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I am sick of complaining about the things I don't like about RPGs
So I decided to actually do something about it, by making a simple mini-rpg engine to dick around with.
Sure, it's not going to be ground breaking...or good...or even popular, but eventually it's something to sink my time into.
The problem is, I am not sure whether to make it a Java game or use Python. (most likely this creative spark will die and I will lose interest in this, but it doesn't hurt to do something)
Does anybody know anything bout how to start this?
Comments
Regardless, Python would definitely be quicker to develop in than Java, so do that. Pygame is a good engine for, well, games in Python. Or if you want to make something 3D you could try Panda3D.
-teehee-
http://rpgmaker.net
If it's just some small project then it doesn't make much sense to use Java, since it'll probably just make it take longer and you'll lose interest faster, and I doubt performance is too much of a concern.
And for 2D games, Pygame is pretty much the best engine for Python.
^ But... RPG Maker is not half as cool as programming a game in... any programming language.
do I download ALL of it or is there a main core file somewhere?
Under the "Windows" header. Or whatever other header is relevant for your OS.
Download the version appropriate to your installed version of Python.
Either way you definitely didn't need to go to the page you went to.
...maybe...
Alternatively, all the cool kids use the console RPG Makers.
I have all 3 that were released in America, and I actually got 2 and 3 on their respective release dates. >.>
Random encounters vs. enemies already on map I mean.
And then again, this song made me think of a strange idea that I actually kind of liked. It was Advance Wars, but in space with starships/spaceships.
The boss fights though, not sure whether to put them at a set level.
So like, that way you don't have all the bosses being pathetically weak if the player avoids all the random encounters, but the player can still be challenged even if they spend some time grinding/doing side quests.
There would be two screens for attacks,
Normal Moves > Move Slot 1, Move 2,
Special Moves > SA Slot 1, SA Slot 2,
The top would be based on either your equipped weapon or your natural abilities. You could use them as much as you want.
The bottom would be the moves that used MP/SP/PP. Although I am again not sure if this would work.
I have some of the basics down, so that each element I use has a general system that benefits it.
- Low damage, high accuracy, priority (will normally hit first more likely than the other attacks) low PP use.
- Medium damage, normal accuracy, normal PP use,
- High damage, less-than-average accuracy, high PP use.
Each attack would have an option to hit all enemies and divide the base damage amongst the number of targets, or focus on one for 10% more damage than normal.Though...
> output utilities like a synthesizer or a microphone
Those are input utilities, so I am not sure what you mean.