sean2099
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3About sean2099

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Elements: Really early development
sean2099 replied to sean2099's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
I think we are talking about the order of operation in game design at this point since I never recall saying have well-designed maps was not important. -
Elements: Really early development
sean2099 replied to sean2099's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
I know...I think it's better to put something up and then make the right changes. The names need to be changed...the faces and sprites need to be customized. I know the maps need to be re-done. I was more worried about balance in the game design first and then the graphics. I want to charm the players first and then do the best I can to make it look better. -
sean2099 started following Elements: Really early development, VE - MP Levels, Choice of munitions and and 1 other
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You know how the default status screen shows the equipment in the middle part, right side. I am sure there is a way to increase the number of equipment pieces shown from five to twelve...However, I don't very much about scripting and yet this doesn't seem like it needs a script request but I could be wrong. Any help would be appreciated. Edit - Please close this thread. I solved the issue with the help of a Yanfly script.
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I will have to try parallax mapping someday. Edit - more and more to try an image program...
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What script call did you use for the bench? I think I had the same issue and I found out I had to use the number vs the name of the crafting type.
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@Tuskihime = I used your scope condition script and just note tagged with <scope condition: b.name != a.name> Thanks again.
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appreciate the addition and the script overall. One more little request. I am sure if you know how to script this is simple but how do you set it so the enemy with the skill can't chose himself and is forced to pick an ally on their side. I am picturing a creature who takes enslaved slimes into battle so they can be shapeshifted into different creatures.
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How do you get a shape-shifted enemy to start off with full hp/mp if they go from having...say 100 hp to 400 hp. Right now, they change form but they have 100/400 hp. I tried making the skill an hp restore one but it doesn't work.
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Are you saying if you enhance the katana in the example above, every katana in the game is enhanced?
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Elements Abstract: The world is broken and must be made whole again. Genre: It is RPG fantasy. Game Progression: If this thread gets approved, I can put up a demo very quickly. Recruitment: None for the moment but I am sure that will change. Story / Setting / Purpose: The story and setting are tied together. The main character arrives on the docks of Port Terack, disoriented to the point of not remembering why he is there in the first place. He has the option of being shown around town and then is set to his own devices. He will hear hints about how the world is not as it once was (from an earthlike world to an ocean one with just a couple of islands). The economy of the world is barter-based, no gold pieces here because no one could agree on a common currency plus the fact they once traded with a lot of different worlds. In the demo, the character will be able to go the abandoned mines, where he will find the first companion. At that point, they will find a boat which they can use to go to the other island. The other island has a tower with a basement. The basement has portals in it which will take them to different worlds. The demo will only allow them to go to the earth plane. They will come from a cavernous area to a desert. The player will be able to see and tour the desert but they will not be able to go into the cities/dungeons in that area. The plan (in a future demo) is once they solve the quests in the desert, the desert will appear in the ocean world("Wow, a whole continent just appeared out of nowhere!") "Eric": He is the one sent by the "voice" to save the world. He questions everything he sees and has a sense of humor. "Natalie:" She is the daughter of the assassin guild's leader. She has been forced to stay in the abandoned mines and guard them. Eric frees her. She is a brash young girl who refuses to take @#$% from anyone. "Voice": This is the working name of the person who mentally contacts the others from time to time. At first, he does small things to help but the others will realize he is ultimately the final villain they must face. There will two others who join Eric but I will talk about them once the demo is further along. Credits: I am using tiles from Mack, Thalon and Celianna...scripts from Vlue, Neon Black, Tsukihime, Syzu, Vlue, Nelderson, Woratana, Claimh, Ventwig, regendo, modern algebra, zeus, skyval, and Jet10985 Known Issues: Art/Mapping. I am not sure how much the player needs "pushed" to go to certain areas. For instance, did the player intuitively know to go the abandoned mines to get further in the game?...stuff like that. Not an issue but the game has a crafting system...as in you can't just buy stuff. You have to kill monsters, perform quests, go to the right gathering sections, or trade to get what they need in order to make weapons/armor/ and most items. Skills are learned via tutors. They don't get very many just from leveling. The player will see they get skill points, passive attribute points and attribute points. All of them will be spent in different areas of character development. The points are gained by reaching certain levels. Demo: http://www.mediafire.com/download/wn3qwn3bn5h0myw/elements.exe
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I believe this is what I have been looking for...yay!
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Where is the confusion? I am using this now without any problems...not saying anything bad but what kind of help do you need? Where are you stuck?
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It might be more work but I might try tile swap 2.0. I don't see the shadowing issues that the other has.
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Thanks for the note. I am keeping field maps with field maps. It's the closest thing I can get for what I want. A little bit more work but I will ultimately get the results I want. Edit - sorry for the early posting.
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@kevin - I want to do this with several maps...as in map 2-6 merged into map 1. The above was just a sample. Tsukihime - I will take a look at it.



