Tatsuki
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1About Tatsuki

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Actually I think AI for Triple Triad would be easy because, well, its all numbers. Just have the AI ask itself "Do I have a card that can take an opponent's card?" If yes, take it. If no, randomly place the card.
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...Am I crazy or does that entire card game run automatically without you actually doing anything...?
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I had an idea and I'm curious whether it's been done before or not.
Tatsuki replied to Tatsuki's topic in Theory and Development
Actually I was planning that the fake disconnection and DRM messages would totally send you back to the title screen and/or screw with things. However, I changed it so that instead of them being parallel process common events, certain tiles would trigger them to happen if you do not have the appropriate DLC purchased. And nah, there's no actual DLC. Everything will be bought with an ingame currency. -
I had an idea and I'm curious whether it's been done before or not.
Tatsuki posted a topic in Theory and Development
Anyone ever played DLC Quest? It's a platformer that makes fun of common DLC practices and the state of the industry and general. You purchase "DLC" (which isn't bought with real money, but with an in-game currency pretending to be real money) to progress through the game, and you basically cannot complete the game, or get anywhere really, without buying the "DLC". I want to do that with RPG Maker. A parody of the current state of the game industry. But I'm curious as to whether something like this has been done before. I know that Evoland kind of plays with the same kind of concept, except that it deals with the evolution of gaming in general rather than DLC and such, but it's not quite the same (and I don't think that was made with RPG Maker anyway). I think I've come up with some pretty good ideas, and I think I know of scripts that may make this idea work, but I don't want to put time into it if it's already been done before. It kind of loses it's effect as a parody then, you know? A few ideas I've come up with: - After a while (I'm thinking of either after a certain amount of playtime or steps), the game will fade to black and have a big red error window pop up in the middle of the screen and tell you that the game requires a persistent online connection, and that it has been disconnected. It will ask you to retry the connection, but of course it will fail and boot you back to the title screen, losing any progress since your last save. You can fix this by purchasing a "Stable Internet Connection" DLC. - In the same way that the "online connection" works, you will occasionally be attacked by "DRM" that insists that you're playing a copied version of the game (even though you're (probably) not) that will screw with you in a variety of ways. Purchasing the "Online Verification" DLC will fix this. - When you start the game, you'll be able to choose your class... but you'll only have access to one because all of the others cost "real money" and you don't start the game with any. You'll eventually be able to buy these DLC classes from the DLC menu. - You'll be able to buy DLC Costumes (sprite swaps) as well. - Normally, you'll only have your main character to play as, but in the town (the game will be short, pretty much only consisting of a town, a path/overworld and a dungeon at the end) you'll be able to recruit other players through "Online Multiplayer", but in order to do that, you need to purchase the Online Pass DLC. These other characters will act like other players of the game (including one with a name along the lines of xXh4rdk0r3g4m3rXx or something to that effect, who will talk like a 12 year old CoD player) and will be automatically controlled by the game. You'll only be able to control the main character. - In order to access the dungeon at the end, you'll need to buy a "Map Pack" I have a few more ideas too. So what do you think? Has this been done before? -
Interesting. What rules does the script use?
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I appreciate your work, really. But could you please have a look at those questions I posted earlier and see if you can answer them?
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Be patient. They've already said they're working on it. We just need to wait. Complaining isn't going to make them work any faster. Though I would at least like some answers to my questions...
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I have a question (in addition to the ones I posted on the previous page that nobody answered...) Is it possible to track the total amount of unique cards you own with a variable in either of the Triple Triad scripts? I'd like to make Achievements involving collecting a certain number of cards, if possible, but they need to be tracked via variable for that.
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Treasures of Il'moria (Rank E Demo)
Tatsuki replied to Tatsuki's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
IMPORTANT UPDATE If you previously downloaded the game, you will need to download it again from the same link. There was a game-crashing bug with one of the enemy's attacks, but I've fixed it. You do not need to re-download the RTP, only the main game files. Your save files will still work, just copy them over to the new directory. -
Abstract: A game for treasure hunters about treasure hunters. Do you like hunting for treasure? Then this game is for you! Genre: Fantasy RPG Average Demo Time: 2-5 hours, depending on completion and how much you explore. Game Progression: Approximately 10%, but now that the groundwork is done, the rest of the development should go much quicker than the start did. Recruitment: N/A Story / Setting / Purpose: (Taken from the intro to the game) Character Bios: Credits: Screenshots: Demo Features: - Three dungeons to explore. - An overworld with secret areas to find. - Seven party members to recruit (not including the hero), and therefore seven different classes to play as. - The hero can change classes, and allies can be swapped out at any time except during battle, allowing you to customize your team to suit your needs. - Skill learning system - each class has at least 6 different skills or spells to learn. - Over 80 different items, weapons and armor to collect. - "Completion Log" that tracks everything you collect, including a Bestiary. - 19 Quests (Achievements) that reward you with items, gold and equipment for completing objectives. - Arena with 4 incredibly powerful enemies to challenge. - Simple-but-effective crafting system with over 30 items, weapons and armor to create. - Save your progress anywhere. - Fast-paced turn-based battle system that displays the turn order on screen, powered by Yami's Charge Turn Battle system. - Approximately 2-5 hours of gameplay. Download: IMPORTANT NOTE: This game requires the JAPANESE RTP of RPG Maker VX Ace to play (the game itself is not in Japanese). You can download the Japanese RTP here: http://download.tkool-online.com/rtp/vxace_rtp100.zip GAME DOWNLOAD: http://tatsukitakatsuki.blogspot.com/2013/04/treasures-of-ilmoria-rank-e-demo.html Known Issues: - Sometimes the battle turn order icons will get messed up on the far-left side. It doesn't affect the ones that actually matter (since the next turns are on the far-right side of the list), but it does look kind of weird. Just ignore it, I guess. - If you press the cancel button on the main battle menu, it will snap back to the previous character in the list, allowing you to select a command when it isn't actually their turn. However, the command will not work... not yet, anyway. When their next turn finally comes around, they'll use the command you selected before. This might end up messing you up, so try not to do that. However, in order to escape from battle, you need to go back through the list until the Fight/Escape menu comes up, so only do that if you actually intend to try and escape. This is all a flaw with the battle system, and as I am not a scripter, I have no idea how to fix it. - The game starts up a bit slow. This is because it's initializing the midis. For some reason, VX Ace takes longer to load midis than mp3s...
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There's not an easy way to do it. If you're familiar with scripting, the methods for determining completion % in the encyclopedia are found in lines 1530 - 1557. You could use those in a script call in a common event to track it manually, and add a wait time so it checks it less often. Also @tigerbite, the reason the encyclopedia lags when switching tabs and the reason why the achievement script is lagging are 2 different causes. Well.... I'm not familiar with scripting >_> It's all greek to me. I have no idea how I would go about doing that... Maybe I'll just leave those achievements out for now, until I can figure out some way to fix it.
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...Well, I have another problem now =/ First of all, I figured out what achievements were causing the lag. It was the ones used to track the Encyclopedia completion. But without the Progress enabled for those achievements, it doesn't trigger them as completed. Is there any way to get it to track the completion of the Encyclopedia without using the Progress field? That seems to be the culprit. Progress + Encyclopedia = Lag.
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Wow, I'm such an idiot XD Thanks again.
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I fully support this project! I would LOVE to implement Triple Triad into my game! Though personally I would cut out all the rules except for Open and One. So uh... please make the various rules optional? I'd rather not have stuff like Same or Plus getting in my way. Also, a suggestion... Would it be possible to auto-generate the cards based on pictures? Like, have a base card template and then in the options, all you have to do is specify the name of the image in the pictures folder and it will automatically generate that image inside the card. Can that be done? Edit: Also, would it be possible to implement a Card Mod system? Being able to break down a card into items, like in FF8. And another question... in the scripts that you guys are working on, how are opponent decks determined? Are they random or do you specify what cards they have? Can there be rare cards that they can only play once? If you lose a card to someone, does it enter their inventory for you to win back?
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There's no way to simply adjust it over to the right?



