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0About YaksterX

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Abstract: An RPG that is heavy on story, traditional VMX play style. Genre: Dark fantasy with satirical themes. Game Progression: This is just the prologue (10-15 minutes of play). I have been working on chapter 1 whenever I have the time. Story / Setting / Purpose: A repair guy is heading to bed after a long day at work. The cell phone rings and he is on his way to another clogged toilet at some witch's house. Everything changes the moment he step out the door - things are different, actual witch, an imp, and well... a clogged toilet. * The prologue is touching a minor part of the story itself and just letting the players know how did things come to where they are in the present, where an ancient dark shadow is rising from the horizon and the repair guy's family is being torn apart. What and why? Discover more when chapter 1 is done. Character Bios: The Repair Guy: Our hero! Although he is just a simple man that is so simple, that he is the only one in the world without some sort of special power. All he ever wanted was to sit back and chill. The Button Witch: The reason for everything as she calls the repair guy and unknowingly starting a world changing event. Dawn Taco: The Taco Lady! She has a small stand of tacos. But do not let her orange beady eyes foll you! She knows too much! Credits: if you notice anything that belongs to you in the form of a script, please let me know so I can give you the right credit (I have added and removed and re-added several scripts I have no idea what ended up in the final cut - all 2 or 3 of them were free to use though). You can get it here: https://yakirgarword...f-a-repair-guy/ Features: Although they are not featured in the prologue, there is a crafting system, gathering system that is based on respawn so you can always go back and regather materials, and wondering monsters that also have a respawn timer and will seek you out. Screenshots:
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Characters of enemy/actors larger than 32x32 have issues with environment
YaksterX replied to YaksterX's topic in Editor Support and Discussion
Collision, yeah that is what I meant to say lol. Is this the only way to solve it? Only with scripts?- 4 replies
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Also I am trying the basic version (not sure what in the advanced one is different), and so far it is really cool as I actually managed to figure out how to add my own months and days into it and such. Then I have tried the Notint and Notime, and they are working perfectly. But I was wondering, as use the notin notime I can still see the clock. Is there a way to make it invisible for that moment until I want to actually use the time? And then, how do I remove the notint notime when I do want the clock to show? I am not that good with scripts and how to call them or pause them, so I have tried to put the GameTime::pause_time(true) on the first event that runs as auto in my game which is kind of an intro story video, and I am getting this error: Script 'Game_Iterpreter' line 1411: NoMethodError occured. undefined method 'pause_time' for GameTime;Module Any idea what this is? I then tried to make a separate event that is Parallel (made sense to me) with the GameTime::pause_time(true), because in my head I said yeah I will do that then later when I need the script I will just tell the event to stop or something like that, but it gave me the same error.
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How do I switch between characters to cover different part of story line?
YaksterX replied to YaksterX's topic in Editor Support and Discussion
Done the "Initialize" part and it is working fine so far with recording the character data so that is good, thank you. I will look into the script, it is a tad confusing. Scripts are hard for me to understand and how to call them - they are the bane of my existence. -
Is there a way to make the player have some minor control over the time? For example if there is an event on the 3rd of the month, and today is the 1st of the month, can the player just wait it out? Like in Skyrim for example or choose for how long they want to sleep like in the Witcher?
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How do I switch between characters to cover different part of story line?
YaksterX replied to YaksterX's topic in Editor Support and Discussion
Well yeah that will work, but how do I save the the data of the original character? For example: I have Bob, he is a warrior and I play with Bob for 5 levels, gain some gear and so on. I then get to I don't know lets say a touch a statue that will give Bob a flash of the past and put him in the shoes of Sam who is a girl living an event of the past and play as her for a while, getting her some levels and gear. Then the sequence ends, I want to go back to Bob with the same data that I left him (and later on just bounce between the two as the story progress). So this is not just changing an actor with add/remove from party, or using a transfer actor location... unless I am missing something. -
Events reset to original spot when reloading a game
YaksterX replied to YaksterX's topic in Editor Support and Discussion
Tried the script and it did not work. But I am not that great with scripts and have issues understanding them so maybe that is why it didn't work. I have found this on You Tube: It is using save location and it fixed the problem. Only question is what is better? A script or an event? Or does it not matter and only matters as the preference of the creator? Does it take more space on final product? Does it make the game run slower? Anything like that at all? Or is it just a different way of doing the same thing? -
Events reset to original spot when reloading a game
YaksterX replied to YaksterX's topic in Editor Support and Discussion
Hmm thanks I will try this script and see if it is working. It actually sounds like what I am after. -
Events reset to original spot when reloading a game
YaksterX replied to YaksterX's topic in Editor Support and Discussion
Mr. Trivel, yeah a,b to x,y and back to a.b. I know how to use the self switches A-D, and the normal switches as well but it seems not to work correctly. Shadowblack, What you said with the first and second event was my first idea of how to approach this but it didn't work either. The idea is that it does that part perfectly fine (I kinda got to it by myself through the weekend heh)... until I leave the map and come back in then the original will be in same spot but the game will count the next step already and it will bug the whole event from there. Plus, why is it suppose to do this? It is kind of odd no? And what is exactly "Remember event script"? I am not that good with scripting. -
skills Skills: What You’re Doing Wrong
YaksterX replied to Super Saiyan Gary Sinise's topic in Developing Tools
So I am rather new with skills and new to RPGMaker itself (just few months including a break). I have created a skill that makes the user immune to damage for the next incoming attack. Instead it counters the incoming attack and also gains life according to that damage. It is kinda cool. Gave it to an enemy and the fight is so fun. I do agree about the fact that old skills should level up along side older skills and have different effects such as damaging and enemy and gain speed so next attack can be faster, or lets say use a skill that does low damage but increases the player crit chance for next round along with lowering the enemy defense so you can combo it later with an attack that has a nice damage output to work along the low defense and higher crit for example. It make the game a bit more lively and fun than just enter enter enter. The first skill I have listed can be used for barrier or shield skills, then next time you are being hit there is an effect out of it such as you receive only half damage but it explodes in bright light and the enemy is blind for a turn... some shit like that And they are fairly easy to make when you get the idea.- 10 replies
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