Search found 783 matches
- Tue Apr 19, 2011 2:09 pm
- Forum: Game Discussion
- Topic: What am I looking for now?
- Replies: 114
- Views: 19768
- Mon Apr 18, 2011 6:46 pm
- Forum: Game Discussion
- Topic: Favorite thing when it comes to designing
- Replies: 16
- Views: 4370
I also enjoy making a world. Characters are less fun to me than trying to give the world a history and mythology. I love making various NPCs talk about the world itself, especially when the information will be important for the player at a later time (for example, an NPC already in Tales 2 mentions ...
- Mon Apr 18, 2011 5:03 pm
- Forum: Game Discussion
- Topic: What am I looking for now?
- Replies: 114
- Views: 19768
Using a blank walkabout is a possibility, but then he will still act as a wall. This is easy to override, but then the NPCs would be able to walk through each other as well, I think. Plus, if the player has more than one character in the group they will all need to be invisible. Most people just pos...
- Mon Apr 18, 2011 2:41 pm
- Forum: Game Discussion
- Topic: What am I looking for now?
- Replies: 114
- Views: 19768
It seems to me that all of your opening scene is possible, and not too difficult to pull off. But it will require several plotscripts, and careful use of tags to distinguish when the player has performed all of the necessary actions before he is allowed to move on. You should know that the default f...
- Mon Apr 18, 2011 12:56 am
- Forum: Game Discussion
- Topic: What am I looking for now?
- Replies: 114
- Views: 19768
I agree with Pepsi in one sense. The sooner you start messing with plotscripts (simple ones, at least), the better. I disagree on 'drawing' being all there is to learning custom, though. If you just want to tell a story with graphics, then yes that is the meat of it. But if you plan on making a game...
- Sun Apr 17, 2011 10:21 pm
- Forum: Game Discussion
- Topic: What am I looking for now?
- Replies: 114
- Views: 19768
The help files included are not much use as a guide, in my opinion. They're more helpful for quick references within custom when you need to know how to accomplish a specific task in a specific editor. I'm not sure if there are other guides out there, but I felt that the HowTo was enough for startin...
- Sun Apr 17, 2011 3:39 pm
- Forum: Game Discussion
- Topic: What am I looking for now?
- Replies: 114
- Views: 19768
There are a handful of graphics floating around, but in general most people here just make their own. Also, I'm pretty certain that all of the graphics in Vikings of Midgard are free to use. You can open that up in custom to get a glimpse of how that game is 'pixeled', and it's considered one of the...
- Sun Apr 17, 2011 3:56 am
- Forum: Game Discussion
- Topic: What am I looking for now?
- Replies: 114
- Views: 19768
Hello! Custom can seem daunting at first, but the HowTo's work well for basics. Also, every menu in custom has a built-in help menu accessibly with the F1 key, so there's usually SOME method of telling where you are, if not where you want to go. In general, making a game in the OHR begins with a few...
- Sat Apr 16, 2011 9:15 pm
- Forum: Game Discussion
- Topic: Fixed Dungeon | Randomly Generated Dungeon
- Replies: 29
- Views: 7252
- Fri Apr 15, 2011 10:59 pm
- Forum: Game Discussion
- Topic: Fixed Dungeon | Randomly Generated Dungeon
- Replies: 29
- Views: 7252
This thread interests me. A long while ago I had a thread to discuss 'random' elements in RPG battles, and many people seemed to feel that randomness of things like aiming, and enemy actions, is a necessary evil because it just wouldn't be worth it to take into account actual deterministic factors t...
- Sun Apr 10, 2011 10:26 pm
- Forum: Game Discussion
- Topic: The stuff they don't tell you about making good graphics.
- Replies: 40
- Views: 13119
Just commenting that I agree on getting rid of the horizontal white lines. As a matter of taste, I'm not a big fan of the doorway looking so huge now. In fact, usually the place where I end up disagreeing with others on graphics is precisely this - the enlarging of 'significant' details (the old 2pi...
- Sun Apr 10, 2011 5:04 am
- Forum: Game Discussion
- Topic: The stuff they don't tell you about making good graphics.
- Replies: 40
- Views: 13119
- Wed Apr 06, 2011 7:25 pm
- Forum: Game Discussion
- Topic: Let's Design #2: Status Effect Parity
- Replies: 13
- Views: 2559
I haven't thought about this too carefully yet, but for what its worth, I know that in Dragon Warrior 2 and I think 3 and 4, enemies showed up with variable HP amounts. As in, one slime might start with 8HP, while the same one next to him started with 7HP. In addition, Final Fantasy games have monst...
- Tue Apr 05, 2011 3:24 am
- Forum: Game Discussion
- Topic: Howdy! (Basic Plotscripting Question)
- Replies: 8
- Views: 2045
Hm, Pepsi's method might be best. If you have the map set to remember its state (a relatively new addition that I always forget about), you probably don't need the global variable either. If you calculate the landing spot similarly to how I described in my method, you won't need doors, tags, NPCs, o...
- Mon Apr 04, 2011 3:16 pm
- Forum: Game Discussion
- Topic: Howdy! (Basic Plotscripting Question)
- Replies: 8
- Views: 2045
No need for the double NPC in JSH's setup. Just have the door on the hole tile, but have it set to work only if the 'floor is broken' tag is on. However, it can be a pain making all of the necessary doors if there are LOTS of crumbly floors. If it helps you at all, in my Tales games I had a separate...