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Also, how many different items should one monster be able to drop? Additionally, if that number is high, I suppose I should throw in some useless, sell for money, loot.
I think 5 is pretty good. So common, uncommon, rare, very rare - and super extra ultra rare, for that special kind of item you want the player to grind hours for.
Evan G.
I think it's also important to consider whether or not your target audience wants to grind for hours. Generally, I don't like the idea of making it possible for the player to put loads of effort into the game and get rewarded with nothing, so I don't really dig the whole "very rare random drop" thing.

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So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! :LZSexcite: I'm going to devise secret messages now for them because I'm a terrible wonderful person like that. :kaopride:
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
What I worked on today. :LZSjoy:

No stream today, make a game in MZ is continuing next week!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD

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