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thegilroy

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About thegilroy

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  • Birthday 06/04/1988

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  1. thegilroy

    Player Progression Overhaul

    No I definitely agree that it can make things more difficult but at the same time I feel it makes the game's replay value so much higher. I generally make it so specific mobs have extreme tolerances to certain abilities. This helps force the direction I'm trying to get them to go and keeps a balance. If someone focuses on magic damage and the specific mob is extremely resistant, the player needs to train up their sword skills or push through the difficult battle. The choice is up to them though. Regardless, I only had to create one mob.
  2. thegilroy

    Player Progression Overhaul

    Yeah, I figured it was a big request but I'd like to think that this would actually be a mod a lot of people would use. I never understood why so few games use this sort of level up system.
  3. thegilroy

    Player Progression Overhaul

    So my request is a complete overhaul of the player progression system currently implemented in RPG Maker. I am looking for something similiar to Daggerfall, Morrowind or Oblivion to those familiar with the Elder Scrolls series. Basically, you would have your set of 12, 16 or however many attributes, (that could be defined based on the weapon, armor, and skill types contained in the "terms" section of the database). The Weapon and Skill attributes would gain experience based on a percentage of damage dealt, whereas the armor would obviously be damage received. With enough experience you gain a level in said attribute and from there on out are more proficient with that item type. The bonuses could include increased crit chance or damage, armor rating, etc. Once you level up say 10 different skills, the actors level increases. Some key features that would be great: an option in the script to define the bonuses of each attribute when leveled. Example: A person creates a sword and dagger attribute, the sword gets a 10% increase in damage but the dagger attribute gets a 2% bonus to damage but also a 2% bonus to crit chance and a 5% bonus to crit damage. adjustable overall lvl cap on the attributes. Example: Skills can only go up to lvl 50, or 100. Let the designer adjust as needed I would really appreciate anyone willing to try and tackle this. I'll be glad to help in any way that I can but I really know nothing about coding. Thank you in advance!
  4. @Tekmoto Masae I actually think i know what shadowblack was saying. if you look at your image and look at the shadow on your cliff, it looks like the bottom is sticking out, but the top is level. If you want to add dimension I would do something like this: Otherwise, I would remove the little shadow at the bottom or the extra cliff blocks entirely. But other than that, your map looks great. Good job!
  5. thegilroy

    First Town So Far

    Hello Takeo212, I completely understand what you mean about the windows. Can't believe I didn't notice that. I like your advise with the dirt block, Is this what you were meaning? And I'm not quite sure what you meant about the angle of the house. I lowered the deck one unit. Is this what you were thinking?
  6. thegilroy

    First Town So Far

    Thank you for the info on the roof. I figured out what the issue was, I had the event set to "below player" instead of above player. I was able to fix it easy enough. I'm still trying to figure out the side entrance thing. The pop-out was a good idea but I just feel it looks a little awkward. Idk, i'm kinda picky though. I looked online and i saw that someone used doormats as a marker for side doors, but surprisingly there is not a lot of people that do them. haha. maybe I should just scrap that house.
  7. thegilroy

    First Town So Far

    Thank you for your response Rikifive! I completely agree that the grass is looking a little empty but i'm trying to figure out what to place there. The grass on the south cliffs isn't really a problem because in game you don't see too much of it, but the empty plot to the left of the buildings looks bare in my opinion. I just really don't know what to put there because i feel that a house would be too squished, and anything else might look awkward. I think I might just end up having events of kids playing or something, Running around to draw away the attention. The houses that are covered by the upper laying are resting against the cliff. The town is supposed to be in a canyon like oasis. So I was trying to give the effect that the mountains surrounded the village. Does it look bad? I do notice that I need to fix the area south west of the homes. That hole was a mess up that I guess I overlooked. Thank you for that! As for the center house, its supposed to have a north entrance to the house. I just feel like every house in a town having a door facing south is a little to cliche/unrealistic so I was trying to spice it up. I'm actually planning on creating a light effect that helps emphasize that there is an opening. Do you think it looks bad? Is it too confusing? Same thing with the house just to the right of that. That mark in the dirt is kind of my place holder of where I'm going to place the light effect to show that there is an opening. Please let me know what you think! and Again, Thank you for the help!!
  8. thegilroy

    First Town So Far

    I'm making my first town and I was looking to see what people think of it so far! I'm not entirely finished with it but if you have any suggestions I would love to hear it! I'm aiming for like a "lost woods" sort of feeling. The group residing there is trying to stay disconnected from the darkness of the world. They are self reliant and fairly sheltered. North steps lead to their temple. The NW corner has a decent stretch of land that I'm not quite sure what i want to do with it. South is going to be farmland (can't be self reliant without a food source). East is exit. North East is the Highborn/Elders home. Southwest is everyone else. Eventually there will be patrols near all the SE bridges restricting player movement. If you have any idea's or suggestions as to how to make this feel more like a secret society hidden in the depths of the mountains, I would love to hear it! Or if you have questions/comments, i'd love to hear them aswell!! Thank you! thegilroy (please excuse the quality. Had to upload as GIF)
  9. I loved Dragon Warrior! I gotta say, those maps are awesome, they have a very nostalgic feel to them! Great job!!
  10. thegilroy

    New Attribute Leveling System

    So, I'm very sorry to revive such an old thread but I tried for a couple months to figure this out and got nowhere. Coding is definitely not my strong suite.. I couldn't even get the menu to work. With that being said I just wanted to check to see if anyone might be interested in the challenge?
  11. thegilroy

    New Attribute Leveling System

    I'm in the very beginning process of teaching myself ruby, can someone let me know if it is even possible to reference the "Weapon types, Armor Types, and Skill Types" as defined in the Terms portion of the database. I've been searching through the script editor looking for a reference point but I'm not seeing anything. Also, could someone tell me the difficulty level of taking on something like this? I don't know if I should even attempt it. Would anyone even like to see a system like this?
  12. thegilroy

    Randomly Generated Dungeons and ABS?

    If you can't find a script a simple alternative is to use the default vx ace generator and create multiple maps. Then use a variable on entry that picks a random number 1-(how ever many you made) and teleport to such map. I know this seems like a lot of work but in the end it looks a whole lot better than any generator because you can customize it however you want. This is how I do it in my game and I create massive 100 x100 dungeons that look amazing. The generators don't places environments such as rivers, lakes, puzzles or even hidden passages. Doing the extra bit of work may give your game a lot more personal feel. Just a suggestion though.
  13. I have an idea that may be helpful if you can get it to work. Instead of the land vehicle being limited to the same terrain as the player, it would be cool if it could travel terrain that the player cannot. For example, in order for a player to travel through a forest he must enter a map of the woods and physically find a way through, but the chocobo or another land vehicle allows them to run through the forest on the world map with needing to physically go into the forest. Does that make sense?
  14. thegilroy

    Crystal Engine - Licence Board

    So I got the weapon's to finally work and even with the update the weapons are still refereced in a few spots as :weapon instead of :weapons. I fixed that, works like a charm now, however I have encountered a new problem. I'm noticing that after you unlock a weapon, it doesn't show you it's parameters in the equip menu. If you test through your Demo, unlock a weapon and go to equip screen. When selecting unlocked weapon it will show you the characters ATK stat is 79 -> 79, but once you equip it will jump up to 84. If you go to unequip it will show 84 -> 79, which is right, but once you unequip it, again it shows 79 -> 79 for the weapon. It's just not displaying the parameter increase when hovering over an item.
  15. thegilroy

    Crystal Engine - Licence Board

    The only things I've changed is the information for the squares to: 15 => { :name => "Axe 1", :type => :weapons, :cost => 15, :level => 1, :unlocks => [1], :file_name => "axe", :erase => false, :switch => 0, }, and I set these to true: REQUIRES_LICENCE = { "Skills" => true, "Weapons" => true, "Armors" => true, "Accessories" => true, } Also, I've tried it in the 1.02 demo that is provided and the same results. It changes the picture of the icon correctly but it doesn't place an item name in the license menu or unlock the item afterwords.
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