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Skysagi

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Everything posted by Skysagi

  1. Skysagi

    Returning from hibernation

    A familiar face has returned! Welcome back, AlliedG
  2. Hello, KayakoChan! So glad to have you back. Hopefully you're alright now!

    1. KayakoChan

      KayakoChan

      I should be good now, yesyes! I just have to make sure I don't pop another kidney, ufufu~!

  3. Happy Halloween, everyone

    And Happy Birthday, @Tsarmina

    1. lonequeso

      lonequeso

      Happy Halloween!

  4. Hello, everyone. This time, I'm having yet another trouble with one of MOGHunter's Scripts. This time, it's specifically his Character Poses plugin (https://atelierrgss.wordpress.com/rmv-character-poses/) and, presumably, his Chrono Engine plugin is involved with the problem as well (https://atelierrgss.wordpress.com/rmv-chrono-engine/) (Note: ABS Mode, not Chrono Mode). The problem is the following: I was testing a battle with two party members and I decided to test in case the character died. It turns out that the Character Poses plugin makes the character invisible and nothing is capable of making it reappear, even after the same character has already been revived. How should I be able to fix this?
  5. Skysagi

    It has been a loonngg while~

    Welcome back to the forums, LadyMinerva
  6. Skysagi

    Party Rotate Button for MV

    Hello, everyone. So, what I am looking for is a Plugin for RPG Maker MV that allows the player to swap the party leader or rotate the Party in only one button. That is really the only thing I need, but even after looking it up, I'm not certain if such plugin exists. If anyone can help, please do it.
  7. I had to make a Loading screen for Lortrec due to the size of the maps and the amount of time it would take to process them. But it'll be better like this.

    1. Show previous comments  12 more
    2. Kayzee

      Kayzee

      Fake loading screens are harmless? Oh no no no... I beg to differ. They are incredibly harmful.

       

      Say what you want about bugs but, while often much more avoidable with practice, they sneak up on the best of us. They are the inevitable result of complex systems interacting, and the only way to avoid them is more practice. They are minor things in most cases, easily dealt with or avoided and often just as easily fixed. Even at their most catastrophic, it's hard to fault a designer for every bug. Even if they break the game, at least that's all they break.

       

      No, the real harm comes from Anti-patterns. They are diseases of the mind, poisoning designers with horrible ideas, mutating and infecting more and more hosts. Every single game that goes down this path, every single coder that makes scripts to do it, every person enthusiastic about the idea spreads the disease. For every person that theoretically use them well, a hundred more do not. Bad design is bad design. You either stamp it out, or it will infect everything. Everyone will have their own idea of what that means of course but fake loading screens definitely is one meme I want dead.

    3. Rikifive

      Rikifive

      Quote

      Even at their most catastrophic, it's hard to fault a designer for every bug.

      It's not hard to fault them if you know, that they simply don't care about them. Silly little bugs, that caused way much more trouble than needed. Still persisting after being reported thousand of times, by thousand of players. Getting updates with new content, when existing one was failing sometimes. I'm not talking about complex-to-fix bugs. Adding new (paid) content was simply more important than quality. That's how I ended my story with one game.

      Fake loading screen? I can deal with it, as long as it will not be an annoying simple text on black screen appearing all over the place.

       

      Same as people are complaining on lack of save-anywhere feature. There was a looooong debate regarding this. For me, it may ruin the game's difficulty and allows players to 'cheat' to some degree. There was one RPG with hardcore difficulty, but being able to save after each step allowed me to keep trying running away from battles -- and because of that, the devs terribly balanced the game, because there were too many random things based on luck, but apparently nobody cared, as you could use saving as workaround. Actually saving was the preferred method of beating the game and the dev always could use that as an excuse for bad balancing. For the others on the other hoof, it's something extremely essential, because they like to play the game for 5 minutes a day apparently. :P I remember how there were no saves at all, back on NES- or save points on most of PS1 games. People seemed to deal with it, but now it became an issue? :P  Everybody has their rights and I guess it will be best to just leave it that way. There is always something some people will like, while the others dislike. People are complaining, that the game is too hard, while for the others it's not hard enough.

       

      You hate fake loading screens, that's understandable. Personally I'm tolerant to these, because there are much worse things, that can ruin the experience.

       

      But well, that's how you see it and I don't think we'll get anywhere from there. We'll have different opinions there then and we'll have to deal with it. ;) There's no point to spam this status update any longer.

       

       

    4. Kayzee

      Kayzee

      I didn't think I was spamming, just blabbing a lot. But I guess it is a bit much for a status update huh? Okay I will say no more about it.

       

      I am curious about this save-everywhere discussion. Personally I am okay with it as long as you can't save during actual combat and combat is balanced to be focused more on each combat being it's own challenge rather the having the challenge be getting to the end of a dungeon. Like in the SaGa series for example, you can save basically any time outside combat but each individual combat encounter is also much more meaningful or interesting then most RPGs. The SaGa series usually even completely heals your HP between battles so they can afford to get more involved.

  8. Skysagi

    Lortrec: Uprising [WORK IN PROGRESS]

    Hello, everyone. So, I have an important warning. Lortrec: Uprising is not dead, I am still working on it, but currently it is going through a long process of Engine update (I'm moving it to MV), but I promise all the time it is taking is for the better, and the final result of the Beta will be a good experience for the players. Hope you are still interested, as soon as I have enough content I'll bring up some better updates! ~Skysagi
  9. "Consequences are inevitable. In this world, we are taught that once you choose your path, there is no going back." Made by Skyusagi. Lortrec: Uprising is the first episode of the Lortrec Project. Genre: Action, Adventure, Dark Fantasy, Medieval, Mystery Progression: [REDACTED] Current Version: [REDACTED] "Shall we proceed?..." [Closed Beta v3.3.1 - Unavailable]
  10. Hello, everyone. So, after a while using MOGHunter's Chrono Engine ABS mode, I've encountered a problem that I was unable to solve: Basically, the Plugin does recognize the commands from the tool map, so using Skills, Items, opening the Skill Menu and the Item Menu work perfectly. However, the Attack and Shield commands simply don't work, and I'm not sure what is causing this error. I have tried everything I could imagine: Database, Events, Characters, Commands, Skills, etc. None of my methods have worked, and I am still unable to use the basic attack and defense commands. I have created a separated project so that it is easier to access the problem and make other kinds of attempts to solve it (nothing worked). The download link is below. Download the Project Here
  11. UPDATE: This topic can be closed, as I have solved this by myself. I found out the issue, and it turns out that MOGHunter's Chrono ABS Plugin is, for some reason, incompatible with Yanfly's Item Core Plugin. Enabling both Plugins in the same project will prevent the possibility of using basic attack and defense skills.
  12. Oh well... Converting my project to MV is a LOOONG and time consuming process, but in the end it'll have been worth it.

  13. Skysagi

    I have returned

    Hello, everyone. Some here may know me, some may not. Regardless of that, I would like to say that I have returned to the forums. I have plans on publishing some of my written works on the Literature corner if anyone is interested. But more than that... ... I am planning to revive Lortrec sooner or later. The project was never discarded, and when I mentioned that I had retired from Gamedev, I never said it would be a permanent farewell. In the end, things are going back to normal. If you are still interested in any of these, make sure to check the Literature and the Theory and Development sections, as I am also planning to make a few changes in the Lortrec game as a project, especially its current battle system. That is all I have to say. Hello.
  14. (Important Note: The Lortrec Project's engine is RPG Maker VX Ace, not RPG Maker MV) Hello everyone. Well, as some of you may (or may not) know, I am planning to revive the Lortrec Project sooner or later at some point in time, possibly still in 2017. However, one of the first things I would like to immediately change in Lortrec: Uprising is the current battle system I'm using. I'm actually pretty tired of turn-based battle systems, whether I'm using an ATB (Active-Timed Battle) System or not, it just doesn't satisfy me anymore with how unfairly easy or unfairlly hard it can be, how slow or fast things can get, and not even my balancing measures will be able to solve these problems because, to me, it is a flaw within the very system. Now, I'm not saying this with the intent of upsetting anyone who enjoys this system, but rather trying to look for alternative systems that may satisfy me and fit exactly what I need, based on the game's overall style. In this topic, I would like to request your opinion, but mostly your suggestions on a new battle system. Yes, I have considered an ABS (Active Battle System), but at this point in the game, doing the entirety of battle-related things from the very beginning will be an exhausting process that will cause the game to be even furtherly delayed, including the fact that most ABS scripts out there, even the most popular ones, are not well optimized and may cause the apperance of many more difficulties. Back to what I initially wanted to ask of all of you: What suggestions do you have for a new/different battle system? Feel free to give more than one example.
  15. So, I was considering using the TBS until a while ago, but now I gave up that idea, and I feel like the only way to stop using turn-based battles is getting the best ABS script possible for VX Ace. I have also attempted to move engines, converting the project to MV to see how it would look like and well, I don't think it would compensate due to the massive amount of problems that appeared within the conversion. So, what is the only option left, basically? Getting the best possible ABS script available for VX Ace, and by "best" I mean the most optimized one, that won't cause major problems while running the game. Which one, in your opinion @Kayzee, would be the best one for the situation? It's basically a dead end.
  16. @lonequeso So, I actually checked all of these options/games. Well, even if it is grid-based, it's still also turn-based and kind of reminds me of Sideview Systems with a few differences. About the ATB, I've been using it since the beginning of the project and tried making combos/linked actions, but it is still not very fitting/satisfying when it comes to what I actually would like to bring to the project. Thanks for the opinion, though! @Kayzee Yes, I think strategy battles would be a very good option to bring into the game, especially a Tatical Battle System, kind of like what Fire Emblem does. I have actually checked out the currently available Custom Battle Scripts and I did manage to find some Tatical Battle Systems that work and, if I'm not mistaken, a Roguelike System as well. The thing I have with roguelikes is that, even though I've played and enjoyed that style (Pokémon Mystery Dungeon spin-offs), it does feel interesting but not necessarily enough to implement it in Lortrec. Maybe it does work, but I don't really see it pulling off that well since the idea of having battles in Lortrec is only when necessary, where minor conflicts can be avoided, and only major encounters/boss battles are actually required. Tatical Systems, however, did catch my interest, especially because how well I can make it work with the game's mechanics; any add-ons to this kind of system will be considered, too. @lonequeso-2 I'll be checking these scripts out anytime, so I can see how well they can/do work with a TBS. @Kayzee-2 Multiple rows are actually a good idea, but I don't know how would that exactly work. The only alternative way of making turn orders work is with the ATB System, that includes different options on how "Active" it will be - but now I'm simply growing tired of ATB, because I still feel like the chains of turn-based do exist even if the ATB has been implemented, which sucks. Reaction abilities would be probably one of the best ways to save turn-based battles, including multitechs, but even that may not be available in a script - maybe it is, or maybe it can be done via events (which I doubt, but whatever), but if I'm not mistaken, not even that is available.
  17. Skysagi

    I have returned

    Actually, it would be something like Sky + Okami, like Skymi, Skykami, Skyokami, but it doesn't really sound good, so I'm sticking to Skysagi
  18. So, I'm already attempting to initiate the changes in Lortrec: Uprising. The first thing I'm willing to change is the Battle System. A topic for it has already been created.

    1. lonequeso

      lonequeso

      and I replied =3

  19. Skysagi

    I have returned

    More specifically Momiji. Also, I'm not changing my name just to suit the fact that my profile is now a wolfgirl, I'll just let it be Sky Usanin/Skysagi for as long as I can keep it.
  20. Hello everyone! Well, I have three map screenshots to show you and I would like your feeback. I've been trying to improve them in every possible way, but perhaps you have some suggestions. Well, all these maps are from the same area: The Lortrec Catle. There are more maps in the area, but I would like to rework on them before posting. These are the screenshots (Ignore the fact that one of them has a significantly visible transparent background part that I forgot to remove): I hope you like these maps!
  21. Well, I would like to give proper farewells, but with this post I can only see how immaturely and hyper dramatically you are treating things, so I don't think I can be too nice to deal with this. See ya.
  22. Well, in my very last post, I said I was leaving the forums after retiring from gamedev and trying only to write. After that I was suggested to stay and post some of my written work here. What do you say?

    1. Show previous comments  3 more
    2. PhoenixSoul

      PhoenixSoul

      Listen to Your Heart...

    3. Chaosian

      Chaosian

      Hey why not, I'd probably give a read if you posted it here. I'm always looking to see what people here are working on.

    4. Kayzee

      Kayzee

      I wanna see you around bun bun, but I understand if you feel the need not to hang around here when you don't feel you fit in anymore. For the record though, I think there are tons of people here who are far more interested in writing then in game design here anyway.

  23. Skysagi

    Bye Bye, people!

    Hello there, people. It's been a long time since I've posted pretty much anything, right? Well, I've been losing interest in developing games. I don't know if this is temporary or permanent, but currently, I'll say that I have retired from Game Development in general. For anyone who might get worried, it's not a sadness-related thing or anything like that. I'm alright, it's just that I lost interest in being a Gamedev, and I believe some of you have already experienced that. Well, because of that, I don't think I will have anything else to post in this forums, but it was good while it lasted. This is, by far, the most friendly RPG Maker community out there and I've met some really nice people during these years. I'm not exactly a "popular" member around here, so some of you may never have heard of me before, while some others will probably know who I am. About the Lortrec Project, I'M SORRY. 2 years of gamedev for it to end like this is probably a huge disappointment for the ones who were actually looking forward to it. But do not worry, I won't let it die without becoming a real story anywhere. I'm planning on writing novels about it; sounds like a good idea. So, when I have anything done, I'll make sure to announce it. How will you be able to know it? I believe there are some ways to contact me (check my signature). So, I think that's all I had to say. Thanks for the good experience, guys, but maybe being a Game Developer is not exactly what I was looking for. It was a good try, anyway. Time to look for new things to do. Bye bye, people! ~Sky
  24. April 4th 2017 - Lortrec's 2nd Anniversary

    1. lianderson
    2. Rikifive

      Rikifive

      The time goes so fast, doesn't it?

    3. Skysagi
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