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10 ⋆About Quackadoos

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Rank
Giraffe
- Birthday 08/07/1991
Profile Information
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Gender
Female
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Location
Yorkshire
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Two Brothers
Quackadoos replied to Quackadoos's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Just a quick update with some new screenshots. After a lot of 'um'ing and 'ah'ing I've decided to use Yanfly's Skill Learning Engine, so I've been working on creating more unique skills for the party members (I'm looking at a maximum of 20 unique skills per character, plus 10 weapon skills, plus passives, plus however many overdrives - probably 3 each). Below is an example of some of Ronan's learn-able skills. I've also been working a few new maps, including a Garden for Bellingham Manor and a spooky Haunted Mansion, fully equipped with 'jumpscares' and spooks. I've also implemented a little chat system to let you interact with the inhabitants of Bellingham Manor. It's something I brought across from a VX game I was making. Some characters can only talk, whereas others can craft items for you, give you hints about side quests in each area, or remind you about your main mission. There will be another update to the demo once I've implemented the weapon skills, and a few other new, surprise features, -
How to direct change text size ?
Quackadoos replied to NowakSotto's topic in Editor Support and Discussion
Font.default_size = 20 # Edit as you see fit. Paste this in Main in your scripts and you'll be able to adjust the font size as you see fit, but this works on all of the text. Main should look like this afterwards: -
I've just finished playing this and, you know, it's pretty good. The story is well done, short and to the point. Some RPG Maker horror games have complex, drawn out plots that verge on the ridiculous (including the one I tried to make), but this one made sense. The antagonist is challenging, but fair. (I died quite a few times trying to out duke her, because I suck.) I like that the areas you need to search light up. It stops me wasting time clicking on everything but doesn't detract from my need to explore all the rooms. Being able to dig anywhere in the back garden was cool. It actually threw me a little and I tried to dig a pattern just in case I was supposed to dig a pattern. I love the art style, especially the portraits and the few cutscene pictures. Very nice The only time I got a little frustrated was when you have to find holy water, because a. I totally missed a certain important room and only found it by accident, and b. I'm an idiot. On a side note, sometimes the chase music starts up, so I hurry on upstairs to a hiding spot and the antagonist was waiting for me at the top of the stairs. I don't know if that's supposed to happen, but it got me a couple of times. Nice job, though. It was a fun little game
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What if one of the heroes in the Mayor's house was actually a fraud and they sent the player off to do their quest for them, perhaps to bring back an ancient relic or slay a monster. In return they could teach the player a skill (probably the only one the fraud actually knows).
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Two Brothers
Quackadoos replied to Quackadoos's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Ah yes, the Scarf and Snowman is a test for a later event. I forgot I'd put that there. Thanks for pointing those bugs out, shadowblack, I'll fix those asap. EDIT: Demo has been updated to fix these bugs. -
Two Brothers
Quackadoos posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Genre: RPG, Fantasy Engine: RPG Maker VX Ace Average Demo Time: ~ 1 hr 30 mins - 2 hrs Demo Version: 1.02 -
This is going to sound really odd but I think the problem is that you've copied and pasted it in italics. I tried to recreate your error and the only way I managed it was by copying and pasting the italicised version above. It should work fine if you delete the formula and rewrite it.
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Enemy Reinforcements This tutorial will teach you how to create an enemy skill that allows enemies to summon reinforcements. After searching the internet and spending a good couple of hours trying to work out how to do this I thought I'd share what I came up with. Special thanks to Galv and Gawaine whose posts on another topic helped me figure it out. What You will Need 1 Skill 1 Common Event 1 Enemy (Minimum) 1 Switch 1 Variable 1 Troop with a minimum of 2 enemies. Step 1: The Common Event First of all, we need to set up a very simple common event. All we have to do is create a switch called Reinforcements to be turned on when the common event is run, like so: @>Control Switches: [0001:Reinforcements] = ON This common event can then be used for any Enemy Reinforcement skills you have. Step 2: The Skill Now we'll set up a skill to call the reinforcements. I've called mine 'Cry'. You can leave everything but the name blank. What you need is inside the Effects box. Double click inside Effects, go to page 4 (Other), and select the Common Event Reinforcements. Step 3: Setting up the Enemy Next we'll set up the enemy's skills. Find or create the enemy you want to use the skill. For this tutorial I'm using slimes. Go down to Action Patterns and add the Reinforcement Skill to the enemy's skill set. You can set whatever conditions you like. For this example I've set the skill to be used once the enemy's health drops below 70%, but you can also set it to call for reinforcements if the party is at a certain level. Step 4: Setting up the Troop Now that we've done the easy bit it's time to move on to the meat of the skill. First add the number of enemies you want in the battle. For this tutorial I'm sticking with 3 to make things easier. Right click on two of those enemies and set them to Appear Halfway. This means they won't initially appear when the battle starts. Now go down to the Battle Events. Set the Condition to Switch[001: Reinforcements] is ON and the Span to Moment. This is very important as leaving the span set to battle will not allow dead enemies to be resummoned. Now onto the actual event. We need a variable called Enemy Reinforcements and we need to set it to a random number between 1 and however many enemies you want to summon in the troop. We'll be setting it between 1 and 3. Next we need a conditional branch set up to check if our reinforcement variable is equal to 1. Uncheck 'Set handling when conditions do not apply'. If the variable is equal to 1 we'll summon Enemy 2. To do this, make another conditional branch to check whether or not Enemy 3 is dead. If Enemy 2 is dead we must remove the Dead state and increase the Enemy's health by whatever it's Max HP is. If Enemy 2 is not dead we go to tab 4 and click Enemy Appear. Overall, the Event should look like this: Don't forget to Turn the Reinforcement Switch Off after the summon is done. Repeat the Conditional Branches for as many enemies as you want to summon. For Use With Holder's Animated Battlers


