're interested. As well, I'm open to any suggestions and critical feedback. If you like what I've done please feel free to use any part of this project for your own, just remember to give credit to the same good folks that I've given credit to if you use any of their stuff. I don't need credit for any of my stuff. Story / Setting / Purpose: The setting is abstract, set mostly in dark, dreamlike landscapes and scenes. The story is set up to be like the setting, the main character is plunged into a dark world of mazes and puzzles. The protagonist finds that he has to eat others that are lost in this world to stay alive, stealing their identities and collecting their souls as a kind of currency. But, despite his being something of a monster he develops a number of allies to help him on his way. Escaping the maze is his main goal. Any and all critical feedback is welcome! I feel like I'm still just scraping the surface of what Ace is capable of. Demo Non-RTP demo - for those with VX Ace (13MB) - http://www.mediafire.com/download/05ao8mejz333wcl/Project_Maze_demo_(non-RTP).exe RTP included demo - for those without VX Ace (200MB) - http://www.mediafire.com/download/c6ebip2wit27bd9/Project_Maze_demo(2).exe Character Bios: Credits: Screenshots: History
  6. RAM

    skills Skills: What You’re Doing Wrong

    I've been having a lot of fun with skills, so I'm interested in any smart skill ideas. So far, what I've done with my project is to have antagonists with little health and a health dependent main attack. Meaning that the main attack can potentially be the most powerful attack with enough buffs, but in a drown out battle it can become almost useless. The special skills which have to be relied on tougher battles are all elemental attacks. How much damage each element does depends on the creature's weaknesses, but more importantly with the antagonist's relationships with his companions. So far, I'm just using a simple elemental variable for each companion/element, which I'm sure will get a bit too overpowered later on in the game if I don't figure out a method to put a cap on it while at the same time still giving the player incentive to build each relationship. As you could imagine, it hasn't been easy to balance, but I like the core idea so far. After reading your article I went back and fine tuned a lot of my initial work with your suggestions. Thanks for the great article!
  7. What about adding these graphics to a tileset, then adding the damage indicator directly with the tiles you want to cause damage? I believe that the game should add that tile's effect to the event as if it's just the top floor layer that you're standing on. edit- In fact, I'll try it out and get back to you.  edit- Didn't work. I'll keep at it. It'll be nice to figure out how this sort of thing works. edit- I followed Untra's photobucket instructions that he posted right here: http://www.hbgames.org/forums/viewtopic.php?style=26&f=247&t=33199 (it's the last post) -- but, I changed it up a little once I got it to work. Eventing is pretty tricky, but I think I'm getting the hang of it. It would be so much easier if the tile used as a graphic in an event just took on all the tile's attributes. Anybody got a script for that? edit- I'll post a demo of my final solution if you like. edit- I guess I'll just do it. I was playing with the user made tileset, future-joy at the time, so I edited the spike graphics into it. It was compiled it seems with multiple artists by an editor/artist named Joy. Hope this helps anyway, even if mine ended up as a bit of a roundabout way of going at it: http://www.mediafire.com/?qv999a5p9debsis edit- A tile swap script may make this much easier! I haven't tried this one out yet, but I'll give it a go tomorrow and see how it does: http://himeworks.wordpress.com/2013/02/17/tile-swap/ edit- Tried it with the Swap Script. The prototype worked about as well as could be expected. With the swap script you can combine it with the use of regions to set up a lot of traps at once. That is, you can swap out all the tiles in the designated regions at once. I think this is promising. I'll play around with it a bit more, but I already have something that feels good and works nicely. Working with tiles just feels more flexible, plus there's no more need for so much conditional eventing. I'll throw up a demo if anyone is interested, but I think most could manage what I've done so far with just Chaos Martin's demo and the instructions for the script.
  8. So, I guess I'm here for the same reason as most members here, I've been playing around with RPG Maker. Mostly, I'm just experimenting right now to see what I can do. I've been playing around with some of the great member created here. Most are over my head, but I've gotten the hang of a few of them already. I have experience with photoshop, so mostly I've just been playing with the graphics. Once I got the hang of eventing things have been speeding up. My test project is a simple single map tower through a continuous battle. The effects have been a lot of fun to play around with with that theme. That reminds me, the member uploaded tutorials on youtube have been inspiring to work with. Thanks for all the great resources guys! You've made this program a blast to work with! Hm... I guess that intro wasn't that quick after all. Well, it's good to be here anyway!
  9. RAM

    Blue Magic

    I'm new to all of this, so this may be a dumb question, but do you add in each of the skills you'd like the user to learn, or is there a way to select a group of skills, say 3 through 100?
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