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Handsome-Man

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About Handsome-Man

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    Advanced Member
  1. Handsome-Man

    Floor Damage/ State

    I'm looking for a script similar to spikes on tiles which damage the player however, On these, I want the player instead to have a state applied/removed.
  2. Handsome-Man

    Pearl abs death character change help

    with the switching yes, I'll post how I did that after. There are still complications though. For example, if the player dies from enemies, you will be switched to a character in paralysis. the switch command removes it, but death triggers it automatically. So it still has a long way to go, but as far as being conceptual it's doing it's job in the grand scheme of things. I will post the command events I have set up probably later tonight.
  3. Handsome-Man

    Pearl abs death character change help

    Mod's, please keep this open at least until Wednesday. I am going to post a video demonstrating the death switch.
  4. Handsome-Man

    Pearl abs death character change help

    So I was able to succeed with the switch though it is far from perfect and is still a work around. so this is how i works. when you first enter a battle encounter, your three followers are paralyzed in the back row. they cannot be engaged to change or do dammage, thus simply stand at the back and take damage. To execute the seamless death switch as I call it, the player uses a skill (Death switch) Death switch (choose character) -bestows upon the receiver Skill X ( not important, just a substitute for a variable) -Calls common event (Death trigger) - Death trigger summons an enemy for clarity's sake, the Grim Reaper at the top of the back row, launches a piercing arrow that kills the entire back row. - GR's automatic move route has him do this, then retreat to the top of the map out of range - Common event processing waits (320 frames) for the GR to slay his foes. Proceeds to a conditional branch: does member x (the target of the initial death switch skill )possess skill x? y/n y: member x revived/ minus paralysis/ - Common event summons the gr to kill the initial caster under player control before hopping away - the switch here then occurs. With no other alive members, Member X exchanges places with the initial caster - Revive Caster and other members in back row, common event ends. DEATH SWITCH COMPLETE. The only problem I'm having is when the gr's bow skill misses the target. I set the hit rate on the weapon itself to 100 percent, yet it occasionally misses and derides the whole process. Does anyone know how to make it impossible for a skill or projectile miss?
  5. Handsome-Man

    Pearl abs death character change help

    ok, so my first question: so out of battle, you change which party member you want to play as through the menu. in battle, the only way you can change to another character in the party is when the character you control dies. you can't open the menu to switch party members during battle. the way my battles are currently is that a revived character can place a previous character on stand bye by reviving them but they are placed in a paralysis state. my battle system is essentially megaman battle network but with 4 characters on the players side of the field. you only control one character at a time while the other 3 are in stand bye and can still take damage on the field. currently, when the death switch does occur , the character the player controls will switch with the next character on the back lines, my eventual goal is to have it so that the stand bye characters can be interspersed around the battle field , serving strategically as chest high walls and as a goal for the player to defend, as well shape the environment of the grid by having spaces the player cannot venture. provided I can get the aggro system to work ( i have not touched it yet), enemies will only go after the player avoiding the living chest high walls/ allies
  6. Firstly, not sure if I should post this here I have a game using a script that requires a usage license if one wishes to use it for a for profit game. (if the game is free ware, then a usage license is not required) However, say I were to make a demo featuring the script and use that in a kickstarter campaign to illicit funds which would then upon succession, go into purchasing the license. Would I get in trouble using that script in the campaign without a license ? Can third party scripts be used in kickstarter campaigns in general? Thank you
  7. Handsome-Man

    Idea Feedback for strategy

    Indeed HeckHound. I was going to give the player a scan skill right off the bat to have some level of said transparency. Currently for the enemies, I am thinking set patterns with possible skills (50 percent a or s skill ) but also specific reactions ( enemy infected with s, use skills with high attacks). Will update after more experimentation.
  8. Handsome-Man

    Idea Feedback for strategy

    Trilogy Battle System For Simple Emergent Complexity (Creative Commons) EDIT: so after doing a little more work on this, I am starting to notice an emergent pattern of complexity with this system that makes it very Its very easy to use to make certain situations arise. I encourage people to play around with it to discover what can be done with this game type. So I've been doing some work the last little bit on how to make enemies that make things interesting and really make the player learn how to use their skills and force them to use different skills, not just spam the same string of skills again and again so this is my idea I have been operating with so far: every time a player uses a skill on an enemy, they de-buff an enemy skill AND buff an enemy skill. I was thinking along the lines of making a cross between a fighting game and an rpg and how each move has a risk and reward attached to it, whether in the context of leaving the attacker vulnerable to skills based on position while also hampering the offending parties incoming attack . The monetary buff/de-buff , SO FAR only lasts the one turn with all enemy attacks based on a stat, attack, speed, A-S-D. A Skill = - Speed, + Defense, S Skill = - Defense, + Attack D Skill = - Attack, + Speed It's still in the early phases, but the idea I have so far is for enemies attack patterns to be based on this triangle. For example A Dwarf's skill patterns ( / designates randomly which attack it will do) : A, S, S/D, D/A, A, S,S, D/S/A/ Other elements of this battle system Battle actions fall into three categories: Skill, Ability, Enchantment. Skills build TP for Abilities and Skills, Abilities would be considered magic, special abilities, extra strenuous abilities (example: Warriors, big wild and meaty can use war cry as an innate skill but Squires, timid , innocent and coffee boys probably need to work up the courage (through multiple encounters of combat) to execute such a move, thus for the squire, it is an Ability) and enchantments effect all users, I'm thinking flipping stats characters are proficient in (still under development) Probably not with all battles, but my end goal is for battles to build up to a climax moment, a big burst attack / or burst attacks similar to how in golden sun, the player had the option of strategically playing djinn in certain combos, building them up to when they can unleash the summon. I am working on a demo where I am experimenting with trash mobs but of all trolls/dwarfs/slimes. Also currently, because I just began this demo, battles are 1 v 3 , player vs Mob. This is just the rough Idea so far and I am curious as to what the community thinks, potential pratfalls, or problems.
  9. Fl studio plugin c-700. samples snes soundtrack samplers. its perfect, I used it for my teams last game jam. here is a link to the forum with all the details.http://www.smwcentral.net/?p=viewthread&t=65193
  10. Handsome-Man

    VE - Actors Battlers

    Hey Victor. I went on your word press to download the actor battlers script but when it gets to your drop box account, I get error 509, saying that the account has temp been suspended do to lots of traffic. is there some where else I could get the script?
  11. Handsome-Man

    Enemies that keep thing's intresting

    It's not working on my end, can you copy and paste the post or link?
  12. My question is, do my classes and their transformations / secondary classes work as a balanced idea, like should a jack of all trades transform into a paladin or should it be a rogue for example.
  13. Handsome-Man

    Enemies that keep thing's intresting

    I agree. I recall in zero punctuation how Yahtzee described the boss as the final test of everything a player should have learned up to now.
  14. Handsome-Man

    Buffs

    In my game, I'm having statistics effect the damage of certain skills. So say a ninja would have an assassinate skill that 's damage is increased by evasion. Changing to an alternate class would increase evasion but at the cost of say defence, offence, ect, so a buff in this case will raise the damage out put with out drawing back defence, but at the cost of the buff lasting a shorter duration then say a job change. Also, why not have it so certain buffs will de buff other stats just to balance things out and keep things strategically interesting?
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