Post something on Sunday! Info: http://rpgmg-games.wikia.com/wiki/RPG_Maker_MV_Day
RPG Maker MV is out. There are bugs concerning auto tiles and music for some people. There has been a patch recently, so try reinstalling if you have MV on Steam.
Trial Download: http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-mv
Trial Mirror: https://mega.nz/#!HNRDmQKS!6YhUUEA3YpRYEaruDgfUmFD2kZcOB7pv3rSssUOM2bs
Base Resources: https://www.mediafire.com/?ndx431biclng833
Cover Art DLC: https://mega.nz/#!NhlnyZhS!VOOR6OvkVZYG6el9dzU8mELBBblqc8iSdthZNNMZK94
Essentials DLC: https://mega.nz/#!h1snEB7C!u89Cv_duppE6QBUC1N1ZKWxnccUfPK-1Fu8TAySj6ic
RPGMMV Crack: http://s000.tinyupload.com/index.php?file_id=94706179999319730759
Updated DLC Pastebin:
Humble Bundle DLC
RPG Maker VX Ace Master Script List
Collection of old RPGM games
/rpgmg/ Chain/Collaboration Game!
Status: Part 11 is up.
Done with their part:
- RPG Maker Maker !!nHmJbtdk7T2
- Cortop !QqL8nX9URE
- Duwang !yP15zzo8dA
- MEands !!sbyw5zs4GtT
- Alexander Guy !swIUti/LTA
- salt !AOUYhrDYgU
- Double Anon !WAnon.pOpQ
- Crunch !I1tYcLS8Ts
- Comp !MEJ8qE/3h
- Joakim Morgen !!4elh6dhvavq
Currently working: W.T.Dinner !LTqeha3bQk
- Firgof !aFqhsxkECQ
- Anonymous PhD !!QqXzW/bDL5y
Version 11: http://www.mediafire.com/download/7p2d1t02r8cuadr
Anyone know about a good turn-based rpgmaker vx ace or xp engine that works like Final Fantasy tactics?
The only ones I've been able to find are complete garbage, sadly. There is one that looks neat but uses awful "3D" rendering.
I'm making a card game tactical rpg, it's already got a physical publisher but I want to make a steam version
Thanks to adventure time dev for the inspiration to just paint shit this time around rather than muck about with tilesets. Should look pretty neat I think.
There's a lot of potential 'why does it look like that's in the image. Anything in particular you'd like to know about? (e.g. what/why the weird blocky patterns, why is it bordered, what's with the enormous LED pixel strip, setc.)
That's what I was going for, essentially. Though instead of cell phones a very old LED monitor capturing live footage of a CRT monitor. Haven't yet given it 'weathering' and all that fun business.
Some cracks were posted in previous threads but I have no idea how legit they were. At any rate, stop bitching if you're not at least able to dig and give them a try.
Hell, if you activated the trial period as soon as it came out you'd probably still have two weeks left on it while you wait for a crack. There's probably not a lot of incentive for people to work on one right now knowing they have that grace period and knowing that RPG Maker is easier to obtain now at decent prices than it's ever been before.
aww yeah I totally didnt see that
the crack works perfectly, thanks
Going to be posting my Level Up Bonuses system later tonight. Last chance for any feature requests.
When you level up, it checks your class, weapon, armor, and active states for any level up bonuses, then applies them
I added new stuff to my chargen expansion. 12 different mouths (6 for each 2 types) and the eye patch (it's under Accessory 1 instead of Glasses so it isn't drawn over hair). Also 3 blushes.
I thought I'd be faster this time but I still spend way more time making sure the file structure is correct than actually drawing.
And I'm already feeling burned out from it.
Again, let me know if something doesn't look right. Hope you enjoy.
It ranges from really simple like for blushing (which is just the portrait image and a separate icon) to having to manage multiple files in different folders.
To give you an idea how much of a hassle it was to add the hime cut, here are all the needed files:
Battle (color mask): SV/Female/SV_FrontHair_p16_c.png
Overworld (color mask): TV/Female/TV_FrontHair1_p16_c.png
Overworld back: TV/Female/TV_FrontHair2_p16.png
Overworld back (color mask): TV/Female/TV_FrontHair2_p16_c.png
Defeated (color mask): TVD/Female/TVD_FrontHair_p16_c.png
And you can't just throw them in their respective folders, you also need to keep the numbering right so RPGM detects them correctly and you don't overwrite anything.
Some portrait assets are composed of multiple parts so applying color ramps keeps the palette right. For example an open mouth consists of:
Inner part: FG_Mouth_p22_c3.png
It's all minor fiddling around but it really adds up over time.
>I'd like to help if I can.
Thanks, but that would probably just end up taking more time and lead to errors.
You're welcome. No need for credit. If you want you can link the MEGA folder in your readme or something so others know where to find the assets.
Anyone know if damage formulas changed? I want to know how to have the formula pick a random number from 1-5 like: "irange_random(1, 5) + a.atk - b.def"
So it would deal 1 to 5 damage, plus player attack, - enemy defense. Etc.
Actually, I'm very proud of my shitty animations.
Good to hear your improving it. Still looking forward.
I'm having some trouble to understand those formulas. Do you have any tutorial or it's simpler than I'm thinking?
But I really think they're shitty and I'm really proud of them. The fact is that I'm really insecure with the graphical result of drawing everything (even the animations), frame-by-frame, in the tablet. I swear I'm not trying to fish for compliments, and it really surprises me that some of you like it. Really.
All I was wondering is if there was a way to make the damage formula choose a random number then use that for damage.
The formula I used in the example is a bit of a mashup of gamemaker's gml script and rpgmaker, it isn't a real script, just what I used to show an example
So I've been playing theough the collab's latest chapter and I have gotten stuck on the iron giant boss.
I have some concerns.
-the previous boss had a warning to prepare. This one did not. An issue when prepare in this case means "go save your game".
-I do not mind enemies/bosses having charge up attacks that require the party to go on the defensive. What I do mind is how you cannot survive this attack without Ice Wall, a move you have to prepare a turn in advance to use. Guarding against it still does lethal damage to practically the entire party and since there's still no way to buy revive items & Pippi is the squishiest of them all, no one can revive anyone.
-The aforementioned charge attack, the AI for the boss is wonky. I've seen him use this group killer move twice in a row. I've also seen him use his "ultra charged up move", have it say he got weakened, then upon analysis, he's not weakened at all. In fact, he appears to have gone to do his ultra charged up move again. Yes, a second time in a row.
-Rotting smoke has done nothing. It advertises slip damage (I assume similar to poison) upon elemental contact. but none of these special states do any damage to the boss. Now, I haven't tried this for common enemies, but common enemies are not usually strong enough to warrant needing slip damage. If no slip damage is just this boss' property, why even make him vulnerable to such states?
-speaking of common battles, the ones in this cave are a major slog.They don't appear to give much exp for how long they can take and the skills you get from leveling up around that point don't even seem remotely usable.
Maybe I'm just being nitpicky? I'm having major trouble trying to get past this boss though. It really bothers me.
Looks cool, keep it up anon.
That's immensely flattering anon, thank you so much!
Even though I'm not exactly working on enemy info and statistics, do you want me to fix it up a bit? I don't have any experience working with armor, weapons, learned skills or experience points distribution but I'll try my best if you guys want.
Also, here's some progress.
No, you don't need to. Focus on finishing your own chapter first.
I mean it's clear people got past this boss somehow, so I'll be able to get past him eventually.
Though I wonder how much longer this chapter is since everyone said it goes on for quite a bit.
Now this shit is finally shaping up. It'll probably need some parallax retooling for the roofs later on, though.
Also, should the comedy gothic horror-esque setting have elf slaves hanging around for no reason? I have come up with several visual jokes/easter eggs involving them, as well as some cool elf-slave techniques that compliment the other characters currently in the party very well. But I feel that if I throw too much random shit, the concept could end up sorta lost.
I left those there because maybe the player could want to leave the town at night during the story. The mountains, well system or a boats could work as well (or better), but then that makes the forest even more attractive for the purpose of serving as a red herring.
I could try to justify it saying that the woodland was much denser in the past and only recently, in relatively peaceful times, lots of trees were chopped off to its current state.
Shit. I thought it was Sunday.
That's really spread out. Can the player do something with all that open space?
Yo, great work, ESPECIALLY the lips.
I can only see one issue: your eyes can't change color. Don't know if you're aware of this.
I know you're burnt out, but I don't suppose you could make a quick edit for a male eyepatch?
>I know you're burnt out, but I don't suppose you could make a quick edit for a male eyepatch?
Actually, I take it back, the eyepatch lines up pretty well anyway. I'll do it myself.
I need to shorten these attack animations by a lot. The stutter they do at the start and end of the attacks is really eating up a lot of time.
It seems to be the waiting animation but I can't seem to get rid of it. I'd like to get them down to .1 seconds, but I'll settle for .23 seconds.
Your main villain is depressed. Their lackey approaches and asks if they'd like to 'build a snowman.' Do they accept, or refuse? Is there snow in your villain's kingdom, or is it code for something else?
THERE IS NO SNOW IN THE KINGDOM OF THE SOUTH.
WE MARCH NORTH, THROUGH THE LAND OF GRASS AND THROUGH THE FOREST OF RAIN. WE TAKE THE ICELANDS AND ALL THAT STANDS BETWEEN US AND THE WHITE BEAUTY.
>Procrastination is asked if it wants to build a snowman
>meh, I'll do it later
Legit don't even have a main villain for my latest project yet. Or much of a story for that matter. Been too busy with other shit to really work on it beyond a debug map to test MV scripts
So is there any way to do a team attack in RPG Maker VX Ace? I didn't find a script for it(Outside of the one for Victor's battle system which I don't really want to use), so is it possible through common events or something?
Do you wanna run the country?
Make sure they know your name?
We'll rally all the troops
Fight nail and tooth
Their border we will claim!
For them it was just Tuesday
When you came marching in
Destroyed all that they held dear
Did you wanna run the country?
"I told you, we're not FREAKIN' READY!"
Have no fear!
I have swords as balanced weapons with no unique strength, maces ignore some defense stat, axes have higher attack, but a hit rate penalty and fists have a higher damage modifier from agility.
Wow, nice work!
>I have gotten stuck on the iron giant boss.
The first time I fought him, he ruined me with his second charge attack. It took him a while to do, but I'd almost killed him so I figured I'd go full offense next time. The second time I fought him, I found out I could stun him with Delirium and it messed up how he charges his attacks. I managed to get him the second time. Go full offense and cast Delirium and hope it stuns him.
>What I do mind is how you cannot survive this attack without Ice Wall
There was no hint to what element his attacks were, so I didn't try any Wall skills. Although all the enemies were ice element, so maybe I should have figured it out...
> the AI for the boss is wonky
I didn't open the project up but, I thought he had a set pattern to his attacks?
>Rotting smoke has done nothing.
I tried inflicting Rotting Smoke and it didn't seem to do anything. That needs fixing, I think?
>speaking of common battles, the ones in this cave are a major slog.
This is problem with a few areas in the game, in my opinion, but this area's enemies didn't give much reward too, so I ended up running from the random battles after a while. As you said, they took a while to beat. About a minute or more?
Good luck trying to beat the boss. Use my strategy and you should manage. There aren't any useful skills to be gained by leveling up, so that wont make a huge difference.
White text on a white background is pretty difficult to read even with the outline. You might want to make the text black or use a thicker outline.
Some people were bitching about there not being a properly filled-out database, you can get it here:
Complains about a missing battleback for me when I try to test a battle though.
Just download the RTP?
My Level Up Bonuses plugin is complete. Get it here: https://www.dropbox.com/s/ep0xi56n36fly80/BOB_LevelUpBonuses.js?dl=0
Add the plugin in your game and view the help information. It describes the notetags and all the crazy modifiers you can use. See the examples and neat examples section for more information.
It allows a multitude of bonuses to be given to actors (or taken from them!) upon leveling up based on the following critera:
State applied to Actor
Actor is Class
Weapon/Armor is equipped
You set the level up bonuses on the state, weapon, armor, class, or actor that rewards them.
Reward an actor with a stat or trait increase or decrease depending on class, equipment, or active state!
Have equipment, states, or classes give or take skills after a certain number of levels!
Upgrade or downgrade weapons after they have been worn for a certain number of levels!
Grant items, gold, stats, skills, and equipment every single level, every other level, every third level, etc!
The maximum level in your project. Used for determining how high repeating bonuses should go.
* Default - 99
Level: State:+/-id, Item:+/-idXquantity, etc
Level: atk:+5, def:-5, etc. Valid stat boosts are:
You can set level to be either a number or one of the following special patterns:
0 - Bonus will be rewarded upon leveling up for the first time
with the weapon/armor equipped, state applied, or being
the class the bonus is attached to.
+X - Grant this bonus every X level, starting at level 1 + x.
-X - Grant this bonus every X level, starting at level 0 + x.
*X - Grant this bonus after an actor levels up X times while
the bonus source (weapon, class, etc) is active.
You can set ID to be the ID of the bonus you want to reward. In the below example, we're applying the default 'Knockout' state:
If you want a bonus to only apply while the source (a class, state, weapon, or armor) is active on the actor, append your id with !, like so:
If you're giving an item, weapon, or armor, you can provide a quantity by adding Xquantity to the end of your id. We will reward the actor with 2 of the default dispel herb items (id:3) upon level up, but only if the actor is poisoned:
The code is executed when the actor learns the bonus. A recurring bonus will be executed every applicable time. Whatever code is executed will need to return the following based on the bonus type:
state: @(codeHere;) - state ID.
skill: @(codeHere;) - skill ID.
atk: @(codeHere;) - a number to add to the stat.
gold: @(codeHere;) - a number to add to the party's gold.
item: @(codeHere;) - Needs to return an item ID.
weapon: @(codeHere;) - Needs to return a weapon ID.
armor: @(codeHere;) - Needs to return an armor ID.
The exclusivity (!) and quantity (x) rules apply to eval as well.
If you are evaling for an item ID, you would use quantity like so:
If you want a stat gain you are evaling to only be applied
while the source is active, you would do this:
Finally, let's combine the two:
Give it a few days. I'm sure there are bugs, as I only tested to level 5 or so, and there are probably some combinations that will cause things to break.
Also, someone will eventually eval something horrible, but whatever.
No, as this plugin is entirely on the backend.
But, if you want to add that choice at level 3, between skill 1 and skill 2, you could do something like this:
Write a function, have it prompt the player, and then return the resulting skill ID. My plugin will pick it up and add it to their list.
Is there a speech balloon plugin for MV yet? I mean something like this: https://yamiworld.wordpress.com/yami-engine/text-display/pop-message/
I had a look around but I couldn't find anything.
I did get past him. I don't know why but yeah the first few times of trying to use delirium just said the move outright failed. I thought he was immune to those statuses.
His attacks have no element, Ice Wall is Kashim's skill. It required him to have Ice Force on himself to use and it nullified one hit done against the whole party.
He did have a pattern. I'm saying the pattern may be questionable if the boss can do his super moves more than once after he charges up, especially when the game says he weakened himself.
Rotting Smoke interacts with other elements, so it turns into a fire based DoT or water based DoT, etc. Though since delirium hit the giant with poison and poison appears to do no damage to him, I'll just assume DoTs don't work against him. (It's a shame, because DoT moves were my best tactic against the bosses I fought until that chapter.)
It's up to everyone else how the common fights go. It probably only feels bad because it's not united coherently, but it's fine I suppose.
Storywise though I'm invested. I mean even though some parts are cheese as hell, it's really charming for me. Well, if it weren't for the fact that I've been finding loads of map tile passability errors in the last chapter.
Well at least I'm not the only one that makes mistakes like this. And since I've been giving it more thought, I kind of wanted to work on our evil Artifacer girl a bit more. Maybe I'll think about joining a future chapter again.
Though for now, forest dungeon.
What would be a good way to interpret whether or not the player is 'winning' a battle, and then putting that data in a switch or variable?
Total damage inflicted to each side?
Number of alive combatants on each side?
They can be an exciting reward for a player. After all, one of the things you collect in a rpg is power. However, I would be careful not to make them overpowered, so the player isn't tempted to just spam it every battle. Give it some kind of big restriction (e.g FF7's limit breaks) or make it do something fun/unusual.
I somehow got reminded by Luffy from One Piece after you said that.
Like he uses his Third Gear superpowers and afterwards he becomes a mini sized human that leaves him vulnerable for some time.
Implementing such in a game wouldn't be too hard on status.
Yeah, something like that would be cool! I think it's more fun to do something interesting with secret skills, rather than just make it a really high HP damaging attack that costs tons of MP. It makes them all the more special.
I looked into doing that, and it breaks the flow of battle. The window would pop up before the victory window, and then kinda float on top of it. It looked really tacky.
I might do something with the victory screen in the next version (to display what bonuses you've earned from leveling up). Not sure if a choice will be an option or not.
Thanks! Yeah, I think I had fixed the eyes already. Issue was that the file name is missing a suffix (_m002). Either redownload it or change it manually so it's "FG_Eyes_p14_c1_m002.png".
All of my assets should be compatible with males, but I don't want to duplicate everything. As you figured out, it's just a matter of copypasting the assets to the respective male folders.
Sera-chan, if you're here, thanks for bumping my new plugin thread on the rpgmakerweb forums~
It is the only town in the game and while I don't think I would be able to make the game over 2 hours long, I'd like it to have some replay value, so there would have to be some redundancy regarding solutions for each problem.
It is still missing stuff:
Editing the remaining houses into their final form.
The MCs Traveling Troupe sitting below the Inn (the tallest building)
A watchtower in the left side of the wall.
The church will probably be 1.5 times bigger in the final version.
Farms outside the city, along with crops, scarecrows, cows and such.
Up to 50 NPCs running around during the day. Including some animal NPCs.
Houses inside the village will also have small fields with cabbages and such.
Also, how is this for a original creature/monster donut steel concept?
In the Empire's Quest to complete dominion over the continent, every single dragon was hunted down and killed.
Whether by the anger of the gods or just by the effect of a powerful curse thrown by the last dragons, soon after their fall, human soldiers of the Empire who used dragon-scale armor, or dragon-bone weapons began to suffer a horrible disease that turned their skin into hard scales. The disease was lethal for the most fortunate, but others went mad by the disease and ended up attacking their loved ones. And worse, some rumors say, devouring them alive after becoming hideous dragon-like monsters themselves.
Within months of the death of the last dragon, the Empire ordered the complete destruction of all Dragon artifacts, as well as a quick execution for all the Dragon-cursed. Many of the best soldiers and even high ranking generals of the Empire among these. However, due to hundreds of years of humans coveting dragon artifacts, it is not unknown to hear of people who accidentally contract the Dragon-curse simply by contact with an old family heirloom that had been stored in a box.
What's everyone's intro like? Do you have a tutorial?
I plan on having the player choose whether they wanna do several minutes of tutorial explaining everything or just be thrown into the game.
It's a bit tough to determine if the player is winning. In a tough fight it doesn't mean you're losing when the party's HP gets low after a big attack.
>Total damage inflicted to each side?
Percentages might work here. The side with the highest percentage of total HP has the advantage.
>Number of alive combatants on each side?
What about encounters with a single tough enemy?
You can probably use the total party member's alive as a modifier to adjust how much the party is "winning". For example, a party with 2 full HP party members might have a higher percentage of HP than the boss but their action economy is gimped so the boss might be at an advantage if the two party members can't heal/damage it fast enough. And perhaps use a different modifier for mobs such as challenge rating.
It also might help to only consider one side to be winning if there's a distinct gap of total HP between the two.
Mechanics (humans in the world don't know this):
Dragon-curse is contracted by touching any part of a dragon's corpse. OR the corpse of a dragoncursed. Getting rid of a dragon-corpse is difficult. Only volcanoes are considered as able to do it.
People wounded by a living dragoncursed are not afflicted with it.
Dismembered body parts of a dragoncursed are treated like corpses.
Ailment is not treatable in any way.
Ailment doesn't affect non-humans. Undead humans are vulnerable, however.
Shortly after contracting the curse, humans develop a hunger for human flesh. If they don't obtain it, they die. If they cannibalize other humans, they become more and more dragon-abomination-like.
Dragon-cursed acquire some seemingly random element. Because reasons.
Alternatively, it could be a curse to gold items/coins.
It is meant to evoke Werewolf/Vampire tropes, while being JRPG-like.
>What's everyone's intro like?
There isn't a text crawl, but there is a short conversation between the MC and his grandpa that briefly explains what's already happened and why you're going on an adventure. After that, you get to play.
>I plan on having the player choose whether they wanna do several minutes of tutorial explaining everything or just be thrown into the game.
The best way to do it. Even if it is a rpgm game, you can't expect everyone who picks up your game to have ever played an rpg before. Having an optional tutorial is useful for newbies and doesn't annoy veterans.
Of course, if your game has a unique feature, you still need to explain it and make it clear that it may be something the player has never seen before.
Hey, would you ever consider making outfits, or do you exclusively work with facial features? No spritesheet work required in this case, the body would look identical to an existing outfit.
I'm just gonna throw my players into the thick of it with a really difficult battle where you have tons of complicated skills and shit. But it won't matter if you win or lose, there'll be a timeskip afterwards and then the game will ease you into the mechanics.
What do you mean? I still need to create sprite sheets for a new outfit, which would be a lot of work even when it's using the base body. The RTP outfit selection is decent enough and creating just one outfit would probably take me an entire day if not longer. Not really worth it unless it's something essential that is missing from RTP.
The facial assets are more lacking and easier to make so that's what I wanted to focus on.
Finally got your battle command list working like I wanted it to. Great plugin! I'll have a look at the others once I'm done setting my core stuff up.
Now if I could just figure out how to get rid of these numbers in the main menu...
>I still need to create sprite sheets for a new outfit
I basically just want an alternate version of the 'student outfit', which already exists in the char generator. But the body sprites are fine - it's just the face version that I don't like. It looks less like a school uniform and more like a kimono.
The amount of user errors being posted in plugin threads is starting to piss me off.
You realize you're distracting the author from actually expanding the plugin, right? It's not that hard to check to make sure you've done everything right before posting.
anyone got a script where you can become the owner of a shop? doesn't have to be a complicated one where you can check everything, just being a owner having weekly but it would be cool if you could
Yeah you can do all of that with events, depending on exactly how much flexibility you want the eventing may be a little heavy but you shouldn't need a plug-in to handle all of that.
If there are battlers from a Japanese artist that I want to use and are posted in their blog/site, but I can't make sense of their moonrunes, should I assume that they are "free for commercial use as long as you give me credit"?
I realized that I forgot to even talk about (or completely finish) that portion of the level up bonuses plugin. I'll release a small update to fix that. It doesn't current work, but here is how it is used, assuming you want a class to gain +1 to a custom stat every time they level:
To use it in a damage formula:
100 + getProp(a,'newStat')
I'm pretty sure someone is already working on this. I saw a request thread on the official forums where it was being talked about. If I don't see one soon, I'll definitely look in to this.
I really hate doing graphical things, and it's not something I think I have a use for. I will probably re-create Yanfly's Gab Window, if he doesn't do it in a month or so.
The extra stats that I have in mind aren't going to change when you level up. They'll just be static values assigned to each class, effective immediately. Can I still do that with your plugin?
>free for commercial
>free for non-commercial use
Yes, but maybe put a message in a read me that you'll remove assets if the owner wants you to.
What site are you getting battlers from?
The "effective immediately" part is what makes it not work with my script. Best it can do right now is assign them to a set value the first time the actor levels up as a specific class.
I may have something for this in about a week, though.
Gonna assume you meant non-commercial, because otherwise what the fuck.
No. I've seen too many Japanese works licensed with "if you are not Japanese, you may not use this work for anything" because of some people thinking they can assume the license is convenient for them because they can't read it.
Don't worry about editing your level up script to accomodate that, if that's what you have in mind. The two are pretty seperate things. I'm sure someone else will make a plugin specifically for this, and it kind of needs to be minimalist for ease of use.
Here are the guy's rules of use, but I don't really get if I can edit the monsters or not:
>This site, for the following material of F created, and allowed the re-distribution of remodeling to.
>(1) face of RTP compliant graphic Standing picture
>(2) RTP compliant monster graphics
>※ received product materials and, other sites like remodeling material redistribution is not allowed.
>As a condition,
>And materials that clearly seen that it was modified only Yes (inversion only, impossible, etc.)
>· On the distribution source of mention that they are CLOSET, it possible for you to link to this site.
>• The remodeling the material itself of the sale is not allowed (Permitted to sell the game using the material)
>The material that can make alone is limited. A poor excuse me in the material, but I'll distribute the material that is made by if remodeling! If you have are woven anyone who wants, and I think that amount, choice of the person who utilizes spreads. Once built to your role even a little Maker life of everyone, it is fortunate.
And I am thinking about making some of his battlers "high contrast"
Hoping to have this dumb thing done by tomorrow night.
I started yesterday, but thankfully GB color restrictions make things a ton easier to draw, plus what I'm doing is tiny.
A plugin for additional or secondary HP bars? Like Sanity or something? Maybe when it hits zero it doesn't kill you but it lets you assign a state to it like a debuff (or buff depending on game)?
If that doesn't work out, maybe it's preferable to convert the MP and TP bars to do those functions?
In theory it might be easy to do but I don't know how to code so what would I know?
I don't browse plugins/scripts much so sorry if this is already done elsewhere.
>Campfire. 3 people around it.
>Who do you want to know more about?
>The Battle-Hardened Mercenary
>The Lady with a Mission
>The Young Fledgling Artist
>Each of these takes the player to a prologue chapter where that character is featured.
>Merc is battlecentric chapter, Girl is puzzlecentric chapter, Artist is fetch-quest-centric chapter. There will be some tutorials in these chapters, but I try not to overlap too much between them.
>Once all three of these chapters are done, the game continues onward to the combined prologue where they all meet until it leads back up to where they're at the campfire.
I'm planning a character whose attacks are based on the major arcana (original, I know). Would it be "interesting" to give them a unique EXP curve that has them gain a new ability each level that corresponds to the number of each card (like Strength at level 8) that's also slow enough so that they don't surpass the power of the other party members?
Because I'm going for front view with my battles and a picture on the menu screen's the only place you'll see the main character[s] in detail?
Did change it so it's pretending to be within GB restrictions a bit better, though.
It's not something you'd want to get seen playing at work, but nah, nothing too explicit actually gets shown.
So far, I'm thinking of going for a 50 level cap (or at least, that's the last level you learn skills at), so naturally you're not getting a new skill every level. With the Arcana capping at 21 (22, counting The Fool), he'd end up rather lackluster by comparison if I wanted to keep him balanced.
Your post has got me thinking of changing things, though. If I scale down the levels and have skills more abundant, then I wouldn't need the bizarre curve, and the game could be easier to manage.
If this is for MV, just plugging my level up bonus script from earlier in the thread:
You can set the class or actor to gain skills every X levels instead of coding in an entirely separate XP bar. You can also use states, weapons, and armor to do the skill gains as well.
Oh, that's neat. Sadly, I'm back in VXA, and the idea was to somehow balance a character who gets all of his skills 21 levels in when most characters won't reach their full potential by 50.
'Course, I don't have to do that, and if I stick with the 50 level cap, I probably won't.
As promised, only 15 minutes late!
To define a custom stat, apply this to an actor or enemy:
statName - The name you want to reference this stat with.
statValue - The default value of your stat. Must be a number.
After setting a custom stat to an actor, you reference it in damage formulas or other code just like any other stat. Below is a sample damage formula for the a stat named 'sanity':
100 + a.sanity
Let's say you gave the enemy a stat named 'insanity':
(100+ a.sanity) - b.insanity
Let me know if you have any questions. I'll probably post this on rpgmakerweb sometime tonight.
Sadly, the actor doesn't have basic access to class properties. In a formula, it would look like:
I can easily add that, but it's really cumbersome. Would that work?
You'll need a good grasp of how to use switches and variables but basically you'd have a store setup as a normal store. When you talk to the person to buy it and you have it, you'd turn on a switch that tells the game to act differently.
You'd likely want an identical (but separate) map that you can only access while that switch is on, and then the counters all being their own event that you can interact with to put up items for sale (if you wanted it like Recettear) or where the customers would come in directly to you, and then you would setup a dialog with probably a variable with a random number generated to determine what it is they wanted, and if you had it in stock, etc etc.
That's the pretty bare-bones version but you could really spice it up if you took the time on the events and such.
>game is a mess
>forgot what I was doing because I only work in my project every few months
>don't even know how to end it
Time to scrap another project and start again, this time I will properly write everything so this doesn't happen again.
How is your game going anon?
Working on poor graphics and a decent plot. The game isn't a huge expansive world so there won't be a whole lot of building once the graphical end is done.
It's still going to be awhile but I may actually complete this one. Here's hoping you have the same luck.
How come you just don't give away your scrapped projects I'm sure people will be able to build upon or salvage it. Maybe you had an idea that you have long forgot but the next person takes it a new direction for better or worse, but it's all cool I understand the whole thing about personal work and stuff.
Because I will use the same idea again, I don't want to think a different story.
My current problems with that project were mostly about gameplay and the end that didn't made any sense, instead of fixing everything is faster to build the thing again because every thing with a problem is linked to another thing that was fine and touching them breaks the game because I was too dumb to make notes.
That's pretty neato (besides the Paper Mario inspired idea) really looks more like mixture of current and old type Pokemon. His Battle screen looks like Battle Network. I wonder if a Card based RPG is possible in RPG maker?
If it has been done well fuck me, I'm newish here.
I'm making a rhythm game-esque battle system. The faster attacks go the faster new inputs can be given which means faster songs.
I was hoping I could make the attacks in the .2~2.4 range so I could use 240BPM songs, but 180BPM isn't all that bad.
Hey, so the last release was super shit. I forgot that I was a wizard before I wrote it.
Download the newest version: https://www.dropbox.com/s/9ec4iwp2qvezibu/BOB_CustomStats.js?dl=0
Now, if you set a stat at the class level (say, sanity), and the actor doesn't have that value set, it will default to the class' variable.
You can also access the variables directly inside of the damage formula, like:
Hope this helps.
Testing this out now, not sure if I'm doing something wrong but the attack skill now seems to be doing 0 damage.
In the notes for the Hero class:
In the damage formula for the Attack skill:
All other plugins are set to OFF.
Fixed it, download again please:
Also, be very careful. I named a stat something reserved earlier and it caused a game crash. I'll add preventative measure in the future, but for now stick to 4 letter stat names and you should be fine.
I'm looking at how plugin commands work. I'll add a few to increase/decrease/set actor/class/enemy stats.
This should allow you to modify an enemy's stat based on the player's actions, for example. Maybe if they go destroy 4 crystals, the variable is reduce from 100 to 20, meaning the attack is a lot weaker.
This is weird. I have <CustomStat: bat=9999> in the class notes of each party member and in the notes of the enemy being fought, but the enemy's Attack skill is dealing 0 and making their targets hp become NaN.
I forgot to mention, the attacks of the party members are all functioning properly, it's JUST the enemies who don't seem to be working, but they're both using the same skill and have the same stuff written in their Notes.
Fixed it. Also double-checked that actor, class, and enemy stats save and load properly. They do.
Now THIS is podracing.
It's working perfectly now and it's pretty much exactly what I wanted. Now I actually have enough stats to make this game work. Thanks so much.
I'm Sera, by the way. I don't know if you already deduced that. I suggest you post this plugin, since it's such a simple concept that tons of people are going to need it. You could also post it in my plugin request thread for extra publicity.
Quick question: and this is NOT a feature request, trust me, I'm just curious:
Could I edit Ellye's ATB plugin to use both Agility and a custom stat defined by your plugin to determine turn order? Or are these stats defined in a way that prevents them from being used in external scripts?
just try drawing it the best you can, then shrinking it down to fit the tile size. I'm sure it'll look fine, the standard RTP is really only good for little projects. Custom artwork really makes your game look good, even if the art is kind of eh.
Glad it's working for you. I already plan to add notetags to weapons, armors, and states to increase/decrease these stats, and plugin commands for eventing. Can you (or anyone reading this, really) think of any other features?
I haven't looked at Ellye's ATB plugin, but the stat shows up just like agi:
It's should be all the same. I could make a compatibility patch for it once I get back from
buying groceries like a filthy normie.
>Can you (or anyone reading this, really) think of any other features?
Um... I can't, actually. Everything I needed has been attained. I'm sure someone else will have some good ideas though.
>It's should be all the same. I could make a compatibility patch for it once I get back from buying groceries like a filthy normie.
If you can call the custom stats that easily then there's no need for a compatibility patch. Also, having turn order be determined this way is something very specific to my game idea, so I doubt many other people will be looking for a similar effect.
Do it yourself, since you're making a yume nikki game weird graphics and bizarre stuff will come easy while you sketch around.
If you're terrible at art you can use that to make the game have a good creepy atmosphere.
Does anyone use the Tactics Ogre crafting script?
I've been trying to get it to work but I can't figure it out. The actual tags are all easy, but I'm not entirely sure where to stick them. I've tried different combinations but I can't find one that actually lets me craft anything.
Try deleting it, then rebuilt it? I've noticed some issues where my B and C page tiles will act up like that, and that usually fixes it, though the messup is usually in the editor for me (they'll overlap when they aren't supposed to) so no idea if it would fix the issue for in-game.
Is there any way to make a state that will continuously cast a skill? I'm trying to make a Playing state for my Bard that basically makes them unable to take any actions while they're under effect of it, but they continuously cast 1 turn buff skills.
Oh, no, I just assumed the script was set up around using the recipe book without doing anything else but put in the note tags. I basically just expected it to be more automated than it was.
I can't figure out how to properly create a new Sprite class in MV. I've been reading the existing sprite classes for an hour and I still don't understand how they work.
Maybe you can implement a duration counter at the start of the play action. If the duration counter is not equal to zero use the forceAction command and decrement the counter on their turn.
I had a bug in my game that made it so chimneys (set as not-passable) occasionally showed up below the tops of roofs (set as "above the player"). It was fixed when I set the roofs as not-passable as well (oddly enough, setting both objects to above the player didn't fix the issue). I think the program might have problems deciding what layers go above what when it comes to above-the-player layers.
I would suggest painting the roof with any kind of A1-A3 "wall tiles" and then repainting them with the correct roof tiles
Group of spacemen are forced by an authoritarian government to explore a bizarrely advanced but seemingly abandoned human colony world to discover what happened there and to scavenge any super science tech they can find.
It looks fun. The kind of game I was trying to do some time ago. Using RTP? Asking because I wouldn't feel more motivated to find rare equipment that I already saw being shit in other games that also used RTP.
As the other anon said, that sounds comfy. What 'tone' will you give it? Something more funny, or serious? Focusing in puzzling, battling or romancing?
Couple (MV) Questions:
I'd like to give the player the ability to recruit custom units a la Disgaea. I can do most of the work through eventing but I dunno how to create actors during the game, and allow the player to name them. I know there were scripts for this in VXACE but would I have to create a plugin to do this in MV?
If so, can someone point me in the right direction of doing so? (I know some very basic js.)
Second, my game has a system where at the start of the battle, characters are given a special unique ability that goes away by the character taking a certain amount of damage(30% of MaxHP). I eventually want to have it where the party can obtain a bunch of generic versions of these special abilities ( like Disgaea's Evilities).
I have the system already made, but I'm doing it through Base Troop Events (see pic related). Is there a way for me to edit the Troop Event during the game through a script or Common Event?
Also, could someone come up interesting names for these abilities? I've been stuck between Potentials, Morales, or Aptitudes, but I want the name to fit the "at start of turn" concept.
For some reason all my maps are triggering all control switches. If I create a new switch and then make an event that will show some text if the switch is ON, the text will appear even if I haven't turned the switch ON with another event.
Somebody knows what could be happenning here?
Well it's not as comfy as it sounds really. Also, I'm going for a funny tone. It gets surprisingly serious at the end tough.
It's going to focus on all of those three things actually.
Well, not romance but 2 out of 3 aint bad.
I'm making a short RTP-fueled, Metro-inspired post-apocalyptic game about fighting gangs and investigating a mutant-worshipping cult who want to flood the underground with mutants, just to get a hang of the new engine
Maybe I'll expand it into something bigger later. My biggest problem is how to make a network of dozens of identical underground tunnels not become deathly boring after half a hour of gameplay
A gang of bounty hunters uncover an ancient shrine that allows them to enter a world above the clouds. Throughout the story they must figure how to both save the Skyworld and go home, or if they have to choose between the two worlds.
MC gets exploded and turned into a slime by an evil mage, then injected into a robot to fight back against the mages who basically see regular humans as playthings and guinea pigs. Party consists of his mechanic bro who runs upkeep (while trying to help mc recover his memories) and a qt knight lady.
Set in a world where humanity has taken control of all supernatural elements that have come its way, and killed the ones it couldn't control.
The thing I described here:
is attacking a remote village in the most backwater areas of the human empire.
You play as a clown who arrives to said village and ends up trapped there because monsters have destroyed most ways out, for some reason.
Turning everybody there into monsters
Other playable characters are:
A talking chicken that is immune to knock outs because it is actually the legendary phoenix, but is prone to run away.
An elf slave who doesn't talk much.
The bunnygirl who leads the Troupe.
Her trouble-making daughter.
A bard, who is actually a former warrior of the Empire who decided to retire after having to kill his former friends.
A magician's apprentice without a master because her father is dead.
A magician's apprentice's apprentice.
A skeleton that doesn't realize she is dead and acts kinda like a martial artist in battle.
Am I the only one who thinks timed button presses is mandatory for combat to be remotely interesting?
Dumb and angsty teen runs away from home because they're dumb and angsty.
They accidentally end up in an entire different world than their own.
After much adventuring, they return to their own world
to find that they narrowly missed being decimated in the apocalypse.
I haven't quite fleshed it out yet.
Not really, no. Customization, working status effects and interesting puzzle fights do much more for interesting gameplay than button presses or combos. But no harm in it either.
A civilization of humans has survived on the bottom floor of an underground tower for as far back as they can remember.
Every so often someone fancies themselves a hero and tries to climb the tower to free everyone because they believe that's what'll happen. They're never heard from again.
And then one day. You fancy yourself a hero.
To Tower: Wrath of the Demon King anon-
Game was interesting and I liked the combat system for the most part though after awhile it kinda degenerated to 'mash attack.'
I wasn't exactly sure what to do in the forest after getting the fireball and crystal shard and so I went West and went underground, spoke with one of the crystal dealies and then the game froze.
Game showed a hell of a lot of promise though and I'm curious to see what you do with it.
Honestly, I love the barebones combat styling of old Dragon Quest or Breath of Fire games. What's more important to me is that the balance and difficulty of combat flows well throughout the game.
While customization largely does nothing for me, complex interesting fights (sometimes "puzzle fights"0 with interesting status effects and imepeccable balance is kind of... the bare minimum. Without that you might as well not be playing a game. But without something to do during animations to keep you really engaged I just find myself bored with games, and timed button presses is such an easy way to add complexity and make the game feel more interactive.
Super Mario RPG and Mother 3 are some of my favorites of all time, almost for this reason alone.
My game is gonna get called an Undertale rippoff if I add a mechanic to not kill certain bosses to get different endings... won't it?
It's not like the idea's really been touched on much outside of Undertale. I mean SMT has you -recruiting- Monsters but nothing else I'm aware of really has you sparing them outright.
See I like them for the exact reason I hate QTEs. QTEs break up action with boring timed button presses that seem to have no relation to the gameplay thus far. Timed button presses in an RPG break up extremely boring gameplay with a burst of action.
I like them to do things like add an extra state, lead into another skill, heal the user, etc. instead of just multiplying the damage done though. That's rather boring.
So... About this.
I dont like having regular forest animals as foes because they seem too innocent/harmless(yeah, even rats and spiders), and because elemental attacks and the like are meaningless when the foes are regular animals, and I HATE meaningless design elements, so I decided that the presence of the dragoncursed would also twist life around them, so there are root-wolves who are weak to fire and smoke butterflies who are weak to wind.
But now the monster battlers are getting 3-dark-5 the other design elements (main characters, villagers, etc). I considered getting rid of battles altogether (the way the story is being structured I am already jumping through hoops to get the characters to return to areas where they can fight things that get progressively stronger), but the biggest reason I took the concept was because I wanted to test the encounter and battle systems that I wanted to use in my main game, and sone characters were introduced into the story specifically for the battle dynamics they contributed.
So now, I am thinking I should step back on the concept again and just have a clown and a chicken having some nonsense adventure in a forest with the rtp eemental spirits. No elf-slaves or were-monsters or village. :/
If you want to have battles, have battles. What makes you think they're too dark for the rest of your story? Just because the enemies are nonstandard? Besides, juxtaposing dark elements and silly elements can be fun.
>What makes you think they're too dark for the rest of your story?
I was thinking about adding things like pic related.later on. Which seem like definitely too dark. Especially when earlier on you could find relatively normal animals living in the forest, which I would lead the player to feel things more along the lines of sadness and a bit of rage. Kinda like when you see the chimerized animals in Mother 3.
Maybe if I could have these creatures be more along the lines of elementals or "fears brought to life" it would feel better.
>Besides, juxtaposing dark elements and silly elements can be fun.
It depends a bit on the measures, I think. Having a couple spooky moments in a comedy is ok, but having some comedy moments inserted in spooky and dramatic things can ruin the tension, and if there are battles, then they would probably take more time than the dialogue time.
Also, note that the personality I decided that the clown would have in order to generate jokes was "outwardly optimistic dialogue and attitude, contrasted with deeply pessimistic inner thoughts", which doesn't work that well when he is in situations that do seem actually unsurmountable
I think it works even better if you slowly work toward the increasingly twisted up animals combined with the clown's pessimistic inner thoughts. The onset of increasingly messed up enemies could cause his facade to slowly break down, and you could develop him even further after that. Then you could have a nice redemption scene where he gets over it, or something? That might be cheesy, but I don't know a whole lot about your story, so I'm just trying to put whatever general idea out there. Too much comedy added to horror can ruin it, but adding horror to comedy is something I personally like a lot.
Oh, sorry if I'm coming off too forceful by the way. Now that I think of it, I'm not even super sure what you're going for, so feel free to just ignore me. Just make what you like, and don't worry if it's "too cheesy" or "too grim" or whatever, because as long as you like it yourself, other people are gonna like it too.
>Oh, sorry if I'm coming off too forceful by the way.
Nah. That was good advice. You've sorta made me like my idea again. Although I'll probably start working on the forest dungeon with the less twisted animals and see if I can get the encounter mechanic going. Then depending on how much potential I still see, I could either continue and try to draw my own, appropriate battlers, or change the story a bit, or go wok on something else until I find a way to fix this concept.
Not the current project or any of the main ones.
Although I have always liked to fly around with airships, I am not really that interrsted in fleshing out a whole world. Continents are hard enough as is.
Going to go with a the "Pick a destination" style world map, but nearly every area you can pick is interconnected anyway so it's more of a fast travel thing.
Shame that Rotate Image is fucking stupid as I was going to have a cool map image that rotated between each location as you pressed up/down
My god, MV is a piece of shit. I just booted up the program, barely put anything on the map and already my game crashes when playing.
Opening and closing menus too fast makes the game go black and then close. Anybody else getting this..?
The terms in the PS1 version clearly state you cannot use the resources within RPG Maker outside of RPG Maker, for any purpose. I assume that applies to every one made since, as well. I know the PC versions can have their resources mixed, but using any of it in say Game Maker would likely upset Enterbrain.
>Work on game all day
>get stumped on an issue
>go to sleep
>dream I'm working on it
>figure out the issue I'm having in my dream
>forget about how to fix it, and lose all the other progress I made in my dreams
Fuck off brain, this is why nobody likes you.
>Open RPG Maker
>Distracted by everything else that could happen at night.
I was gonna consider cutting myself off of other stuff but there's gotta be a better way to organize myself...
I updated my custom stats script to allow weapons, armor, and states to add or subtract values from said stats. Get it here:
I also fixed a bug in my level up bonuses script that was causing other plugins that modified state behavior to not function properly. Get it here:
Today I'm looking at adding icons and skill costs to my battle commands plugin. If anyone has suggestions for these or any other plugins, let me know.
I do have a request for a plugin, but it's so absurdly specific that I doubt anyone besides me will ever find use for it. Because of that, it'd probably go unnoticed on the forums, and I dunno how much of a dampener that would have on your will to do it.
Okay. I basically want a script that would use a mathematical formula to determine which side is 'winning' a given battle.
For example, say you have a variable that is set to 0 at the beginning of each battle. Every time an allied unit deals damage or something, the variable is increased. Every time an enemy unit deals damage or something, the variable is decreased.
I've already done this part through eventing: when the time limit on the battle runs out, the game will check to see if the variable is positive or negative. If it's negative, game over. If it's positive, you win by forfeit.
I have an idea for the formula in mind, but I won't get into that unless you decide to take this on.
Oh do you take requests? I'd love a script that makes actors execute their orders instantly rather than waiting for everyone's orders to be placed. Like Yanfly's instant cast but with skills not taking up a move being optional.
This can kinda be accomplished using Yanfly's lunatic stuff for skills. It might be tedious, though.
To see if I understand this properly, you want instant cast but also allow an actor to take a move after their instant cast skill?
>This can kinda be accomplished using Yanfly's lunatic stuff for skills. It might be tedious, though.
Hm. I didn't consider this. The only problem is that ideally, enemies and party members dying in battle would also affect the variable, which isn't tied to any specific skill.
Also, I think the other guy just wants skills to be cast as soon as he selects them, but without then allowing that same actor to cast another skill.
I looked through the eventing in MV and didn't see the option to grab a keycode and insert into variable like I saw in a previous version (2003, I think?)
That being said, I looked in the rpg_core.js classes and found this:
Make sure you surround the keyName in quotes.
Refer to the image on how to use it. The available keys (that work with gamepad and keyboard, not sure about touch) are:
ok, cancel, shift, menu, pageup, pagedown, up, down, left, right
Instant cast works like this: Once you select the skill and target it triggers instantly, letting the actor who used it do another move again, forever, as long as there's resources for it. I want that as an option, but not forced onto every skill.
I want moves to trigger instantly as they're selected while still using up the actor's move that turn, moving onto the next one, with the OPTION of doing what instant cast does and allow for no-turn-cost skills.
I probably should've mentioned I'm on VX Ace, my bad man. Still that's probably gonna help some people out.
The problem with that method though is that it'll activate whenever the button's pressed. I should've been more specific, the parallel process is on the same layer as the player, and it's continuously doing things, but I want to make it so that if the player tries to go up to and interact with it something else will happen. I think I've actually got something in my head that might work though, just need to try it.
You really need to say that in advance, anon.
>but I want to make it so that if the player tries to go up to and interact with it something else will happen
Why are you using a parallel process and not a standard event?
Yes, I've been looking at Ellye's ATB, but Ellye's stuff don't play well with Yanfly's as far as I know and it's a problem since I need his plugins for what I want to do. Which is why I'd like a simpler version that does just what I want it to do and nothing else.
>Ellye's stuff don't play well with Yanfly's as far as I know
This was true for a while but the vast majority of the conflicts have been patched now. I would suggest trying it out, and if you encounter any issues then PM them about it - they're both surprisingly quick to patch shit when you bring it up.
Oh, that's good to hear. Llike I said I've been looking at it, still am. Just figured if I could avoid having to grab a ATB system while at it it'd allow for more freedom in general. Still, it'll probably do until I find a problem with it or a better solution. Thanks!
I'm using Jet's stealth system for a stealth event and I need to make it a parallel process so that when the event sees the player, it will immediately kill them. I've gotten that part down, the only problem is adding the part where the player can kill them when the enemy hasn't noticed them yet.
For the purpose of monster catching and fusing (and I guess it could also do things like mutations, or recruitment of random characters), I would love a script that allowed the dynamic creation of actors and classes through predefined formulas set by tha Dev?
So, for example:
Event creates actor (name string), he is a human bard. Stat growth is the predefined stat growth for humans+the predefined stat growth for bards and he gets techniques from both.
Or wild slime appeared and wants to join you. Stat growth is the predefined growth for slimes, with some multipliers based on a variable associated to this monster that make its attack grow faster and its sp. Attack grow slower.
Or Jason injected himself with the Salamander splice. He gains Fire immunity and his Human stat growth is now also boosting M At, at the expense of his HP.
Or Yata Garasu fuses with Haunted Portrait. The offspring has a stat growth that is unique to his class+1/4th of the stat growths of both parents.
http://pastebin.com/raw.php?i=ZVzfhk7k Here's the script for the detection. Right now, the event has a conditional branch at the beginning with condition being "can_see?(-1)", making it run the player death process if it can see the player.
How do I make music/ find someone to make music for my project?
No, either you empty the 1st one to kill the enemy or you empty the 2nd one using skills specifically for affecting that stat to apply a state that lets you use another skill to end the battle.
Give me about a week or two. I'm currently planning to port my level up bonuses script to be a new one I'm tentatively calling Bobstah's Crazy Triggers, which will work like this:
In the above example, assume this was applied to a sword. If the actor has that sword equipped, they will gain state ID 5 as long as the requirements are met. Once they are no longer met, the state will be removed unless the state's ID was appended with a !, then it would probably be permanent.
I'll have various trigger options, like LevelUp, LevelDown, Attack, Attacked, Damage, Damaged, etc. Please look forward to it.
The best I have right now is my Custom Stats plugin, which can let you create stats for an enemy. It won't change the way the default attack formula behaves, though.
You might be able to get by with that and being creative with Yanfly's skill core and the lunatic options, though. Oh, and some troop eventing.
Use troop events to check the enemy's custom stat, if it is at 0, apply the state.
Well I have that script installed, and in the instructions it's listed that the condition "can_see?(id)" can be used in a conditional branch to test detection. I managed to get it sort of working by having the event constantly check the player's position when they're not detected, and when the position is next to the event and the action button is pressed, it will 'kill' the event. Took a bunch of variables and a lot of work but at least it's functional.
Just check for the death state and have the amount of members alive affect a variable.
Scene_Battle.prototype.checkAliveParty() = function()
var members = ;
members = members.concat($gameParty.members());
for (i = 0; i < numPartyMembers; i++)
Is anyone still planning on releasing something on Sunday?
I've been implementing mechanics. I'm pretty close to finishing the core stuff, so I should have something to show off tomorrow.
... Wait, no I didn't. The fuck?
I had two issues, one of them was given a solution, and then my brain decided to find another solution for the issue that was already fixed and for a second I thought both of them were fixed.
Using this damage formula:
z = 10; v =+ z; z
for the Attack skill. v should be getting increased by 10 every time anyone attacks.
Instead, it's staying at 10. With randomized numbers, the most recent number just overwrites the previous ones.
I never knew how fun and engaging, if not
challanging, making a game can be.
This is a nice feeling. I like it, and it seems that
I'll have something to do for the near and further future.
It's very unlikely. Unlike music and graphics, most sfxs are unrecognizable. If you're using a sfx most people will recognize (for example, the coin sound from Mario Bros.) expect some shit, otherwise it's one thing I would say you can get away with.
It's dishonest to use it in a commercial product, but I doubt anyone would notice if there's no way of telling who made it from the audio file. In the very least, you could credit the maker.
Bottom line: if you're using someone's sfx and it has a non-commerical use license on it, like any other asset, it's illegal to sell it with another product. But will anyone notice? Probably not.
If You'd like to do it Yourself, then I'd suggest getting Yourself into programs such as FL Studio
and learning in between as You're doing the project.
Plenty of sources to pirate it, at least at first, to see if You get comfortable with it of if You want to get Yourself into making music at all. If not then You'll have to look for volonteurs if not pay someone.
Thank You kindly, I'll do my best!
>RPGMVXA projects sync with the steam cloud
Yes, but I would copy them manually anyway. At least, the most important projects.
Depends on the game. If it's very story driven, I like to explore towns. But if it's highly gameplay oriented, I don't mind it at all.
If your game is story driven, you could compromise and have a few places you can visit to get exposition about the area and other flavor, for example a bar.
Well, I was bored anyway.
Email me at the link on the page and we'll see what we can do.
That depends on exactly what you want. If you don't mind a slight pause when the pitch changes, this topic may have the info you need to do it yourself: http://forums.rpgmakerweb.com/index.php?/topic/33526-having-trouble-changing-bgm-pitch-seamlessly/?p=328616
I'm using a Quixotic "Dude from the past gets thrown into an Orwellian futuristic setting and helps some delinquents and thugs fight for liberty" setting to try out MV.
Main problem is that since MV is so new, resources are even more of a pain than before.
I just started using MV after becoming familiar with VX Ace, how do you get rid of the black outline on the text with MV?
A novice Relation Mason, a special magical blacksmith that, instead of making weapons or armor or anything like that, forges friendships and bonds to help people, and his assistant fairy are tasked with ending a war peacefully as a final exam from their teacher.
It's kind of like if Undertale were written by H.P. Lovecraft, if he were writing for an older audience which enjoys the SCP Foundation metaverse. Its main point of focus is whether the player focuses on coexisting with their inner demons or coping with their external ones - and the effect that has on the world they find themselves in.
I've been trying to tell this story since 2013 (Redemption: Seven Sages) but I could never find a good way to tell it. Just last year I tried again with VXA (Dim) but it was unfocused and kind of just flaccid - didn't get much play either. Undertale gave me a breakthrough while I played it on how to get the game and plot going and showed there's a potential audience for it (I'm sure a much smaller one).
It was originally going to be a 3D exploration/puzzle game kinda like the original Penumbra game - but I found I didn't have the programming or art skills necessary to pull off the sorts of animation and intelligent pathfinding I wanted. I still like the thrust of the story though - and the sages/characters I've built for it like the Priest here on the left. Don't know if I can pull it off as a lone developer because I need a few hours to tell the story at an unrushed pace but it continues to linger in the back of my mind.
A hunter-gather goes on an adventure. And... that's really all I've got so far. I have a couple of ideas, but it really depends on how ambitious/long I want the game to be.
On a related note, all the hunting/battle mechanics seem to be working now. Demo tomorrow, hopefully.
<That's a hexpoda lagomorph you can hunt. It's called a skull skitter.
It's twisted and corrupted like all the characters that occupy that world, yeah. I tried to be subtle.
Yroth (the Priest), for instance, has the most religious symbolism of the sages with the semi-tabard covering his body and a more 'human-like' appearance. He was also going to originally wear some form of jewelry but I could never settle on what specifically to give him.
And yeah, the graphics are pretty simple and the two monster graphics I added recently aren't finished. I'll be working on the graphics throughout development. The demo will be more a tech demo, but it will be playable and give the gist of what the gameplay will be like.
Do what I did for my Peak function: Have a conditional that checks the PC location relative to that event when the button is pressed. You'll need 4 copies, but it gets the job done.
If you want it to do anything more than a few lines, I recommend having it turn on a Self Switch that sets a page which runs the event.
Working on space elements for my game's intro. I will be adding a satellite and other stuff. Any suggestions of what could it be? Also, ignore the absence of shading and details, just making the outlines for now.
You're welcome. Are you the anon that was making the game about looting, looting and looting more, that I said it was the same idea of the game I was working some time ago?
You have some nice control over it too. For example, I had a bartender running behind a counter, but it was an easy adjustment.
Essentially, all the event does is check if your character is next to the event in question (IE 1 by 0 tiles away; 2 tiles in this example) and facing the right direction when the button is pressed, and it'll act like an action button press on it's own. No special scripts or plug-ins necessary.
I'm real sad they removed the X and Y buttons from MV. I could move the buttons to "page up" and "page down," I suppose, but it's kind of BS the game doesn't have button mapping options built-in anymore. F1 was all you needed in Ace. Now I'm sure it's some plug-in or other.
>Are you the anon that was making the game about looting, looting and looting more, that I said it was the same idea of the game I was working some time ago?
Unless I missed your reply, that doesn't sound familiar. Mine's about a caveman who hunts stuff with a custom-ish battle system. Pic related.
I'm not too up to stuff here on plug-ins. Is there a way to make a mouse-click-only button? Or, on the easier side, for a conditional branch to check if the mouse is clicked? I can do the rest from there if I can get that much.
Out of curiosity, how is that any different from this? It seems exactly the same, all the way down to the available key options.
Is there a plugin for elemental resistance damage popups in MV?
I want players to know that they hit a weakpoint or a resistance when they attack and not just get an ambiguous damage number.
Events and pictures, anon. Never underestimate their power!
>I'm not too up to stuff here on plug-ins. Is there a way to make a mouse-click-only button? Or, on the easier side, for a conditional branch to check if the mouse is clicked? I can do the rest from there if I can get that much.
And because I'm not a total lazy faggot, I've been googling it and exploring plug-ins while I was waiting for a reply. I've figured it out.
does the trick. You just add the note "click_activate!" without quotes to an event and it'll do it. I'm still playing around for ways to disable regular action button activation for it.
My characters need to get hit by an attack that does 9999 damage in this forced loss battle. Unfortunately, it seems that the most damage they can take is equal to their HP cap. Is there a plugin that can fix this?
Is there any Plug-In that helps me create a "Scan" sort of ability? I thought it could be done with just Common Events, but the If conditional doesn't seem to have an option to check for targeted enemy.
I wouldn't mind having to write down the text for every enemy.
For the common event thing, you could try something like this:
>skill applies a state to the enemy called scanned
>create an event that checks every turn for whether or not an enemy has the state scanned
>if the enemy has got "scanned" then display whatever info you wanted as messages
>afterward, remove the scanned state from all enemies just to make sure that the one that actually got scanned gets cured of it
Might be a little janky but you could play around with that a bit.
Something like this. No common events involved. It'd get tedious setting it up for every single encounter, but it works. Since the message will only pop up at the end of the turn with this setup, I'd recommend setting the scan skill's speed to negative a million so that the caster goes last and it doesn't look weird.
> Preparing for NaNoWriMo
> Still thinking whether to adapt my stories, using Ren'Py or RPG Maker.
Ideally, I would make use of Unity and make a visual novel with SRPG gameplay, but tactical turn-based shit is apparently tough to program from what I've heard.
>but tactical turn-based shit is apparently tough to program
It is. However, there is a srpg script for rpgm Ace that is comparably easier to use than coding your own. It's also simple to make vn style scenes in every rpgm.
If you're just interested in making a vn, though, renpy is dead easy to use even compared to rpgm.
There's also TyranoBuilder as a simpler alternative to renpy. It's not free (but it's not expensive either) like renpy but I saw it a couple of weeks ago and thought it looked interesting. Although, if you need an engine even more simple than renpy, you may be a lost cause already.