nsigman197
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Everything posted by nsigman197
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Hey guys, thanks for the comments! Yeah, if I want to make this thing look good at all I'm going to need somone else to make tilesets and graphics. Monkeydlu, thanks for the input as well and trust me, I know putting this thing together won't be easy, but I'm positive it can work, without scripting even. I've already done some playing around with the event editor and made sure that the basic components will function properly. Yes, it's true that at this moment it isn't my main project, but I have to have at least two projects to work on at one time otherwise I don't get anything done at all. Depending on whether or not I can get support (either from here or from people I know), I'll make this my main project as it wouldn't be fair to ask for help and it not even be my main project. I do understand where your coming from though. It will be a difficult game to put together, but I am completely confident that I can get this concept to work. The only thing I've not been able to figure out how to get it to work myself is a reworking of the damage formulas without making a whole new battle system, but that can easily be worked around. Plus, I have a very simplified, but working, versioin of the space battle system running. I've got all the things that will need to be implemented in the gamplay figured out, i.e., how to switch weapons and the only skill each player has is that weapon and normal attack uses fists, how to set up the missions structure, etc. There will have to be plenty of carefull planning and tons of conditional loops and common events and mundane work involved, but that's just a part of any good project. Oh! before I forget, I think the MMO you might be talking about is Eve Online, I've played it, and yes, it sucks. It's too repetitive, but this isn't going to work so much like that, but more like an amalgamation of Firefly, Outlaw Star, Cowboy Bebop, and Elder Scrolls Oblivion, just to name a few sources that I'm drawing inspiration from. If anybody wants any more details on how I'm planning on making anything work just let me know and I'll reply with more specific explanations on how I plan on doing them.
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Although I've already got one project currently in the works, an idea came to me the other day for an RMXP project. As far as I know/have seen, no one has made a game quite like the one I have in mind. I don't think I could pull this one off on my own, but I am positive it can be done, done well, and possibly with no custom scripting (thought if it does it won't be too much of a problem.) So, here are the basics for the projects, and below that the help I would need to make this work. Concept: You are the captain of your own starship. You choose your name, sex, ships' name, and possibly uniform and so on. The idea is to create a game that gives the player total control of what they do. While there would be some structure to progress certain key elements as far as a story goes, most of what the player does is up to the player. Take the jobs you want, forget the ones you don't. You can do both illeagal and legal jobs, while the legal ones are safer since you don't have to worry about run-ins with the authorities, the illeagal ones will offer a higher payout. Story: As I mentioned above, there is no "story" in the conventional sense. That doesn't mean that there won't be any story, but by players making their own adventures they develop their own relationship with their crew. Some will end up being heroes to the galaxy, while other will become powerfull and reviled crime lords. See Mission Structure for more details. Gameplay: The player will be able to explore many different planets (I'm aiming for at least 20-25), their own ship, and space stations (aiming for at least 5, up to 10). Space stations will be where jobs are excepted, either from the authorities or from criminals. This is also where parts for ships can be purchased and attached, as well as many other items. Instead of normal leveling to increase a players attributes, items and equipment will be used. I believe this will add a different kind of depth to the game if it is implemented correctly. The legal ways of raising stats will be through training classes and similar ways of paying for somone to teach your characters, while dealing with the black market dealers will offer implants and drugs to artificially beef up your characters. While EXP will not be in the game, REP -or Reputation Points- will. REP will increase your Reputation Level. This will not make the characters stronger, but instead will unlock new opportunities and jobs that the player can accept to earn more money. At this point, I would like to keep ground battles in the classic battle mode that is standard with RMXP, but I would like to change the damage formulas. I would like to change it so that the only stat used when the normal Attack option is used is strength (agility will be used for defense), as this will have the character use their fists. SP will become AP, or ammo points and Skills will become Weapons. Each character can equip one weapon and the only stat that will be used to calculate damage with weapons will be dexterity (intelligence will be used for defense against weapons). Handguns will use 1 AP to fire, while weapons like rocket launchers will use about 35 AP with a characters normal MAX AP being about 100. Of course there will also be weapons that can be used from the item menu, like grenades for example. Space battles will be one-on-one bouts against other ships. Instead of the default battle system, a new custom system will be created that takes place on a map. Up to three weapons can be equiped on your ship, and they will change in appearance based on what is equipped, i.e., if you change a turret to a missile launcher in slot 1, slot 1 on your ship will change to a missle launcher. The space battles will be turn based. Mission Structure: The current goal is to have five difficulty levels of missions, with five random missions that can be assigned via a criminal or authority on a certain space station, one unique mission to advance to each REP level/mission difficulty, and one local mission that can be found on each planet. That comes up to about 50 missions that can be accomplished by the player, some of them requiring difficult moral choices. Example: You are given a job to rob a transport vehicle and bring the goods to Planet A for Crime Boss A. Then you find out that the goods you snagged was desperately needed medicine for the people on Planet B. Do you give Crime Boss A the goods and get a hefty sum, or do the right thing and give it back to the people who need it for next to nothing? Either way you earn REP, but you might also have to deal with a very upset crime syndicate who wants nothing more than to take you out for intentionally failing the job. I'm 99.99% positive I can make all the mechanics for the game and battle system work out like I intend them too, but what I would really need help with would be the visuals. I would need new tilesets, characters, images of the ships and things like that. I believe I could make the animations without too much difficulty, but I may need those as well. Also, I'm going to need help coming up with ideas for 50+ missions. I would like to keep them from becoming too repetitive, but I also have some ideas to keep even the similar ones from being too predictable. That's pretty much the basics. If anyone is interested at all or has any questions, let me know. Like I said, I already have one project in the works, but I'm willing to put it on hold if I can get enough people excited about this one. I really think that if we got this thing up and running, that it could very well be one of, if not the most, impressive RMXP game out there, not too mention extremely fun to play. Let me know what you think! :D
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No problem: http://www.mediafire.com/?sharekey=f877605...04e75f6e8ebb871 Hope you like what there is to see. BTW, it "ends" after you see the guy with the green hair.
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Thanks! I just got a demo of it put together. The maps are, of course, sloppy, but it gives you an idea of what to expect. Here is the link to download: http://www.megaupload.com/?d=A54CMLW3 Demo features include: Sneak peak at the parties' Exception Abilities First 15-25 minutes of gameplay Classic battle style Many customized animations (Though they use the RTP stuff) If anyone is interested feel free to check it out! Just remember that this is definitaly a work in progress, so many things are still subject to change.
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I think I'm going to wait for the tutorial before posting another attempt :D
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Wow, I do really like your version. I thought I already had those two autotiles, but I didn't pay close enough attention to realize they were rounder. I'm still trying to get a good hold on where to find that balance between not-too-much-stuff and not-too-little. :blink: Thanks for the advice :)
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Add me to this class as well! Here is my go at the assignment, hope to hear what you think soon. BTW, if this link doesn't work for some reason just let me know and I'll try a different one. http://c3.ac-images.myspacecdn.com/images0...55b8aada472.png Thanks for starting this class Kiriashi!
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Thanks for the help! :D
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I was just wondering, how do you go about making intro videos for RMXP games that play before the New Game/Load screen? I saw a video of one in another section of the forums, but I havn't found any way to play something before that menu.
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Hello, I'm new to RMXP but so far I'm doing pretty well with it (except maybe at the mapping part). Anyway, I thought I'd share the basics of the story for the game I'm working on. I'd like to know if anyone would be interested in playing through this story even if the battle system was the default one. You play as Xander, one of the last AI's still alive in the MMO Immersion. A few years after the release of the game, the first ever to allow a player to interact with a completely interactive world as if they were truly there, an epidemic known as the G-Virus plagues humanity. E-Lusion, the company that created Immersion, announces that their system is capable of completely sustaining a transplanted human consciousness. In other words, people could live in the world of Immersion, safe from the G-Virus. As FlexDrive space filled up, humans started demanding the elimation of the AI's to make more room for their friends and family, sending Xander into hiding. The Imperials, those who were once the games' Admins, maintain order and form the Fenrir. The Fenrir is a special division seperate from the regular Imperial Guard that hunt down the AI's driving them near extinction. Now, five years later, the Fenrir have caught up with Xander. What's worse, the Fenrir are also hunting humans who have begun to display unnatural powers. The Fenrir have dubbed these individuals 'Exceptions', and hunt them with the same ferocity that nearly annihilated the AI's. Joining with a small group of these Exceptions, Xander must fight back against the Fenrir and find the "Goddess Gate" before it's too late. And what's worse, the leader of the Fenrir, Captain Sancha Hounchel, has a unique power of her own-the ability to permanently kill anyone, human or AI.... So that is the basic plot without giving away any of the surprises. As I said I'm using the default battle system, though the characters will each have special abilities that I'm working on that make each of them special (i.e., the mage will most likely have an ability that will either completely fill or empty an allies SP based on a random chance). These abilities will grow more powerful, but I'm going to try to make so that you have to do something besides just level up to gain the more powerful versions and/or different abilities.
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Okay, I think I got this thing figured out, or at least something close to what you are wanting I hope. First make 4 skills(or however many or the max number of monster you will ever have on the screen at the same time.) Name ALL of the skills the same thing, example would be Vampire Bite. Also, make a new State and name it somehting like V Drain and make it nonresistant. For this example, let's give each of our Vampire Bite skills a power of 150. Have each skill cause a V Drain state on the target. Now we make a common event, name it whatever you like and have our skills call it. Here is what to put in that common event: Make three variables, name them Force, A Atk Pwr, and B PDef Set Force to 150 (skills atk power) Set A Atk Pwr 100(or whatever your monsters attack rating is, and NOT his strength) Make four different Conditional Branches. Have the first one check if Actor 1 is infilicted with V Drain, the second if Actor 2 is inflicted, so on so forth. In each condition, if it returns true, for example, if Actor 1 has V Drain, set the variable B PDef to Actor 1's B PDef. If Actor 2 has V Drain, set the variable to Actor 2's PDef, and the same for Actors 3 and 4. Take variable Force and add variable A Atk Pwr Take B PDef and multiply by 100, then divide by 200. Take Force and subtract BPDef. Take Force and divide by 2. Change Enemy 1's HP by an increase with variable Force being the value. Now, remember when I told you to make four of the same skill? The reason why is that last event. When you make your monster, make four identical ones. Use the top monster in the list for when you want him all the to the left in a troop, and the bottom monster for when you want him all the way to the right. Now, copy the common event we just made four times, and make the only change be the last part so that there is one event for each enemy slot(1,2,3 and 4). Have your first Vampire Bite skill call the first Common Event, the skill the second Common Event, so on so forth. This should make it so that when your monster uses this skill he should get ABOUT half of the damage he delt. Oh yes, before I forget, don't forget to make the V Drain State always dissapear after 1 turn. I think that should do it, let me know if you have any questions or problems.
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Here is part of a forest map in the game I'm currently working on. What do I need to change/add/delete?
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I've noticed that there have been a few people like me who where wondering how damage is actually calculated in RMXP. I thought I'd whip this up real quick now that it seems to make more sense. Hope this helps some of ya'll out! Okay, so here is what the help file gives us for a normal attack: Power = A's attack power - (B's physical defense ÷ 2) Rate = 20 + A's strength Variance = 15 Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %) Ok, so let's say the player is A and a random monster is B and we want to know how much damage A will deal to B. Let's say that A has a weapon with Atk rating of 100 and a strength of 40; let's say B has a physical defense of 100. A's attack power comes soley from the weapon, his stats have nothing to do with this. So for the first part we plug in the numbers: Power = 100 (cause that's the weapons atk rating) - (100 / 2), so: Power = 100 - 50 Power = 50 I've also noticed a lot of people asking about this are confused about what exactly rate is. Think of it this way. If you have ever played any of the old Final Fantasy's, you might remember how your characters could deal successive "hits" each attack. Rate is similar in that it multiplies the damage you deal with your weapon, kind of like hitting your enemy several times in one go. What is important to remember is that what your strength stat actually does is determine what number your weapons final damage is multiplied by. In our example it would look like this: A's strength is 40, so Rate = 20 +40, so Rate = 60. Now that we have Power and Rate, we plug these into our damage formula (note that in the formula where it says force x multiplier, the word "force" should be replaced with Power, multipler should be replaced with "Rate", and parenthesis should go around multiplier and 20 as in the example below). Damage = 50 x (60 / 20) Damage = 50 x 3 Damage = 150 x (± 15%) Damage = about 127 to 177 And that's pretty much all there is to it. The other factors, when applicable, are pretty easy to figure out once you get this down. Hope this helped!
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What do you look for in an RmXP game?
nsigman197 replied to Leon's topic in General Game Development
I voted for graphics and storyline mostly. If something is too ugly to look at I can't stand to play it, but it doesn't have to be GORGEOUS. The story is the most important part though. Something original and not too cliche.