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4About omedon666

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Lord of the Void
- Birthday 09/18/1975
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It's funny, I had found the yanfly script about an hour before this post, and felt really dumb for not looking on google first. That script alone is most of what I want, but if it's compatible with the AI reprogramming of the Victor script, that might close the gap. If not, I can work within the limitation that autobattle usually means "hit it with your weapon." The yami script seems fun and programmable, but it also seems to completely replace the idea of round by round on the fly combat, which would not work with boss fights, as I see it. Thank you for posting the links, I think I can get what I want from all that
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Updating my request to potentially include what I've found in the mobile version of final fantasy 4: the ability to program through the menu, between fights, which singular action your characters will repeat while on auto battle, right down to "use this item" like a staff or rod. It's made random encounters much cooler and less annoying to just watch the fruits of a well planned set of actions play out like a program, throwing some healing around between fights when need be, and saving mana and resources for the boss fights. Again, something like this would need to have an ever present on/off switch in combat, for when things get out of hand, or the spell you've programmed the mage to use is healing a creature in a specific encounter. I'm really surprised that it seems no one has come up with something like this yet!
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Player-toggled auto battle, has anyone pulled this off well?
omedon666 replied to omedon666's topic in Editor Support and Discussion
Updating my request to potentially include what I've found in the mobile version of final fantasy 4: the ability to program through the menu, between fights, which singular action your characters will repeat while on auto battle, right down to "use this item" like a staff or rod. It's made random encounters much cooler and less annoying to just watch the fruits of a well planned set of actions play out like a program, throwing some healing around between fights when need be, and saving mana and resources for the boss fights. Again, something like this would need to have an ever present on/off switch in combat, for when things get out of hand, or the spell you've programmed the mage to use is healing a creature in a specific encounter. I'm really surprised that it seems no one has come up with something like this yet! -
omedon666 started following Final fantasy style, slower scrolling text, Memory cursor/Toggled Auto battle, Player-toggled auto battle, has anyone pulled this off well? and and 4 others
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Player-toggled auto battle, has anyone pulled this off well?
omedon666 replied to omedon666's topic in Editor Support and Discussion
I don't think that's exactly what I'm looking for, at first glance. I did notice that there's an auto battle flag for actors. Has anyone figured out an in-game way for the player to toggle this? That might be most of what I'm looking for. Upon further inspection, it seems that Victor's script there allows for further programming a toggled ON auto AI. Hmmm Wonder if it comes with an in-game toggle. EDIT: Nope, not what I'm looking for. Looking for something toggled on and off in game. Also edited the title of the thread to clarify. -
Moving the actual title on the title screen
omedon666 replied to omedon666's topic in Editor Support and Discussion
Good suggestion! What I ended up doing (because the screen is for "my series") is just leaving the title page pristine (because it's bloody gorgeous!) and having the first text in the game be "EPISODE I" and so on, Star wars style hehe. I *did* find the line for the command box and moved it just fine to fit -
How do you make your game?
omedon666 replied to Infinity Thief's topic in Editor Support and Discussion
Not going to lie, the stories and dialogue in my games come first, and usually spawn from my talking to myself in multiple voices at home and at work. I'm not crazy or anything, I just find the best dialogue comes from having heard it first. Getting down to the nuts and bolts, I learned FAST to not touch anything combative that isn't a core scripting event (so no random encounters) until the story flow is done. Nothing worse than playtesting an event at the other end of a dungeon that you're doing legit because there are events firing as you walk through it. Depending on where they are in the story progression, dropping event-sensitive bosses to gimp status (1hp, no offense to speak of) while in plot flow playtest stage is also helpful. Finally, scalingwise, I've learned to do each swath of combat/bosses/randoms in sequence, and scale to the level the character/party is at as they go along naturally. I didn't do that for my first project and now it's like plugging a dam with my fingers trying to find the sweet spot of engaging challenge for randoms and bosses. -
How do you slim down your file size while keeping the game accessible?
omedon666 replied to omedon666's topic in Editor Support and Discussion
Since I'm using the RTP, I'm using whatever file format the default music is in. -
Non-script solutions to "too fast" scrolling text!
omedon666 replied to omedon666's topic in Editor Support and Discussion
Now THAT is the kind of elegant scripting answer I can handle! Something once per project that's that simple is exactly what I want! Thank you! Now, if the script I requested for "final fantasy screen" text comes through, that would be nice too, but this is a great bandaid! Thanks a bunch! -
Semi-permanent screen tinting
omedon666 replied to omedon666's topic in Editor Support and Discussion
I officially love you. Thank you so much for clarifying that! -
Non-script solutions to "too fast" scrolling text!
omedon666 replied to omedon666's topic in Editor Support and Discussion
That's a really good suggestion, I just might try that, thank you! -
Semi-permanent screen tinting
omedon666 replied to omedon666's topic in Editor Support and Discussion
See, then what's the timing thing in the event entering box? I was under the impression you had to do these things by a number of frames. -
Non-script solutions to "too fast" scrolling text!
omedon666 replied to omedon666's topic in Editor Support and Discussion
I considered something like that, but I also use scrolling text for long narration out of one character, so I'd like the screen in the game to remain visible. (stereo!) -
I considered something like that, but I also use scrolling text for long narration out of one character, so I'd like the screen in the game to remain visible.
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In defense of new, and less new builders, and usage of the RTP.
omedon666 replied to omedon666's topic in Editor Support and Discussion
Currently, yes. Once I complete part 2, I'll likely do the mediafire thing. Once I do, I'll likely let you know. You know, unless we're old and grey and like "ome-WHO?" by then. -
In defense of new, and less new builders, and usage of the RTP.
omedon666 replied to omedon666's topic in Editor Support and Discussion
That's more than fair. Here then, just for you (*cough* out in public *cough*) is a link that doesn't require you visiting my evil facebook page. Consider it our olive branch https://skydrive.live.com/redir?resid=D4916048D16E8BD5%21253&authkey=%21ADRMx0TRDJCvHyg BUT I'M STILL LEARNING DON'T HATE ON ME!!! EDIT: LOL accidentally included my "not at all serious" parody game. Disregard the link that was up for the first couple minutes there


