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Showing content with the highest reputation since 09/25/2020 in Posts

  1. 4 points

    How do you design your game?

    I don't tend to write things down much. That's not to say I don't have enough ideas to fill a notebook or two with, I just tend to keep it in my head. In the end though, half my plans don't really work out and I end up mostly fiddling with stuff and see what works. Maybe that's why none of my game projects ever really go anywhere... Naw I think it's mostly because I am just really lazy.
  2. 4 points
    You could put this in the skill's damage formula: d=0; $game_party.battle_members.each {|a| d+=a.mp; a.mp=0}; d It will add each battle member (allies)'s MP into damage value and set their MP to 0. So, for example, if, actor 1 has 10/10 MP actor 2 has 10/25 MP actor 3 has 20/23 MP actor 4 has 10/77 MP The skill will deal 50 damage (+variance% if set) and set all battle actors' MP to 0. It won't count party members outside the battle. Is this what you're looking for? I altered the thread's title to give it a more meaningful one.
  3. 4 points

    Face Frames

    Face Frames Author: Rikifive Engine: RPG Maker VX Ace Version: 1.1 (2020-10-03) Introduction Personally I don't work with RM anymore, but I often get asked for help / get requests and this time, fellow devs asked for something, that would draw frames on top of faces, without having to modify every single image with faces. While modifying the facesets themselves is an absolutely valid strategy, there might be some hassle or imperfections involved with it in specific circumstances such as when wanting to support multiple windowskins and give players the option to select their preferred one in the game settings OR when simply deciding to switch to another windowskin at some point during development. ...Or perhaps someone can't afford GIMP, some may even not be able to run Paint on their hardware. Things happen, sad times. This script's goal is to help you save some time you'd spent on doing (potentially tons of) repetitive manual work. Description This script draws frames on top of faces displayed in message boxes, menus etc.. No work required, the frames are drawn using windowskin ("Window" image in the Graphics\System folder, that is). You can also make your own custom 96x96 frame images and switch between these on the fly by adjusting in-game variable. Also, by adding this script you'll be able to draw window frames wherever you want. To draw a frame in window contents, use this draw method: draw_window_frame(x, y, width, height) This will draw window frame in specified coordinates and dimensions, using current windowskin. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play if you intend to use the windowskin. -=> Place script(s) below ▼ Materials; above ▼ Main Process If you want to use custom images for frames: - Draw a frame with the same dimensions as a single face (96x96) - Name the file: "frame" OR "frame0", "frame1", "frame2"...(see configuration) - Put it/these in PROJECT_NAME\Graphics\Faces - Configure the script to your needs Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames (RPG Maker VX Ace).txt Addons Face Frames - YEA Ace Battle Engine Addon Face Frames - YEA Victory Aftermath Addon Certificates This script was tested by Eric. He didn't complain.
  4. 3 points

    Hey new friends!

    Hey everyone! Im from Alberta, Canada! Always wanted to see if I could make my own game. MV was on sale for 2$, so this is my life now... :) Cant wait to soak up everyone's knowledge and contribute as much as possible :)
  5. 3 points
    Hello everyone, In case anyone would be wondering that something is different, I've coded in some things into the site. 1. Sticky User Nav Bar - Your Handy Hotbar // PC ONLY When you'll scroll down a bit, the user menu (notifications/messenger etc.) will follow you like a nice doge, sticking to the top. This makes notifications and other things easily accessible no matter how long thread you'll be reading. It was always kind of irking me, that one had to scroll all the waaaaay up to the top to reach notifications or access profile menu (the one you get when clicking your username in the upper right corner). 2. TAKE ME BACK TO THE TOP - Escape The Dungeon Button When you'll scroll down a bit, an arrow will appear in the upper right corner. Clicking/tapping it will teleport you to town the top. Just like this, click/tap and WHOOSH without loading screens! EPIC! Of course, please note, that I've coded stuff myself, so obviously not everything may be working as expected and/or there might be some derps. I could have made a typo, I could have overlooked something, because I had to copy&paste changes into multiple themes, or maybe I'm just bad at html/css/js, you never know, but at first glance it appears to be working. If you'd notice any weird behavior, please report it in this thread. Thank you. These changes apply only to SKY and SKY NIGHT themes. Basic theme is basic, no cool things there. I hope these changes will be useful for you. If you beg to differ or would like to just share some thoughts, please feel free to do so. Thank you for cooperation. c:
  6. 3 points

    Summon System Assistance

    Wouldn't it be easier to just save and restore the whole party at once? I could imagine using a small script like this: class Game_Party < Game_Unit def save_actors @saved_actors = @actors end def restore_actors return unless @saved_actors @actors = @saved_actors @saved_actors = nil end end Use $game_party.save_actors to remember the actors in the party and $game_party.restore_actors to restore and it should remember every party member in the exact order every time.
  7. 3 points

    Disable Scripts

    Introduction After finding the excellent Script Disabler (http://forums.rpgmakerweb.com/index.php?/topic/3687-script-disabler/) by TDS, I wrote my own version that handles my needs slightly better - as you can disable random single scripts a lot easier. Simply place this script above all your own scripts (it can't interfere with anything accidentally), and then any scripts you want to disable simply put a # in front of the script name (you know - like a Ruby comment ). The position for the script still exists, but the script content itself is blank - this means you can still debug other scripts properly, and it only needs a single character change to enable them again. http://pastebin.com/bH3hLEMw Screenshot
  8. 3 points

    Story Concept Brainstorming

    My solid advice and opinion on this is to literally sit down just write. Much like every other aspect of game design, story concept and story board are crucially important to flow and determine the over all development pipeline as well. Just practice. Write some short stories that fit the narrative of your idea and don't be afraid to have people critique it and give feedback. 99% of the time, no developer sticks with the original story and script, it is often modified and revised numerous times for balance, cohesiveness, flow, and narrative. TL;DR Practice, write some stories.
  9. 3 points

    Face Frames

    This is really nice to see something new for Ace and I like the polished look of your post. I sadly still have more to learn on ruby before I could attempt to make my own script, but what is left to make? I assume that everyone is to make their own frames, what you have pictured is not allowed to be used?
  10. 2 points
    That One NPC

    How do you design your game?

    I also suffer from tinkeritis. As a neurotic with so many ideas for games that I can't compose a tile set for any given project without popping a muse bubble when I see a certain tile sheet that would make a certain type of map for this idea I had been working on whilst mopping the kitchen last week... You get the idea. It's hard to nail my muse down when it's just me working on whatever. You have the authority and freedom of obligations to say F it, I'll work on this today instead. Having said all of that, I do have ADHD. Make of that, what you will. I can give you the game plan I am using to go into my next game. Gameplay Concept: I don't know what you're using, but given that most RM engines usually have their limitation ceilings, and I am using Ace personally (lol. Love her, but she has a ceiling), I start by figuring out what it is I want to make, and along with that, a rough plan for the major features. Then I tackle the editor, and research script options for the features and gameplay styles simply to gauge what I call do-ability. How viable it is, and given any hiccups, what compromises can be made. When I'm confident that the concept can be executed without massive barriers at any stage of development down the road, I start working on world, plot, characters. World | Plot | Characters: Spend a very good portion of time on this. The urge to pick away at RM's neatness and ultra-user friendly ease of access is like a gypsy curse hanging over this part of the process, but you need to spend time developing a very good setting and plot. During this stage, you may develop the need for new features and functions that take you back to the editor to eventing and script research. A good example of things that may pop up here are ammo scripts, custom vehicles, custom stats, day/night scripts, weather, etc. Resources: Figure out what you need for any new features you've worked in, then consider resources. Look for what you can legally procure, based on what you now know you'll need. If you find that you will probably have to spend money on resources to get what you need done, you may want to wait. Now I'm not one to tell anyone what to do with their money. Ever. But you may want to further develop a real game to spend money on graphics for. When worrying about mapping, use the available stuff you have to make mock-up drafts of locations you later either do yourself with better resources, or maybe even have someone map for you, because again, you never know what will happen mid-stage development. But again, when it comes to spending your money, that's up to you. Database | Scripts: Now I'll tackle my Database and Scripts. Start working on the actual game now that I know I'm not working blindly with massive barriers awaiting my unwitting backside. I'm not one for surprises. I like planning, foresight, preparation, etc. But this is also where I am newbish. I'm a story teller, a world and character creator. I only ever tinkered with RM. Starting with your script configs is a great idea. Then doing core sections like system and statuses is common sense and gets some of those key things established. Characters and Classes gets those key elements drafted. Then you can do your skills for each class and character, the weapons and armour for them as well. Get your basic items done, now you can do animations for everything from skills to items and weapons. Assign a ton of animations, which sucks but at least you knew what you needed because you had the drafts. Now you can do your monsters and parties with almost everything else in place and ready from skills to drop table selections. From here it's Map and Event: I've never made it passed all that other stuff, so this is sketchy territory. It could depend heavily on the specific game being made, or if you end up having help for it. You may end up creating quest/new items along the way. I am hoping to do something like this when I sit down to work on my next project. We'll see how it goes for me, I'll be blogging it all.
  11. 2 points
    Vincent Michels

    Throw Items away

    Throw Items away v1.0 by Claimh translated and edited by Albic Introduction This script allows you to throw items away by pressing "A" in the Item Menu Features - You can throw items away Screenshots Don't be angry, cause' of the german Names... How to Use - Paste the script above main Script Credit - Albic Terms of use - You are not allowed to post this script at any other forum without my AND Claimh's permission - You have to credit me and Claimh as well! - You have to have a link to Code Crush; http://www4.plala.or...dias/codecrush/
  12. 2 points

    Hello! Hello! Newbie here!

    Hello, everyone! I'm NumbeRED39, but I go by different nicks on different sites, my most used ones being Kutao Izumi and Rollinlol. So if I post content with those names involved, that's still me, lol. I like anime, videogames and I draw sometimes. I also tried writing but I'm not that good at it, ahah. I've been working with RPG Maker VX Ace for quite some time now, I was introduced to the series a long time ago with RPG Maker VX and fell in love with it, but never found the guts to join any communities and stick around. Right now I'm in the process of making my first finished game, so I thought I would join a community where I could ask for feedback or information. Nice to meet y'all!
  13. 2 points

    Hi everyone!

    Hello everyone! I'm Pizus, my specialty is being an Enginer; I've been using Rpg Maker 2003 for many years. I hope to be a contribution around here, greetings to all!
  14. 2 points

    Summon System Assistance

    looks like a lot is messed up there. image one you remove characters (presumably in the order they are expected to be in), then you remove area members. Cool, good, but you set a variable each time you remove one. Is there EVER only one area member in the party at one time? If not then this is problem one. Unless they are all going to be in the party then using a variable will not work, you need to use switches for each actor. If area member 7 was in the party and no others, it would be fine, but if there are more than just the one, you would only ever get the one returning to the party. The flow will start at the top and work its way down. If Jason is in position 1 then he is removed, position 1 will be empty. Cool, good, but on the third image you add in Ryan then Jason. When an actor is added they go into the lowest slot (1) then the process checks every slot counting up until an empty slot is found. So if Ryan and Jason were to be added, then Jason would now be in slot 2 not 1. Without knowing more on the intended order at each stage, it's hard to give more advise. Do the actors go in whatever slot at some point then go in a specific order at another point?
  15. 2 points

    Throw Items away

    What PhoenixSoul said will work but this will allow more options New script posted below.
  16. 2 points

    Help with a Syntax Error

    Wow I feel so silly thank you so much. This worked briliantly
  17. 2 points
    Hmm... as far as the damage formula suggested above goes, I think, that b.state(ID) ? 1 : dmg_formula would be enough. That [1, 1].min part is interesting - intriguing is what you said, although .min returns the lowest value, so putting two the same values doesn't have any real usage and the actual output from there will be 1 as if it was typed like I suggested. I think I get your idea, but throwing [1, 1].min will not bypass damage variance, nor further modifications (crit, damage resistances etc.), so it still can return a value other than 1 in specific circumstances, if multipliers in total will exceed 100% (because I believe the dmg is rounded down, judging by the fact it uses .to_i at the end of calculations). Putting, for example, b.hp -= 1; 0 in the damage formula will always deal one point of damage, but it is rather a direct subtract than dealing actual damage. It will skip the further multipliers, but the battle system will most likely not register the "damage" and the hp will be subtracted silently without popups --- or the popups will say 0 / NULL, while actually subtracting that 1 HP (eventually killing). Aaaaaanyway, modifying damage formulas all over the place to support just one status effect is rather inconvenient I'd say. What I'd do is to adjust how the damage is calculated in the scripts themselves. For example, pasting the following right below materials; class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Calculate Damage #-------------------------------------------------------------------------- def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? value = apply_critical(value) if @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) #------------------------------------------------ if item.damage.to_hp? && state?(29) && !item.note.include?("<penetrate>") value = [value, 1].min # min in case the initial damage would be 0 or sth end #------------------------------------------------ @result.make_damage(value.to_i, item) end end would add a check, that if the item/skill has damage type set as HP damage AND target has a state with ID:29 AND the used skill doesn't have <penetrate> in its note, the damage will be lowered to 1 (after all multipliers, so it should always be a solid 1 or lower, if initially the damage would be nulled/blocked or sth). So basically, if enemy would have a state with ID:29, ALL the damage he'd receive would be lowered to 1, UNLESS it would be hit with a skill, that would contain the <penetrate> tag in the notes, in which case it would normally deal damage from the formula. This of course could be modified further to support more circumstances and whatsoever. PS I did want to alias the method, but looks like aliasing methods doesn't pass local variables, so it wasn't possible to work with "value" anymore. Couldn't figure out how to get that to work from the top of my head. I might be missing something, it's been a rather long while now since I worked with Ruby/Ace.
  18. 2 points

    Re-Breeze, RMMV Tiles Set.

    Hello! In this thread I'll be sharing resources I create for practice. These are all free to use unless stated otherwise. Comments are welcome! I take commissions and request btw This set is inspired by Greenraven's Breeze Revolution Tilesets from back in the day (RMXP), I absolutely loved those and didn't see anything similar in RMMV so I decided to create them. By inspired, I simply mean used similar color palettes as that was what made Breeze special for me. Also tried to make a map mixing in some RTP stuff, and whaddaya know, the RTP house work beautifully with this tileset! Some of the vegetation too actually ♥ ('tis just a test, I'm no mapper obviously lol) And here's the Tileset : 28/07/2019: ADD ON Doodads Preview with everything included: (you have to place them on the tilesets yourself since these don't make up a whole tileset obviously) TILED: For those interested, here's the autotiles in TILED format: I hope you like them! If you have any criticism, please don't hesitate to share! I'm new to the tileset making business ahah. RULES for using: - If you use any of this, please credit me as : Oozarts. - If you use these, please send me a link (via this post or PMs) to your project, even if it isn't released yet (if and when you chose to present your project to the community), this is mainly because I'd really like what you make of it! xD
  19. 2 points
    I am adding additional slots to the default VX Ace engine past 4. My new equip slot numbers will be 5 and 6. So my equip_slots currently look like this [2,1,3,4,5,6,0]. I am achieving this with Yanfly Ace Equip Engine script. I am wanting to use the additional equip slot 5 and 6 to add consumable items for my actors to carry in battle and be used with the Actor Inventory script. Currently, I can do this with only equip_slot[4] and want to extend this out to equip_slot[5] and equip_slot[6]. Any help would be greatly appreciated! Yanfly Engine Ace - Ace Equip Engine Link: https://github.com/Archeia/YEARepo/blob/master/Gameplay/Ace_Equip_Engine.rb Kread-EX - Actor Inventory: Link: https://raw.githubusercontent.com/Archeia/RMVXA-Script-Repository/master/Kread-Ex/RGSS3 Scripts/Gameplay Scripts/Actor_Inventory.rb *Yes I could just make my equip_slots [2,1,3,4,5,6,0] to [2,1,3,4,4,4,0] instead, but I have some other logic going on with some scripts hence why I need the slots to have different ID's. or Is there a way to duplicate the equip_slots[4] to represent different slot names instead of going after an .id. So, my example is currently... Extra: Potion Extra: Water Extra: Hi-Potion I want it to look like the below as an example. A way to distinguish the slots from each other (Different slot names). Extra: Potion Extra 1: Water Extra 2: Hi-Potion Edit 2: I have resolved the issue "technically". Due to other scripts with Kread-EX Actor Inventory, my consumption of items were not being removed from the slot. It was just showing disabled after usage. Same went for item charges from Selchar Item Charges. I dug through the ruby code for removing equipment and found "discard_equip" command and my solution is below. This is under the "use_item" in Scene_Battle. But, I am still needing a way of identifying if any items are attached to the accessory slots... because I want to disable the party command in battle for the actor items if nothing is attached. But, since the accessory equip slot is #4... it will only read one slot as 4 and the other two as blank.
  20. 2 points
    Happy Halloween! (Okay, a couple of days early.) In honor of this spooky holiday, here are some free new tracks that might be helpful for spooky games. They’re haunting my Fantasy 11 page: SPOOKY ENCHANTMENT – (Looping) THE GHOSTIES’ NIGHT OUT – (Looping) THE GHOSTIES’ NIGHT OUT_v001 – (Looping) https://soundimage.org/fantasy-11/ NEWS All of the tracks on my Sci-Fi 2 page are now available in higher quality Ogg format. https://soundimage.org/sci-fi-2/ Advantages of Ogg files: -Game engines handle them better for looping…MP3 files occasionally need editing. -They sound fantastic…almost as good as the original WAVs. -They are small in size. -They’re a cool way to support my work! Enjoy and please stay safe.
  21. 2 points

    How to make strong NPCs

    In retrospect yeah I kind of assumed most enemies/encounters wouldn't actually count as NPCs. Because they don't tend to be unique characters. Really in tabletop terms a lot of them are kinda just statblocks and nothing else. I don't think 'NPCs are events' is right either though, I honestly hardly hear the term used that way in the RPG Maker community. Really enemies/encounters are enemies/encounters and events are events. The idea of an NPC in my mind is far more abstract. I feel like I have said this before. Besides, if the discussion is about how to make strong enemies/encounters, well... The answer is pretty obvious isn't it? Use bigger numbers! It's really easy to make enemies/encounters strong. What's hard is making sure they aren't too strong. Balance is a tricky thing. :3
  22. 2 points

    Face Frames

    I assume devs who wanted such thing just went with editing the faces themselves, rather than relying on coders. I've also seen requests for that from years ago. Anyway, someone decided to poke me and ask for such thing, so here it is lol. Yes, for my own projects I currently use Game Maker. I literally open Ace only when someone needs something. Tbh I quite often get asked for help, so from my perspective there has been always something new for Ace appearing from time to time. I just rarely post things publicly, as it requires some extra time to add proper configuration and polish things. Thank you. c: Well, there's still tons of things to make, the list there never ends. ^^ Personally I'd write tons of scripts for different menus, huds and stuff like this, as I enjoy designing/coding such stuff, but I just don't have enough of time and motivation to do so. There also are my own projects. Aside the first 'frame' image, which was an example to work with I made from something provided by someone who requested that script, I later designed my own windowskin and the next frame images for presentation. These are quite meh tbh, not mentioning the fact that most of these are pony related and probably no one would like to use these lmao. I could provide some frames to use, but there are tons of windowskins out there, so I'm pretty sure everyone got that covered.
  23. 2 points
    It's worth experimenting with I am sure! Honestly though I think you are gonna have a problem if you rely on susceptibility to status effects. At best it seems a bit hit or miss... Literally. Because in RPG maker status effects either hit or they miss. You either have a status, or you don't. That causes RNG to be a much bigger factor and some players might not even notice different enemies are more susceptible at all. This doesn't happen with damage because the player can see how much damage an attack does which causes things that effect damage have a pretty obvious and dramatic effect on the flow of combat. The two ways I can think of working around these problems are either redoing statuses so they have different levels of severity, or getting the game to actually show you the 'virtual dice roles' that determine if you get a status or not. Both of these ways involve fancy scripting/plugins, and I don't know if any already exist to help. As for weapons having built in weaknesses, the only games I know of that really do that are the Fire Emblem games. It seems to work okay, but I haven't really played those games all too much so I couldn't really talk about the details. It makes some sense though, different weapons require different styles of combat and can be effective at parrying other weapons. Though I would say in general I prefer not to make weapons have a 'weakness' as much as a 'lack of strength'. Like give different weapons a defensive bonus vs some others rather then a defensive penalty. Ideally I would add parrying as a type of 'reaction ability' of course, but that would involve scripting/plugins as well. Also, yeah "covers" and "distance" basically would require a combat system where the player could move party members arround. Also also: Uh oh... You put the u before the g! Be careful! That's a trigger for some roguelike fans. Anyway, yes my game project is a Mystery Dungeon style roguelike! Random dungeons and all! I did a looooot of scripting for it. So much scripting! I have to say though, the same basic combat style works just as well outside of roguelikes. I often like to also call it 'single step tactical RPG combat' actually, since it's basically like tactical RPG combat only turns are much much faster and less tedious. Or maybe you could think of it as 'turnbased tactical action combat' since it's kind of a hybrid of tactical RPG combat and Zelda-like ABS combat.
  24. 2 points

    Amy's Artwork

    Ahhh, gotcha. I started the year by getting diagnosed with panic disorder, being pretty much back to normal by mid-February, then having it steadily get worse since March. Medication has either not really helped or put me in a lot of pain, so I'm just trying to take it one day at a time. Anyways, here's quick drawing/painting from earlier today:
  25. 2 points

    Amy's Artwork

    @PhoenixSoul Thanks ^^ Here's a commission I finished tonight:
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