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Pixel Brady

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About Pixel Brady

  • Rank
    Advanced Member

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    coldbrady

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  • Gender
    Male
  • Location
    Scotland

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. I'm also covering SIC on my blog at Pixel Brady Pixel Brady: Scima Invasion Crew, lazily titled by breeding Sci-Fi and fantasy magic into the system, is a short repeatable game based around a small crew of specialists who invade a rebel base to save the world or some such. Truthfully there's not really much of a story! Play now? v1.2 is out now and can be downloaded from Mediafire. Playtime? Each playthrough clocks around 30~40 mins on average (at least during the test runs) but with three routes to the end and ten classes to pick from (as well as passwords to unlock extra features after completing a run) it's designed to be playable more than once! Features, you ask? Sci-Fi & Magic! Handguns, grenades, combat specialists and magicians all wrapped up together in a mission to punch through an evil base! Simple maps, simple graphics, simple story. It's a simple game with simple mechanics. Sounds boring maybe, but that's part of the point; to just be able to dive right in and play with class combinations! No free recovery points or Inns to stay at. You need to rely entirely on your crew and any supplies you find. You begin with plenty of supplies but they start running out as the enemies get stronger! Conservation is key! No levels! Your crew is always stronger and better than any baddies you find (except bosses!) so your only worry is supply attrition; can you save all your best stuff for the bosses? Ten available classes to mix, match and combine into your crew. With eight common skills between everyone and four unique skills per class, there's plenty of tactical differences between using each class. All skills have unique and varied damage calculations which are shown in the descriptions for you to accurately and tactically decide which skills are best used at any given time. Permanent death! Losing someone hurts your chances of completing the mission, but airlocks across the base allow you a chance to request backup from four other crew members waiting to aid you! Three different paths leading to the bases inexplicable core. Each path can be backtracked and taken (if you want) to give you different bosses and paths to take when trying different class combos. Unlockable Boss Rush Mode! Fight every boss in the game in direct succession with no ammo refills, no backup calls and no breathing time between! Unlockable Survival Mode! Fight an endless supply of baddies with random bosses mixed in! Three optional bosses who make even the General look like a miniboss! Oh no! Screenies? Oh, it was Details you wanted? It's a simple game based off a simple concept I wanted to try implementing. There's literally more tutorial textboxes than there are dialogue/story, as that was never really a part of it. I liked the idea of seeing sci-fi and fantasy magic put together (which is something I rarely see) but wasn't as interested in story as the concept itself. It also helped with the skills, as I mixed together "tech points" (a victor script) and mp use. Between the ten classes who have their own skilltrees, everyone has a various mix of skills utilising both of them to different degrees. By then putting unique damage calcs to each skill that involved a mixture of stats, and then limiting ammo boxes and mp tonics, it forces you to tactically decide which skills to use when, so you always have some left over for the boss. These classes include a Marine who uses firearms to attack. These weapons do very strict damage that's modified only by an enemies defence. They target single enemies, while Grenadiers will use explosives that target everyone. There's also a Healer who uses magic that heals based both on their magic attack, but the targets own magic stats as well. Healers use magic to heal whole groups at once, while Medics use single target heal and buffs that (non-magically) deal strict amounts rather than stat based. The rest of the game? The mapping is uninspired visually, although the game as a whole is mapped out in such a way that there are three separate routes to the boss (with backtracking possible) so I just spent more time actually planning routes than trying to prettify it. I kept one tileset throughout the whole game, but made an effort to change the basic visual look after every couple of bosses. But besides that; you can save anywhere, death is a permanent feature so you have to conserve even peoples lives, but every so often you'll find an airlock where you can request up to four more people to come and help you. Most importantly is just the cute, chibi battle appearance! So harmless looking, but I think it goes well Anyhoo, blether over. Credits?
  2. Pixel Brady

    Lycanthrope

    Using it as a state rather than class is an odd choice. I'd have just done it as a class switch, and set up the class to have all the necessary differences. After that, just tag the "transform" skill to set off a common event that changes class and actor graphic, while also turning on a switch for another common event which sets off a clock. Clock reaches zero and you can use that common event to manage the re-transformation back into human, using both announcement messages and class/graphic changes at the same time, as well as any healing or recovery that may be involved. Also, the class option lets you play with skills too. Can give the lycan class less magic skills and more face-eating skills for example. Either way though; I mean, if you get it working then that's all that really matters~
  3. Pixel Brady

    Lycanthrope

    Depending on the level of detail you're after, you could probably just event that. A common event triggered by a skill use tthat's set to change the actors class from [whatever] to [werewolf] and also change his actor graphic (which will also change portrait) and you're set. Have a different stat buildup and skillset for the werewolf and as far as the game will be concerned he'll be the same actor, so no need to move him in and out of parties. It'll just be visual and stat-based changes. Changing back would probably just be on a timer that's set to start ticking from the initial common event. If you're going skyrim stylee, you could probably also rig it to unequip the character as he transforms and even tag him with an Auto battle flag if you're afer the berserker feel. Plenty you can do befor eyou need to start looking at scripts, but then that still just depends on specifically what you're after.
  4. Pixel Brady

    Equipment Levels Up

    Is there anything that can be done to this script to work with an ABS? I've been trying to get it working in with Khas' ABS (since I figured the script would just check for exp gain on the character, but I'm guessing it checks during the battle log instead?). If it would work with an actor+exp event I could add them to the targets, but I just thought I'd ask to see if it was possible/likely. Am desperately after some kind of upgradable/customisable weapons script but since I'm using an ABS it seems to keep getting in the way of everything! QQ
  5. Pixel Brady

    EST - Emerald's Skill Trees

    EDIT: oops, forum lied to me and double posted D:
  6. Pixel Brady

    EST - Emerald's Skill Trees

    I am using a one-actor menu script, I didn't think that'd cause a problem. I'll give it a shot without that script and see if I can get it working and will let you know how it goes. Cheers. Unfortunately, the one-actor status menu doesn't seem to be the problem
  7. Pixel Brady

    Sapphire Action System IV

    Hey, I just wanted to ask a quick wee question about this. I love the ABS and have been using it for a couple of games, but one of my projects is encountering a bit of a problem: http://www.rpgmakervxace.net/topic/4939-need-more-recruits-for-colonist-vxa/ Basically, there's a weapon cycle option by hitting "W" which changes to the next weapon, but the icon drawn doesn't refresh with the weapon update. Also, whenever you kill an enemy there's a reduction in your health (stamina) but it doesn't show on the hud. I figure a solution to both problems would be if there was some kind of script call to refresh the hud, but despite reading the manual I'm having trouble finding a solution. I did notice there was a script call to cause damage which should probably solve the second problem outright, but the description is pretty heavy on script jargon and I can't understand it enough to get it to work, despite trying to input it. If anyone has any ideas about solving either of these issues, that'd be fantastic! Cheers
  8. Pixel Brady

    FP Inventory System

    Cannae wait to see this when weights are implemented. Fantastic work.
  9. Pixel Brady

    Map Drops

    What it be possible to set this script to activate when you activate an event switch, instead of when you drop? For example, right now I have Khas' ABS and have destructible objects within the environment, such as logs. When you destroy these logs, they drop "wood" items on the ground; I've got this set up using an event system to randomly bounce it from where it is to the ground, then you automatically pick it up when you walk over it. Would your script be able to activate upon the self-switch of an object to drop there? Is a bit off-intention, but close enough in concept that I thought it'd be worth askin'. Cheers
  10. Pixel Brady

    Basic Game Time + Night/Day

    Just recopied teh script stright from this thread and it's working perfectly now. I must have come across it in an older version from another site. Fantastic script, perfect for my project. Cheers
  11. Pixel Brady

    Basic Game Time + Night/Day

    GameTime::change(60) Just puttin' that into it. Am I doin' somethin' completely stupid and it's meant to go somewhere else? I can't think how to a time-change command into a conditional D:
  12. Pixel Brady

    Basic Game Time + Night/Day

    Was wondering if case sensitivity was an issue, but alas I'd already tried that. Script 'Game_Interpreter' line 1411: NoMethodError occured. Undefined method 'call' for GameTime:Module If that helps at all, the game just crashes out as soon as the process reaches the script call.
  13. Pixel Brady

    EST - Emerald's Skill Trees

    Am I just being stupid? I can't even get the script running, I get an error as soon as I tried to open the skill tree menu in game. At first I thought I understood (well, not understood, but at least followed) what the script was about, but this is a scripterror taking me to the scene_menu thing. I thought this would be an excellent script to improve my non-combat project, by giving a passive skill tree to play about with; there's only one character and there'll be few skills so I thought I shouldn't be able to do anythin' to fuck it up, but here I am, greetin' in the rain again Any advice? Would be a fantastic script to use if it can get working Cheers
  14. Pixel Brady

    Basic Game Time + Night/Day

    Just since you seem so helpful, I'll throw in a wee question too and hope it's no problem I've been reading over the thread trying different things, but it seems my fundamental understanding of the script is...well, absent. All I'm trying to do for now is the "gametime::change" one so that after certain cutscenes, sleep etc, time passes by a chunk, but i keep just getting errors for this, I'm getting absolutely nowhere because the errors take me to the end of the interpreter script every time and I'm just clueless. I've been wanting to have something set to happen daily later on when certain switches are turned on, but i think I might be able to suss that by going over some of the previous pages, but if I'm having trouble getting what seems to be the simple script call done, then I don't think I'll get very far in that regard either. Cheers for any help, and the script usage
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