Moxy
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1About Moxy

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I beat the boss and then boss that gives the code but was unable to return to the ship HQ am i missing something? REVIEW: as a review, since i'm here... I liked the battle skills and character combo idea even though i never used it. the random enemy rate and variety - good mapping - uniform, logical but a little sterile story - couldn't care less game play - above average i was conservative and didn't run out of hp or mp enjoyable and short enough so not to become boring GOOD JOB!
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Thanks Tsarmina, not too confusing as the title of the map is GenericTownTrial.png the object is a trial of moving tiles which will be used in an event later, and with the roof tiles which work with this wall combo, and with the rope bridge which is an exercise in 'ladder' tiles an exercise in depth.
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Hi again! Thanks for your opinions... I am ruminating. Maybe these are more to your tastes.... the little dimples on the beach are an unique side effect of the tiling and I'm keeping them. As a mission statement: A map is a piece of art and there is no such thing as too much shift clicking. For example:
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I'm sorry! I said something wrong. There are no two tiles like I had previously explained. I was thinking about another two different tile combination. I used the snowy grass on water to soften then coastline edge. And it looked good so I kept it.
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Thanks Tsarmina, If you notice, in the field animation tiles, that there is one of white grass on water, which is very similar to, the snow grass tile from outside ground. They right copy blend together seamlessly. So, it was natural to me to use these two tiles together.
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Thank you everybody for your input. I guess the problem, for me, is that the tile selection is limited. And this makes solutions to perspective rather difficult. But given the human eye and brain's ability to compensate for visual data (or lack of), unique solutions can be creatively sought. So, my maps being weird or confusing, I will consider this a compliment and that I'm on the right track. As a side note: I'm using various Yanfly's mapping and region scripts and NeonBlack's star passability fix. This has helped me squeeze the tilesets' potential to a slightly higher plane. Here's an example of a simple map that, to me, evokes a vague spinning vertigo like feeling. Thanks again! Moxy.
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Thanks yuuhi for your help, these maps are a work in progress and I constantly refine them. Here's a Dali-esque trial map...
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Hello Creators! I am trying to add further depth to my maps. Feedback and tips are welcome. Also a general critique would be greatly appreciated. Thank you for your time and input. Sincerely, Moxy
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Posting here to let you know that... you are not alone and this is a good forum and most helpful. GOD SPEED on your project
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Hi everybody, I just purchased the VX Ace version of RPG Maker when they offered the CD version. Naturally, I've played many RPGs and have always wanted to create my own. I'm still learning the basics. So, please forgive me for asking questions when the answers are painfully obvious. SHAMELESS SELF PROMOTION: If you care, I have submitted walkthroughs (many moons ago) to GameFaqs for the games Laxius Power and Tales of the Drunken Paladin. Rather than talk about myself here, these walkthroughs will present an accurate portrayal of my personality. Respectfully, Moxy
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Lots of ?s: Organizational tips when starting, general help, "essential" script suggestions, more!
Moxy replied to Jamers's topic in Tutorials
Let me start by stating that I also am new at this. However, the first most annoying and time consuming part for me was the editting of the database. I highly reccommend that you block organize you database data. Like, Item 1-20 are healing, 21-30 are restoring, etc. My weapons and armors are set up in a simple logical and consistant fashion. And leave empty slots in between. I use the first slot to name that section. Remeber how to write an outline for English papers? - that's how i approached the problem. Just organizing the database took two weeks, and I'm still doing it. I suggest naming thing exactly as they are used - for now. Before launch you can change all the names to something cool. Keep a journal because you WILL forget those things. Use common event as much as possible. You can set up a random tiered treasure events and then modify them easily. Same with random stat increases, randome dialog, etc. If the game is going to be huge, think about a generic store, inn, armory that can be re-used for the whole game. I am also setting my game up as a low digit HP, MP, etc. You will find that to be very tediuos as everything will have to be changed from the default. But since you will have to do that anyway, get used to it. Start experimenting with damage formulas. To me, good skills make good battles. Button mashing ATTACK = boring! This means that enemies must also have good skills, Almost anything can be done from the event menu. You will need to become an expert at eventing. Unfortunately, I suggest you hand create all your maps. As for essential scripts - I don't know, but I wish I did. HELP! Well, that's about as far as I have gotten, so I will end here. GOOD LUCK!


