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charlesthehurst

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charlesthehurst last won the day on March 12 2017

charlesthehurst had the most liked content!

About charlesthehurst

  • Rank
    Magenta Magesty
  • Birthday 07/02/1993

Profile Information

  • Gender
    Male
  • Location
    New Mexico USA
  • Interests
    Gaming, gaming, making games, gaming...yeah you get the picture.

RPG Maker Information

  • RM Skill -
    Artist

Recent Profile Visitors

25,536 profile views
  1. Game Idea!

    I'm really liking the idea! Very interesting concept and I'd like to see this develop. I'd like to throw in a suggestion that might help reinforce your idea of "harmony". Short rant incoming. Since each party member has a specific set of elements attached to them it would make sense each person has more importance during different battles. Players might prefer to use the Drummer's Fire on enemies that are weak to fire. But perhaps his attacks don't hit for as much damage as everyone else. Music sets a mood, so let's say there is a "Mood" system during your battles. Basically Mood is a set of multipliers that would influence the power of attacks charged with a certain element. These multipliers could be changed through the use of skills. So let's say you want to boost the Fire mood to increase the Drummer's damage. Perhaps the Guitarist's Wind attacks boost the multiplier for Fire skills. So you could have your Guitarist use a Wind Skill to set the Mood for your Drummer so he can unleash a stronger attack. Some skills could also lower the mood of an element to help weaken enemy attacks. This way a clever player could find a way for everyone to play a role in a strategy. Enemy's weak to Lightning? Use Entropy skill to boost Nature, Nature to boost Fire, then use Fire to boost Lightning. This creates an enhanced combo of attacks instead of simply type-matching for the enemy's elemental weakness. This can create a dynamic system where players who learn the system and can learn to manipulate even the most difficult fights. It also creates an avenue for players to try different skill combos to maximize damage.
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  3. Charles' Creation Corner

    Hey folks, welcome to my corner! From here on out I will be open to take commission requests. I work mainly with pixel art (sprites). Sprites/pixel art Pricing will generally range from $1-$3 depending on the sprite. Pricing is subject to change at my discretion. More complex styles will increase in price, simpler styles will decrease I will do bundles if you order a certain number of sprites at a given time I will cut you a deal price wise Pricing is subjective and I want to work with customers so that way we both are satisfied with the deal. PAYMENT WILL BE PROCESSED THROUGH PAYPAL ONLY. NON-NEGOTIABLE CURRENTLY. FOR LARGER ORDERS $20 OR MORE I MAY REQUIRE A DEPOSIT BEFORE I WILL BEGIN WORK. YOU ARE FREE TO MAINTAIN CONTACT WITH ME THROUGHOUT THE PROCESS. Recolors/revisions needed on any piece I've done can be requested free of charge. (Free resources not included.) Please pm me if you are interested or have any questions.
  4. I'm Back, mostly.

    For those that aren't aware I've been inactive on the forum for a while. I'll hopefully be getting the ball rolling again with some cool stuff. Got to get back into game dev after a long hiatus. Also, keep an eye out for a shop I'm opening in the forums. Soon, no ETA.
  5. Random number generator question

    This topic has been closed per poster's request. If you wish to reopen this thread for any reason please contact a moderator.
  6. title screen Title Screen Request

    This topic has been closed, as the request has been resolved. If you would like to reopen this thread at anytime please contact a moderator.
  7. July-August Restaff: Carnival of Color

    Use the download link to find each contributor's Terms of Use. Some may or may not be free to use in any project.
  8. 416 Possible Variations for Player Appearance. That's 4 skin colors, 4 eye colors, 4 hair colors,4 hair styles and 32 hairless variants. Done within in 2 days. Kill me please.

    1. Show previous comments  1 more
    2. Amysaurus

      Amysaurus

      I don't really wanna clean up the mess, though...

    3. Chaosian

      Chaosian

      Isn't that 2304? 4*4*4*36

    4. charlesthehurst

      charlesthehurst

      Chaosian No the math is kinda tricky. Long story, there are 16 possible faces (skin eye and hair color) with 13 possible combos of hairstyle. 16x13=208 per gender. Doubled makes 416.

  9. Let's Make a Party! or holy shit it's been awhile

    You're actually hitting on a few ideas I intend on using. Is there any reason you don't like option 3 in particular?
  10. After a much needed mental hiatus I am back on track with my Zombie Survival Project that I've mentioned in previous entries. The game is set within Eden City, a once beautiful town that has become a zombie filled hellhole. Now you the player must take command over a group of survivors to find hope in these dark times. The player will get to design their own avatar, a basic staple for RPGing. However, I need help deciding the rest of the party... Option 1 The player gets to pick 3 survivors from a list. That way you can build your starting team according to how you'd like to play the game. Option 2 The player is assigned 3 survivors randomly. This adds variety for every play-through since the chances of getting the same team twice are low. Option 3 The player designs 3 survivors to join them. This combines the concept of play variety and player choice. Option 4 The player starts solo and must actively seek out allies throughout the city. Gameplay may be harder as a result. Note that any survivors I've pre-made that can be recruited each have a personal backstory regardless of the options chosen above. These are my main ideas I'm looking at implementing and I'd love to hear some opinions. Please discuss below. Also feel free to ask me questions that may be relevant to this topic!
  11. All of your outside screenshots of the town seem rather bland. The mapping itself is solid, but feels a bit lackluster. It also seems the buildings are neatly isolated from each other, which emphasizes how artificial the map looks. Try to bring your buildings closer together so there isn't as much negative space. About 2-3 tiles between houses on the side should look a bit more like a town and less like a RPG Map. Based on the stone road and water canal, this town should look like it has the infrastructure to support those kind of projects. This looks more like a market town with plenty of traffic than a village of 9 people. The park map is super adorable and I wouldn't change it at all. It looks and feels exactly like a real park. Your inside map is too big. Get rid of that nook with the bookcase. No house would logically have a space like that for any purpose. Try to shorten the distance between the bottom wall(where I assume the door is) and the staircases leading to the basement. Shorten the right part of the map by two tiles. Try to center the table on top of the rug. Take the pile of wood and figure out how to put it closer to the fireplace or stove. Right above the opening basement stairs is a weird (and kinda dangerous ) spot.
  12. The Dilemma

    My dear old zombie game keeps getting postponed. Too many decisions, not enough decisiveness. That project has hit the backburner for a minute until I decide whether I should develop in MV instead of Ace. Meanwhile I've got me an ambitious Ace game in the works. I'm way more driven to make this at the moment while my zombie based ideas have come to a halt. All while I'm deciding whether or not I should take a promotion at work. More money, more stress. Ah, life, you fudging beach.
  13. vxace Item Swap Events and Checking

    Okay so I may know a way to do this. Assuming both Fragments are just two copies/instances of the same database item (e.g. Item 3): Use a Control Variable command. Set it to Game Data > Items > Whatever Database Entry your Fragments are This will store the amount of Fragments into the variable. Next use a Conditional Branch command Set it to Variable equals 2, or whatever number of fragments you want as the requirement. In the Branch, add the Whole Soul to the inventory and remove the fragments. Assuming both Fragments are two separate database Items: Use a Conditional Branch Command. Set it to Item > First Fragment Item Now, inside this Branch insert another Conditional Branch. Set this one to Item > Second Fragment Item. In the second branch, add the Whole Soul to the inventory and remove the fragments. The system will check both branches and will give the whole soul only when both conditions are met.
  14. So in essence, my project is a zombie survival game, where you control a randomly determined team of survivors. Some major aspects of the survival gameplay is collecting resources such as food, water and fuel. I've decided I can handle this survival aspect in two ways: Camping- This mechanic would allow players to set up multiple camps throughout the city. This would require the player to manage resources at each camp, as well as what team members are where and what each camp can accomplish. Base- This mechanic allows a single home-base area for the player to return to constantly. This allows the player to focus on protecting and fortifying their base while also managing survival tasks for their party of survivors. So I pose the question: If you were in a zombie apocalypse, would you prefer to constantly move from place to place? Or would you rather fortify a single position and use it as a home base? Feel free to discuss your opinions in the comments.
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