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Tarq

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Everything posted by Tarq

  1. Tarq

    Aggressive Clothing?

    Good stuff, good stuff. I like the carrying capacity idea the most so far. I talked to a friend and he came up with a few good ideas, like uniforms and costumes and their associations. So like a wrestler's leotard could indicate increasing str, but also isn't really built to withstand blows (-def). I am hoping for something you're more likely to see when stepping out your front door though. I did try looking at a couple of clothing sites but when you look at clothing from a functional perspective they really just sell a lot of the same couple of items (teeshirts, suits, etc). That evolutionary tattoo idea is good, and addresses one of the major concerns of a realistic tattoo system- that you could always just add to it (or even remove it). I was kind of considering controlling tattoos economically, as in you would literally only be able to afford say a maximum of four with all the possible gold ingame. Obviously they would be spending some gold elsewhere, so realistically they'd be looking at around two tattoos instead but then maybe I'd feel the need to make them significantly better to validate their price; make them play-style altering instead of just a small passive for the min/maxxers to dig their claws into. Thoughts?
  2. Alright, this is a bit of a weird one. How to logically validate putting a realistic spin on armor and weaponry. So, for example, with a Parka being quite thick it makes sense that it would have a better defensive stat than most and that it could restrict movement slightly (cold resist is also obvious but I'm thinking of avoiding elements). I was thinking of having clothing boost one of three stats, and also having them in a tier system (so, 1st tier provides a small bonus to one stat, 2nd tier provides a moderate boost to one stat and a small debuff to a corresponding stat, etc) I've gone a little out of my depth with this one though; I dont really know anything about clothes. Seriously. I cant think of more than four articles of clothing a guy might wear on their torso and I cant validate them in the same way as the parka example. So, y'know, if you can then please do. I was also thinking of taking this further with a tattoo system that would act as permanent buffs/debuffs but I'm not sure. It feels like a good idea to give players that level of customization but I fear how it may affect balancing, especially if I decide to give player trousers and footwear to accompany their tops. So, yeah, thoughts? Edit: and please avoid simply posting 'suspension of disbelief', this is clearly an attempt to think past that.
  3. Tarq

    Enemies that keep thing's intresting

    http://www.rpgrevolution.com/forums/index.php?showtopic=55392 A thread on 1v1 battles. My post, the third post down, also contains two further links to threads on various puzzles to impose on battles.
  4. Tarq

    What defines an RPG?

    Well, exactly. Look at the FF series and Square as a company as well; FF games are no longer a 'must-have' purchase in the gaming community in general, JRPGs simply aren't vogue. Sure, it gets by with a dedicated fanbase and increased impulse/curiosity purchases (to correlate with the expansion of the gaming market) but back in the ps1 era the FF series were comparable to the CODs and Battlefields of today, in a sales sense (with the rest of the market also being very saturated with competing RPG titles). And how much work that goes into a professional game comes down to predicted moneys and the current market share, at the end of the day. Shakespeare didn't write for free. Perhaps 'dead' was a poor word choice. There will likely always be RPG games, so long as there are enough fans to satisfy the suits, but the genre has withered with age.
  5. Tarq

    What defines an RPG?

    RPGs are to videogames what latin is to the English language. The genre's influence is still prevalent in gaming, in fact some traits can be noticed in 90% of games these days ("I levelled up from watering crops? I will now water stronger than ever!"), but standalone? Its a dead genre. Especially JRPGs. Its not all bad news; the blues got a revival period about 40 years down the line. But ultimately, its not all that likely. RPGS were a natural progression back in the day- the nerds had access to, and understood, the technology. The tabletop games they played required someone to be constantly processing some sum or other, and computers hadn't been taught much else yet. Now the market, and its targets, are significantly more diverse (consider casual games, or the new cult of 'non-combat gamers'). Coupled with good ol' Moore's Law and the, already significant, advances in technology and you can see that RPGs have probably already had their time in the sun.
  6. Tarq

    Acceptable Time Scale

    Are there any sort of inhibitions or opportunities related to time? ie certain buildings opening or closing. If the only consequence is that the screen'll get a little darker now and then, well, it doesn't really matter how frequently.
  7. So, I was thinking of throwing a short dungeon crawler together. After doing a little research I stumbled on an idea I liked- that if you exited a room to the right and then went left again then you wouldn't necessarily find yourself back in the same room. I kind of want to include this because one of the idiosyncrasies I decided to give the character was a bad sense of direction. Would this kind of design get on your nerves if you were playing it though? And how would you encourage the player to actually complete the rooms when they could, theoretically, just go back and fore until they stumble on the right track? Also, I'm not very familiar with dungeon crawlers in general, the only two I can even think of is Binding of Isaac and maybe PSO, so please recommend a couple of games famous within the genre if you can. For research. And funtimes.
  8. Half Minute Hero is on an 80% sale on Steam. Greatly recommended title for all you RPG fans.

    1. MinisterJay

      MinisterJay

      Is it made with RPG Maker?

    2. Tarq

      Tarq

      I've no idea. It's a game that could have been made in it, as in all the mechanics are achievable with RM. I'd believe it if someone told me it, especially since its got that whole 'topdown' camera, but I think thats more of an artistic decision than an engine restriction.

      But yeah, no idea sorry.

    3. Nekotori

      Nekotori

      Save the world with less than a minute :) Love that game

  9. Tarq

    Day/night cycle tinting

    Well, idk how things work where you guys live but the day doesn't gradually get darker here. Instead of dividing by hours think of the periods themselves. Today, because its summer, it wont start getting dark until about 9-10pm but it'll be pitch black by say 10:30-11:30. Hardly gradual. Its the same with dawn; it starts at about 4am and by the time it reaches 5-6 then its as bright as it'll stay until 9-10pm. The point I'm attempting, and failing, to make is that a day/night system is an attempt to impose rl rules on games... so just pay attention to rl.
  10. Tarq

    Dropbox help

    If you're using a Steam version you could always backup your projects using their cloud. It'll do it automatically with each save so its a bit more convenient. Otherwise, you'll probly need to export the whole project each time. To do this go to 'File' and 'Compress Game Data'. Since no-one will be using it you can save a bit of time by not including the RTP. I'm not sure how dropbox works though; if anyone can access and download your files you may want to encrypt it.
  11. Rather than seeing it as an either/or, why not both? You could easily make something like battle-specific potions and have other potions that can be used all the time. Perhaps the differences with these two are statistical (because of the convenience the potions that work outside of battle heal considerably less) or economical (one can only be bought in the tavern the other can only be found, or is disproportionately expensive). And since this thread is about the surrounding's impact on items then don't be afraid to take it further. Maybe the character walks in random directions after drinking whatever was bought there, maybe it causes them to start the next battle asleep.
  12. Tarq

    Very simple battle system?

    I second GameCreations in saying that you can have a good game without a focus on combat. Its not common, but isn't that better in a sense? As for formulas theres no real yes/no answer. The idea is simply to pace the difficulty well, its not really about the formulas themselves. Still, If you want noticeably display simplicity (idk, thematically or whatever) then maybe try something like Paper Mario did where most enemies had 3-5 hp and an attack generally dealt like 2.
  13. Tarq

    Lag problem

    I'd recommend you upload a few screenshots, of both your scripts and the event in question. From my experience I'd say (if you are using a small map sparsely populated by events) you have two clashing directives. Something like a parallel process constantly turning on some BGM and another turning it off, and for some reason both on a loop. I'm sure you get the idea. Re-check everything.
  14. Tarq

    Tips on Working with Game_System

    Thanks for this SoulPour777, feel like I learned a lot. I hope I did anyway.
  15. Think its time I got my head around scripting. Now, where to start?

    1. TBWCS

      TBWCS

      @LordSquirrel - I like that, and narrated by Morgan Freeman.

    2. TheoAllen

      TheoAllen

      I'm spaceman

    3. Tarq

      Tarq

      Alright, I'll concede. Its a lot of fun playing around with simple methods inside conditionals. Feels like I learned something.

    4. Show next comments  138 more
  16. Frankly, I'm not overwhelmed by the idea. It will hegemonise playstyle- there will be an objectvely correct way to effectively use this system. So for example, you said healing had inversed properties, therefore it is now always best to heal on the first turn- because heal will be at its strongest and because attacking will be at its weakest that turn anyways. Similarly, your characters will likely have different statistics and moves- that big badass berserker with base 99 str and a +200% atk dmg ability will always be the person to go last because its downright silly to use 'Old Man with a Stick' there (base atk 25). And increasing accuracy to correspond with damage output? So now its just the weak attacks that miss? Its good you're trying to think of things to alter gameplay, and more often than not a battle system is a big aspect of an rpg so its a mechanic that deserves attention. But if you profess to not knowing much about RPGs, well you should drop the game until you are more familiar. I don't try to learn a song if I haven't heard it before, dig?
  17. Tarq

    Releasing game in episodes?

    Seems like a promising idea, most books by Dickens were originally episodes for a newspaper. Seems novel enough that it could even get a bit of a community going among fans if you were able to release frequent episodes, say every 2 weeks, for an extended duration. Each of these could be fairly light, say maybe 30mins of gameplay, covering just a floor or two of a dungeon and either a cutscene or boss. By the by, RPGs are, traditionally, long games. Don't fret, and most definitely do not cut content for any other reason than its bad content. GL.
  18. That's quite the trailer you've got there and those last few lines of the story summary have seduced me. Let me know if you ever need a playtester.
  19. Tarq

    Monster Encounters

    I kinda like this idea, though I presume these are all mooks and the difficulty will be purely statistical. If that is the case you may want to consider: a. either levelling the mooks with the party, so that the eay are always easy and the hard are always hard no matter where you go on the map. b. altering the colours to correspond with level- so if you went back to the beginning areas of the game after a few hours in then everything will be green whereas before they were orange. I'm unfamiliar with Adon237's On-Map Monster Encounter tutorial. If you post a link (my pleas to Google went unanswered) I may be able to give more specific advice, or recommend alternate methods.
  20. Tarq

    Evenin'

    Thanks for the welcoming words Yes Kaz, I meant you guys ^^ Even with R3 being a ghost town you, Jonnie and AMerk must have your work cut out running two forums. Actually I'm surprised how busy this place is, have the steam releases increased general interest in RMing or something? Still, great work getting things like the free resources going, I may lurk around here longer than intended.
  21. Tarq

    Evenin'

    Hey RMers, I'm not much of a forum-goer but I noticed a few of the more prolific members of R3 (when I was around anyways) had migrated here so I thought I'd open an account as well. Just to say "hey" pretty much. I like the engine and I think its constructive to use it every now and then (games are art and all that jazz), but I'm not working on any serious projects or anything. Maybe I can answer a simple question now and then so you guys dont have to :3 Anyways, heres that aforementioned hey: "Hey"
  22. Tarq

    [VX Ace] How to transfer control

    I'm a little aware of your project but honestly I cant visualise how it works (as in how you will be relaying the differing dimensions), as such I'm not sure exactly how to help you, but for simply changing the sprite of the little fella you move around there are a couple of different things you can do, either; a)on the first tab of the events menu, you'll see a section named 'Party', and and under that 'Change Party Member'. (again in the events menu) go to the third tab, 'system settings', 'change character graphic'. So, thinking in Street Fighter terms, this is how you'd get Ken's face with Zangief's moveset...dig? Well, hope that helped, GL.
  23. I like those little excerpts of text. You know, the ones that explain that the potion heals 50hp or that key is to the Haunted Mansion. But not those ones, those are lazy and bland. Say a kid sends you on a fetch quest for his toy boomerang, it doesn't take a lot of effort to write something a little witty in the description like 'there wont be a problem returning this'. Sure, its not a gutbuster, and 90% of players will never feel the need to highlight the item and so will never see it. But I always appreciate the effort when they do. As SpookyMothman said, interactivity is another case where a little effort goes a long way, but most of the points here are good ones.
  24. Tarq

    Curious Little Poll

    Hey AJNR, It looks like I'm a little late to the party and you've more or less picked out who you're gna use (that's an excellent Link battler btw). So all I'll suggest is not forcing in a token character. I think its great you're paying attention to your character's demographics but you're going about it the wrong way saying 'I need a female here, any recognisable female will do' more or less. I dno, I guess what I'm trying to say is there's no need for gender politics here; we can be equal sexes without 50% of women wearing trousers and 50% of men wearing skirts. Okay, even I'm not sure where I'm going with that. Nvm, lets move on. You've identified you want only one person from each franchise. So you take Cloud, Link, and Guts and you decide you really want to reference Adventure Time in there. Now to me Finn seems the obvious choice as he meets the same criteria as the others- a famous swordwielder. Marcelline, by contrast, seems out of place- most likely attacking using music or a demonic transformation. In fact, if you have some sort of coherency between the characters (like them all wielding a certain type of weapon in that example) then ignoring that and using a female for being female, well, that's kinda derogatory isn't it? Here's a related link, there's more and better made points in it than I can manage in a single post: http://www.rpgrevolution.com/forums/index.php?showtopic=56370 Anyways, I do like that battler, I could never provide that kind of detail in a sprite.
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