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13 ⋆About Fated

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You're going to have to make a script request in the right section and be far more detailed about what you're looking for. Pictures help a lot.
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Oh god, I always hated these systems in dungeon crawlers and Star Ocean. Nice script, though.
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Your most wanted update or DLC for RPG MAKER VX ACE
Fated replied to Wren's topic in Editor Support and Discussion
I dunno, if this was about VX, then my list would be a mile long because that program was lacking. But, I really like VX Ace aside from a few nitpicky issues that are more of a personal hang up than anything else. I'd say side view battle system just because it hasn't been in place since RM2k3, but I feel like the community scripters make better ones than Enterbrain would create anyway. -
Exporting a Finished Game & File Size
Fated replied to TheMaskHero's topic in Editor Support and Discussion
I've only ever encountered one .mp3 file that just didn't seem to work for some reason. However, If you've got a whole bunch of songs that don't work, then there might be something wrong with those music files. Try converting to .ogg and/or .wma to see what happens. All of those file types would be smaller than a .wav file. -
Exporting a Finished Game & File Size
Fated replied to TheMaskHero's topic in Editor Support and Discussion
VX Ace RTP: http://www.rpgmakerweb.com/download/run-time-package There are programs for converting .wav into .mp3. Google would probably find a free one pretty easily. You can try this one if you want, though I've never personally used it before: http://media.io/ -
Exporting a Finished Game & File Size
Fated replied to TheMaskHero's topic in Editor Support and Discussion
Well, there's no way to keep the file size down if you include the whole RTP. Like I said, the VX Ace RTP package is in the neighborhood of 200MB+. Your only option is to manually import only what you used from the RTP. -
Exporting a Finished Game & File Size
Fated replied to TheMaskHero's topic in Editor Support and Discussion
Don't include the RTP and you'll reduce the size by around 200 MB or so. Most people that are going to play your game already have the RTP and don't need it to be included in your project. Still, the best way to go is to create two versions of your game. Have one with the RTP included and one without it if you are aiming to get as many people as possible to try your game. -
Forgive my ignorance, but what does this do exactly? Does it increase the width of the map display name when you transfer maps in-game so that you can give maps larger names without the text being squished?
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Basically, you have to define a variable as the actor's level and then create a conditional branch that activates when that variable hits a certain number. Defining the variable can simply be done in an invisible auto run process at the beginning of your game or something like that. Then, you can set up the conditional branch as a common event and have it triggered as a parallel process, so that it will activate whenever the actor's level hits the requisite number. You would probably have to define a level range in the conditional branch if we're talking about multiple classes. For example, Apprentice would be greater than or equal to 1 but less than 15, Mage would be greater than or equal to 15, but less than 45 and Master Magician would be greater than or equal to 45. Sorry if that sounds confusing.
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Well, the first question you asked is achievable by just creating more classes in the database. Make a class for Apprentice and Mage and Master Magician and so on. Then you can use eventing to switch classes whenever you want or based on some sort of switch or variable. As for the second part of your question, that's basically just turning on switches when your actors are a certain class. Have event toggles using switches for NPCs, kings, officials, etc. that will be dependent on the actor's current class. This way these events will say different things or let you access more areas based on your class or "rank." I would suggest playing around with switches in general, because you can't really do anything without using them. Variables are a little more advanced, but work in a similar way. Trial and error makes us all more proficient.
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Yeah, I know that's generally common practice for a lot of people (including me) when they use RPG Maker. However, VX Ace always designates skill #1 as the default "Attack" command so that we can tweak it as necessary. The only way to change the behavior of that slot is with a script I believe.
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In the "Skills" tab, did you change the "Attack" skill to have a specific animation such as "Hit 1" or whatever? You need to set it to "Normal Attack" or it will only play a single animation as designated.
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You could put a $ in front of the file name if it's just a single character or less than the full sheet. However, I think you need a script to make an XP style character sheet animate properly.
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Really awesome stuff.
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Infodumping vs Narrating; How do YOU keep it in check
Fated replied to Titanhex's topic in Editor Support and Discussion
Did you miss the part where I said something exciting needs to happen quickly? Sure, I said the game needs a setup of some kind, but I didn't say the introduction needs to be a history lesson or a tutorial about the world or a story about the war in the background. Regardless, throwing the player into the game and handing them the controls right away is asking for disaster. I can't think of a single "professional RPG," as you put it, that ever does this. Just about every commercial game has an introduction. It's the length and the depth that is the delicate part and that's all I was getting at.


