![]() ![]() I've just gotten back into playing with RPG Maker (after a LONG hiatus from it), and I've decided to go ahead and put together a TradRPG based on Shining Force (I'd never done a fangame before, and it seemed to me that this was one that needed doing). I don't get variables and was never able to use them, even after reading "idiot guide" online tutorials at RPG maker site. Last question, does RPGXP still use switches and events, as those were the things I managed to get to grips with. ![]() Wouldn't be professional standard but that wouldn't be the point. I mean with a Force style combat system within an easy to use RPG maker program even I could make a Shining game. So yes I can't edit tiles or create things from scratch, but within those bounds RPG maker still seemed pretty powerful. Probably sounds like small potatoes but really RPG makers should be as non-techy as possible. I found a patch for naming the hero at the start and one or two other little simple tricks. ![]() I made a mini-game in RPG2K which had NPCs that appeared and disappeared after speaking with/giving stuff to the hero character. I mean I've only got version 2k, and as far as I know version 2003 had real time combat, which I have no interest in using.ĭidn't even know there was an XP version, what battle system does it have as standard? I tried the link for Daniel's page, but it just says the page has been removed at angelfire.īut the idea of a Shining Force combat system for RPG Maker made me sit up and take notice. Okay, coming to the discussion late, but very interesting. I'll post the entire documentation later, and fix some of the bugs you told me about. It sounds a bit complicated, but it is actually the simplest thing I programmed into the game base: Once the number hits 0, the agility check variable is reset to equal the agility base variable. If they don't, the number is reduced by 1 and the process starts again. When all other processes are inactive, and the switch AGILITY is on, the system checks to see if any of the heroes/monsters who are alive and have not used thier turn match the agility check number. I set it to 10, most should set it to 99) Shining Force RPG Base, Mark two will be up shortlyīefore the battle begins, set a number for a max agility base (I.E, the highest agility number a character can get. ![]()
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