This is a video of my current RPG Maker 2000 (yes, I know, horribly outdated) game, of which there is no title.
(There is another video with actual gameplay here; http://www.youtube.com/watc... )
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This is a video of my current RPG Maker 2000 (yes, I know, horribly outdated) game, of which there is no title.
I show off the custom menu system, then use some Magic, and the weapon of choice for the protagonist (a chakram) to get rid of the many baddies floating around. I find a wandering Merchant who sells me some better stuff, and I wipe the rest of the enemies off the planet (or cave, I suppose!).
Key features to notice: - Wow, omg, Enemy AI? Yes. - Custom level system, which has no max level, and EXP needed for the next level is calculated, and not preset. - Custom ability system (SP) that lets YOU customize your character. - Custom Menu System, that allows you to hold up to 20 different items. - Custom Magic/Item use system that lets you equip Magic/Items, and use them on the fly with the menu button. - Targetting zone for using Magic. - Little enemy HP bar in the corner that changes based on which enemy you attacked last.
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If I were to create a "demo," it would NOT be just whatever I have done of the game so far, it would be a separate section, not in the game, used to show off the system, as that is what an actual demo is. Because of that, I'd rather just work on the game and release the whole thing.
If I eventually decide to abandon the project, I'll release what I had done so far on my website; richinnovations . com
1. MSPaint. No joke. 2. I figured out how to do all of what I did on my own, through experimentation, and reading the help manual, so I don't really think I'd make too good of tutorials... but I suppose I could at some point.
I got some bugs out and the game moves smoother with my abs. My main character is okay but the algorithims are tricky for the health and Money display.
I display each digit independently using this method;
For a 3 digit display, set a work variable (Var3) to the number/HP/whatever, then divide by 100. Now Var3 is the hundreds digit. Set another work variable (Var2) to the number, Mod it by 100, then divide by 10. Moding it by 100 basicly takes out any digit higher than 99. Dividing by 10 gets us our 10's. Now set the last work variable (Var1) to the number, and mod by 10.
Now Var3 = hundreds, Var2 = tens, Var1 = ones. Now use forks...
... to display images where you want them for each digit.
For 6 digit, follow the same process, setting work variables, then modding them by the next highest up multiple of 10, and dividing them by the next lower multiple.
So, for 6, just divide by 100000, 5, mod by 100000, divide by 10000, 4, mod by 10000, divide by 1000, etc, etc. It's cumbersome to do because RM2K has very limited mathematical support, and no text support.
On every map are 80 events, which I use parallel process common events to control them. They check if the weapon event is touching them, and if so, remove some HP from the specific variables I use for each enemy, etc etc. It's very easy to setup if you know what you're doing, just hard to make DETAILED, as you have to have separate events to control all the enemies at once.
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If I eventually decide to abandon the project, I'll release what I had done so far on my website; richinnovations . com
2. I figured out how to do all of what I did on my own, through experimentation, and reading the help manual, so I don't really think I'd make too good of tutorials... but I suppose I could at some point.
For a 3 digit display, set a work variable (Var3) to the number/HP/whatever, then divide by 100. Now Var3 is the hundreds digit. Set another work variable (Var2) to the number, Mod it by 100, then divide by 10. Moding it by 100 basicly takes out any digit higher than 99. Dividing by 10 gets us our 10's. Now set the last work variable (Var1) to the number, and mod by 10.
Now Var3 = hundreds, Var2 = tens, Var1 = ones. Now use forks...
For 6 digit, follow the same process, setting work variables, then modding them by the next highest up multiple of 10, and dividing them by the next lower multiple.
So, for 6, just divide by 100000, 5, mod by 100000, divide by 10000, 4, mod by 10000, divide by 1000, etc, etc. It's cumbersome to do because RM2K has very limited mathematical support, and no text support.