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Vis_Mage

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Everything posted by Vis_Mage

  1. Vis_Mage

    Mana Star

    Itchio Page: https://vis-mage.itch.io/mana-star For the past several years, I've been working on an RPG project that's been heavily inspired by the Golden Sun series. It isn't a fan game, containing a completely new cast/world/assets/etc, but has been very mechanically inspired by the series. After years of work and planning, I’m excited to reveal my project, Mana Star! CREDITS:
  2. Vis_Mage

    Mana Star

    Hey everyone! Hope everyone is doing well. Today, I've got a pretty wide range of odds and ends to show and discuss. First off, I have a few new Wisp designs to share. Namely, four new variants for Ice Wisps! Additionally, continuing with the Hybrid-Wisp idea from my previous update, here's a look at a second design for the Water-Light hybrid. Next, we have the first draft of the world map! This map isn't final, and additional story-relevant locations will be added over time, as well as ocean mapping. And building off the previous point, we also have a new song prepared for one of the newly revealed location on the world map, the dangerous, lightning scorched range of Mt.Magnet! Finally, to wrap things up, is a first look at a few new character battle sprites. Specifically for Diana, and her father Captain Sham! As far as non-visual progress, mapping and Wisp overworld interactivity has been at the forefront of my focus as of late. Hopefully I'll have some new updates regarding both of those in my next post. Take care everyone!
  3. Vis_Mage

    Mana Star

    Hello, sorry that I've been pretty quiet lately. The past week or so has been very difficult on me. I lost someone very important to me, my childhood puppy, and have been really struggling since. Although it's been incredibly difficult, I'm hoping things will start to return to normal. Here's a look into a few things that were started before a few weeks ago, but are now being polished up. First off is a few new Wisp variants for the light and dark Wisps. Of note, the first of each element was made with a specific character pairing in mind, the light Wisp was given a more crystalline/mirror-like look for Merric, while the dark Wisp was given an imperial armored knight look for Tyra. Additionally, something that I haven't fully decided on yet was visually incorporating the Wisps into the battle scene a bit more, when calling them or unleashing skills tied to them. Not entirely sure if or to what degree this would be done, but it is a work in progress, to keep an eye out for! Lastly, is the first look at a concept that may or may not be used in some way. Quite a while back, I toyed with the idea of having some Wisps able to "fuse" in some capacity. At the time, the Wisps were using a simpler elemental-orb based design, and so for their Hybrid designs, I was literally just going to have a half-and-half of their two sprites. Now that Wisps have gotten much more fleshed out designs, their potential Hybrid designs would receive a more thought out design as well. Here's the first look at one of these potential Hybrid Wisp designs, being Earth/Dark, and based off of obsidian. Something interesting to note, is that their colors aren't just picked at random. The primary/secondary colors are the exact middle-point between the colors used on the Earth and Dark Wisps. I haven't entirely decided how (or if) Wisp fusions/hybrids will actually be used, but if they were, I would want to implement it as more than just a cosmetic change, with the fusions granting different skills and stat boosts based on the types of Wisp used in the fusion. I'm hoping for updates to be more frequent going forward, so be sure to keep an eye out. And as always, I'd love to hear any feedback you might have regarding the project so far, or if you have anything you would like to hear more about. Have a great day!
  4. Vis_Mage

    Just a really big tower

    Hey, just a little word of advice. You'll probably have a greater chance of having someone help out with this (as well as having the finished result better fitting what you're envisioning) with a reference image. Even just a quick sketch helps out tremendously!
  5. Vis_Mage

    Mana Star

    Hey everyone! Hope everyone is doing well. After being gone for a good portion of January, progress is moving along again. I'm thinking of making update posts every few weeks, to go over the biggest bits of progress that has been made. Most notably, the Nature and Earth Wisps have received a lot of love, and now each have their complete set of 8 fully designed! Let me know what you think of how they turned out. Hey, and thank you very much, I'm glad you like what you've seen so far! I checked out your project as well, and the Whispers are indeed very adorable. I can certainly see the comparison, even down to the name, haha!
  6. Merry Christmas! Have a safe and happy holiday everyone!Ā šŸŽ„

  7. Happy Thanksgiving everyone! 🦃

    1. Kayzee

      Kayzee

      Gobble gobble!

  8. Vis_Mage

    Salutations

    Hey, welcome back! It's a bit quiet around here these days, but there's still a handful of us that have been around for a while.
  9. Just a heads up, Humble Bundle recently put up a sale on several versions of RPG Maker. MV is $20, Ace is $10, and older versions are a couple dollars each. Even MZ is about 20 dollars off.

  10. Hello! Would someone be able to help me out with a compatibility error between Shiggy's Multicurrency Plugin (requested below), and Yanfly's Core Engine (and to some degree Yanfly's Shop Core)? The issue between them is a little odd. With just those two plugins in a project together, there isn't a visible issue, but if you also have Yanfly's Shop Core, then when you attempt to buy or sell an item, the screen that shows you current gold/spending gold/remaining gold instead shows NaN (Not a Number) for the values. The reason that I believe the issue is with Yanfly's Core Engine is because if I only have Shiggy's plugin and Yanfly's Shop Core, this issue does not occur. I hope I explained this all well enough. If you're not sure what I mean by something, definitely feel free to ask. Thank you!
  11. For anyone looking to pick up MV, VxAce, or any of the older engines, they're all on sale at Humble Bundle for 80-90% off:

    https://www.humblebundle.com/store/search?sort=bestselling&search=rpg maker

    1. PhoenixSoul

      PhoenixSoul

      Just the engines? (I have the base engines already)

  12. Hello! :) Would someone be able to help me with setting up Triacontane's Submenu Commands plugin? Evenenwith google translate, I can't for the life of me figure out how I'm supposed to set things up. https://triacontane.blogspot.com/2017/04/blog-post.html?m=1#comment-form What I'm hoping to do is create a "parent" menu option named Journal. And when it is selected, a handful of "children" options such as Quest Log, Bestiary, and Help can be selected. At the moment though, I can't seem to get any menu commands I try to set up in the plugin configuration to show up on the menu at all. I'm guessing that I just haven't properly configured it, but after a few hours of trying, I haven't had any luck. Just as a note, I have been trying this in a fresh project, so no plugin incompatibilities to worry about. Thank you
  13. Vis_Mage

    Actor Idle Animation Script

    Hello! I was wondering if someone would be willing to help me with the creation of a character idle animation script? In a sense, I am looking for a simplified version of Galv's Character Animation​​​​​​​ script, with a few bits of added customization. Essentially, I'm looking for the the script to display an idle animation after a set number of frames (I'm looking at 300, but I'd really appreciate if this is customisable so I could fiddle with it).Unlike Galv's script (as well as a similar script from Victor Sant), I'd like to assign the idle animation via the script module, or actor notetag opposed to file name. Something along the lines of <idle: People1, 1, left> as a notetag to set that actor's idle animation to the first sprite group of People1, facing left. Other than that, having the ability to disable idle animations for cut scenes (a switch perhaps, that or disabling it during text boxes would work well too) would be very handy. Although not required, the ability to activate an actor specific common event after so long of idling would be nifty too. That pretty much sums up the main gist of what I'm looking for. Don't hesitate to as any questions if I didn't explain anything fully, and thank you for taking the time to read my request!
  14. Out of curiosity, is there anyone around the forums that currently accepts (fairly complex) MV Plugin commissions?

    1. PhoenixSoul

      PhoenixSoul

      Hmmm...
      I can't think of anyone from the top of my head, but hopefully someone does.

  15. Vis_Mage

    Charles' Creation Corner

    I've been working with Charles on many, many commissions over the course of the past two years, and all throughout, he has been very responsive, and has done consistently great work. I cannot recommend his service enough!
  16. Vis_Mage

    Booster Pack & Card Icons

    Awesome icons! Definitely glad to have stumbled across them.
  17. Vis_Mage

    Hello, old friends! It's me, Purple Phantom!

    Hey, welcome back!
  18. Vis_Mage

    VE Materia - Tweak to AP

    Howdy! I'm wondering if anyone could help me out with what I hopefully believe is a simple script edit to Victor's Materia script : https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/materia-system/ By default, the materia gains AP upon defeating foes. I'm hoping to change it so materia instead always have their total current AP equal to the equipped character's level. For example, if I have a BLAZE materia equipped to actor1 (LV.20), the materia's total AP would be set to 20. If I then swapped it to actor2 (LV.5), it would change it's total AP to 5. When not equipped to any actor, it would be set to 0 AP. I've made a couple small tweaks that, while I don't think any would affect the change to AP gain, I figured I should include just in case. Hopefully this makes sense. Let me know if you have any questions. Thank you!
  19. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  20. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  21. Vis_Mage

    VE Materia - Tweak to AP

    Bump
  22. Call me old fashioned, but I love the old school RPG styled tired spells. Stuff like Final Fantasy's Thunder-Thundra-Thundaga, or Dragon Quests Woosh-Wooshle-KaWoosh-Kawooshle. It has a certain charm to it, and makes it easy to tell how powerful a spell is at a glance. I know it's kind of a divided opinion whether this type of skill names are liked or not, but it's really nostalgic to me. So, I've been trying to come up with a good sounding set of prefixes/suffixes for my own JRPG, but have been stumped on this for longer than I care to admit. :p I currently am working with Flare-Flaremore-Flaremire, with either RaFlare or OmniFlare as a multi-target version of the spell, but it just doesn't feel right. I'd really appreciate any brainstorming help here. Thank you :)
  23. Vis_Mage

    VE Materia - Tweak to AP

    Woah, sorry for the radio silence. Either I missed the notification that you had replied, or I hadn't got one. Sorry for leaving you in the dark. If you're still available, I've somewhat refined what I'm hoping to achieve, which might make it a bit easier. In the past month or so, I've made a few changes in the script, so I'll provide the newest version. Hopefully this one works for you, but if not, I could put together a little demo project. With that said, I ended up changing how AP will be handled, in a way that should hopefully make things much simpler than my previous request. In the newest version of the script, at line 574 you'll see: @ap ||= $game_variables[198]___ With how it's currently set up, when I obtain a materia, it's initial total AP is set to the value of variable 198. Instead of setting the AP to the equipped actor's LV, I'm just looking for a way to manually increase a given materia's AP via a script call. For reference, In game I have different groups of materia (Fire/Water/Ice/etc.). When you first get a fire materia, it will have 1 total AP, once you get a second fire materia, I'll then set ALL fire materia to have 2 total AP. I'll handle keeping track of owned materia, and the AP gain via an event, all I need it a way to set all materia with an armor ID of X to a certain amount of AP.
  24. Vis_Mage

    VE Materia - Tweak to AP

    No problem, I'll do what I can to try and explain it better. I'm looking to change how the script handles AP. Instead of actually gaining any AP from battles, I'm looking for the script to set a Materia's current AP to be equal to the equipped actors level. For example, if you equipped a Fire Materia to a LV.5 actor, it would set that Materia's current AP to 5. On the Materia themselves, I have the tag <ap list: 10, 20, 35, 50> . In this case, the Materia would be at rank 1 if the equipped actor was LV10 or less, rank 2 if the equipped actor was between LV10-20, etc. In this scenario, I don't actually use the <ap: x> tag. The Materia script also doesn't play well with several of the commonly used Victory Aftermath scripts, so I was kinda hoping this would indirectly work around that too.
  25. Hello! Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
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