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Posts posted by Animebryan
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I for one advocate for free resources, simply because I have 0 income & can't afford to keep throwing money at this flawed as hell engine. I'm already miffed that MZ requires Windows 8.1 or better, giving the finger to anyone still using Windows 7, the best version ever made before Microsoft sold out to the NSA's mass surveillance BS. I also still feel like MZ really is just a properly upgraded MV, offering new features that Kadokawa should've already thought of & implemented a long time ago. I also agree that Donations are the best way to raise money for further developments. It allows those who have money to throw around to help fund further developments for plugins, graphics & music, while keeping it free & available for those who can't afford it, especially considering several people have lost jobs & income due to the Covid-19 pandemic.
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11 hours ago, BKPhantom said:The Cyberspace parallax looks beautiful.
May I ask permission to use it in a game?
I'll mention in the credits, of course.
Sure
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Why is it that when I receive a PM from somebody, I get double the notifications (1 from the bell "Somebody sent you a message" & 1 from my PMs)? Seems kind of redundant don't you think? If someone receives a PM, there's a specific notification for that from the messages icon. Don't need one coming from the bell too. Somebody should fix that . . .
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I'm using Yanfly's Attachable Augments & I couldn't help but notice that he didn't include a way to prevent stacking of the same augment or multiple augments that boost a parameter. This can lead to some super broken setups like stacking EVA+ augment until the character is untouchable or even stacking Physical or Magical Damage Rate augments like -10% to -50% until they become invincible.
Is there anybody that could add a feature to prevent stacking of either the same exact augment or augments that boost the same parameter? -
11 hours ago, Lord Vectra said:Pretty much. My only problem with it is that it doesn't support its use as a passive state. I've asked if this could be added as an option.
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This issue was already solved. Just needed to set the collectable events to 'Through'
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I need events to pass over other events. I have some events that chase the player using YEP Event Chase Player that have their Priority set to Same as Player & a bunch of collectable events around the map set to Below the Player, but the chasing events can't pass over the collectable events. I tried to set them to 'Through' & used YEP Region Restrictions to stop them from going through the walls, but they ignore the restricted regions too!
How can I set up my chasing events to pass through other events without them going through walls?
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Still need help with this
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I'm looking for a plugin that can setup states to apply a controllable amount of skill repeats, basically abilities like Double/Triple/Quad Cast. It could setup notetags to states that apply an x amount of repeats to select skills, which would be controlled by skill notetags like this <multi cast>. Any help with this would be appreciated.
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On 11/2/2019 at 7:52 AM, That One NPC said:Even back on RM 95 for the Playstation,
For the record, RPG Maker 95 was the first RM program to be released for the PC, not for the PS1.
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MV has a lot of Plugins (just as many Scripts as Ace, if not more). Heck, Yanfly's library of plugins easily outweighs his VX Ace collection of Ruby Scripts, and they offer far more versatile features & options. MV is the first & only RPG Maker engine to support HD resolution, while Ace is still limited to a 640x480 resolution. And who is 'They'? Who remade this using old SFC Graphics? Re-imagining isn't the same thing as a remake (similar to what's happening with the FF7 'Remake').
That phrase actually worries me, because there's another guy who is attempting to do a re-imagining with Ace & not only is his game butchering the classic but he's trying to add so much stuff to the game that he's having issues with scripts & I think he got seriously set back to the point of starting all over again, if he hasn't quit already. I haven't heard of any remake that uses the old NES graphics that I know of.
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I'm actually a strong believer of the KISS concept. Simplistic is the better way for my game. Its literally a 'Grind-fest Gacha' game & games like that actually benefit from having shorter battles or otherwise players begin to lose their patience & burn out.
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1 hour ago, That One NPC said:I would suggest considering defined methods and limitations for shatter-kills, so it's never as easy as mashing attack on a frozen enemy.
16 hours ago, Animebryan said:there would be a random chance for that target to die instantly.
1 hour ago, That One NPC said:I also suggest complimenting this by playing with the other magics. I like when fire can burn targets, taking sequential damage away, similar to the classic poison. Earth spells and some physical attacks could also cause bleeding status effect. Water spells can cause soaked status, amplifying any electric damage.
I usually already incorporate these in my games, as each of the 8 initial elements has a negative status effect tied to it;
Fire - Burn/Burning
Ice - Freeze/Frozen (possible shatter-kill)
Thunder/Lightning - Paralysis/Shock/Stun
Water - Wet (resistance to fire & burn [removed by fire as well], weak to thunder/lightning/ice & paralysis/shock/stun/freeze/frozen)
Earth - Petrify/Stone
Wind - Confusion/Slow/AGL Debuff
Holy/Light - Blind/Instant Death to Undead
Dark/Darkness - Blind/Instant Death
1 hour ago, That One NPC said:This seems like it should be possible via eventing.
Its not. The editor is extremely limited, especially Battle Events. Besides, by nature, a check would have to be performed to see if damage was caused by a physical attack. The only real way to even check for that is through a script call, which isn't easily done in battle. Nothing short of a plugin which applies advanced effects to states & checks for actions in battle can accomplish this.
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I need a 'shatter-kill' effect for my Frozen state. Basically, when a target is frozen & is hit with a physical attack, there would be a random chance for that target to die instantly. I need a way to pull this off with a sound effect. I don't care if its done by plugin or damage formula.
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I've updated the icons so there's more now. A full set of 32 Booster Pack icons & some have a gradient added so now there's an actual Bronze, Silver, Gold & Platinum packs, Emerald/Jade, Sapphire/Cobalt & Ruby packs, and the Rainbow Pack has been updated to look better. The only thing I couldn't do was add a gradient effect for the cards themselves, but oh well!
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heeellllppp mmmeeeeeee!
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What I need is a plugin that allows for changing a character's Max Level within the game. Like for example, a character's default max level is set to 30, but can either complete a quest or use an item on that character (both could utilize a Plugin/Script Call) that would increase their max level by a specified amount. In some games this is referred to as 'Ascension'.
However, I am using Yanfly's Core Engine (http://yanfly.moe/2015/10/09/yep-1-core-engine/) & it already has a parameter to control the max level so I would need this plugin to override the Core Engine's control of that function, if possible. -
15 hours ago, PhoenixSoul said:Sounds like @Amysaurus' department...
Doesn't look like she'll be finished anytime soon. And so far she's mostly made character & face sets instead of battlers. I can always resize the character & face sets from VX & Ace, but battlers don't naturally exist for them & those are the most important graphics I need right now.
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I'm looking for side-view battlers of VX/Ace Actors for MV, if they exist.
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I looked all over the internet for Booster Pack icons for a game I'm making involving cards but couldn't find any anywhere! So I had to make them myself. If you're making a game that uses cards & want some actual booster pack icons, here you go.
Terms of Use:
These are free to use, Commercial or not, and feel free to recolor & repost them as you wish (just don't claim that YOU made them yourself).
Credit isn't required but is appreciated. The cards themselves are actually recolored card icons from VX Ace's iconset, while the booster packs themselves are made by me.
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Control Variables: [0045:Player Y] = Player's Map X? Shouldn't that be set to Player's Map Y?
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What's your take on free vs paid RM resources?
in General Discussion
Posted
The problem with royalty based payment is knowing how many sales or how much money was actually generated. How would you verify that? What if the developer lied & downplayed the amount of money made? How would you find out for sure? And not everyone would distribute it on Steam. Some developers may just put up their own site to distribute from (more profitable to simply cut out the middle man aka Steam), or just compress their game in a password locked, encrypted folder & offer the password to those who paid directly to their account. How would you verify any money made in those situations?