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Rubinblau

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About Rubinblau

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  1. Hello, I am planning to have one of my characters use an attack that does heavy damage to an enemy. Should the enemy be killed, the character will use another attack (shortened, slightly weakened) version of it on another enemy. Should that attack kill the second enemy, the character will use this attack on a third and so forth. How could I achieve this? My main problem is checking if the attack kills an enemy, the rest should be fine.
  2. Hello, I want to create a skill that permanently (well, until the end of the battle) reduces an enemies DEF. The reason I want to do this is because a boss I am using has DEF too high for anyone too damage him, and by destroying special enemies he summons his DEF should be reduced (step by step), so that you will be able to hurt him.
  3. @Soulpour777 I quite like what you did there. The assets are pretty and fit in well with each other, and I think you used just the right amount of clutter to make the map appear alive, without it feeling overfilled. The mixed colours of the grass do a good job helping with that. Your map reminds me a little of Edward Morrissons home in Tales of Phantasia, for some reason. @Tuomo L The forest scene looks athmospheric and pretty. It has a simple, somewhat comic-esque style. I like it. The witchs house inside could use some windows, and it looks a little too square to me. Dividing it up into rooms might help. The outside image doesn't load for me ): @Biverix The art style is interesting, and a change to what you usually see. Your map seems well made and has an old school feel. Reminds me of the GBC. @Weremole Very unique art-style. The map looks alive and well-made. I'd love to see more of that. @Myst88 Very pretty map, I love the lighting and the assets (I use some of those myself in my game ) I've posted about my game before, and I'm still working on it (an inch at a time, in a way). Yesterday I took some minutes of my time, took a few mapshots and combined them into one big image, showing starting area. Well, what's above-ground at least. Here it is! Regarding individual maps, I've been adding some life to my town with NPCs. The Tavern especially now has some drunkards you can talk too, and rob! For anyone interested: The woman on the left talks about a hero she met, and how she admires him. The drunken guy on the floor can be examined, prompting a "he smells like monday morning". He can also be robbed to level your thieving (very slowly, since you can't fail), giving you a handful of coins and a beer, occasionally. The kid and dad don't do anything, the man near the stairs dances and in the lower right you can gamble to make (or lose) some money! Something I also did was to start adding the area below the church. Unlike the harmless crypt, whichs entrance is in the graveyard, this area has spooky monsters! Ooohh~ What mysteries could be causing this?
  4. Rubinblau

    Quest Problem (VX Ace)

    To make this easier to explain, I will call the student who gave you the letter Student A and the one receiving the letter Student B. When the player recieves the letter to deliver it from Student A, something you could do would be turning on a Switch ("Letter Received"), and then, when talking to Student A or Student B checking if the Switch is turned ON or OFF, so that they can say something appropriate. Should the player talk to Student B, with the Switch "Letter Received" turned ON, the Letter will be removed and some Dialogue happens. At this point you should turn the old Switch OFF and turn a new Switch ON ("Letter Delivered"), which then - again, using Conditional Branches - will be used to determine Quest Progress. However, since you will likely have many Quests, using a lot of Switches might clutter up your Project. Instead, clever use of Self-Switches and Conditional Branches with Item Requirements would be better. Here is an example of how the Eventing could look like, in the case of Student A:
  5. Thanks for the feedback! The lower buildings are meant to be small, as one is just the gravediggers hut, while the other one is an entrance to the crypt.
  6. @Myst88 Very pretty. I like the steampunk style, and the colours on your maps all fit very well together. The perspective on the house on the far right looks a little weird, but that might be just me. Your maps have a lot of detail, and look alive, without appearing cluttered. Finding this ideal mix is something few people can do, so gratz on that. I am still working on my project, which I posted screenies from a few weeks ago. I finished a small church building and the graveyard attached to it. The ground floor / main room of the church is cross-shaped, while the upper and lower levels will fill out the remaining space. Upon entering the graveyard (going down the stairs) the screen tints darkly, and the music changes. Both locations will have some beginner Quests, like putting a ghost to rest.
  7. Thank you for the quick feedback! The haystack is there because the farmer (who is kinda dead, due to the protagonist arriving with a massive explosion) gave his cattle some new food (And be. Both the barrel on the first map and the plant on the second one are movable by the player, so he can get past that. (He actually has to move the plant as part of the tutorial, where he 'borrows' the axe and some food to chop a tree and cook something for the traveller. In the third map the dirt shows cave entrances. At some later point in the game, the player will be able to break the grey stone and enter a small cave, serving as a shortcut to the upper area. The candle and chair are just there to block off useless areas. And yep, that's an armchair.
  8. @Farr Your maps have a really great atmosphere, and you obviously know how to work with lighting and mist to make them seem more alive Even though it's just RTP they look very nice and detailled. So... I've chosen to take a different approach from last time and dismissed the parralaxing, because it took to much work and didn't look good. I also threw the pixel movement script out of my game. Sadly my Mapscreenshot script isn't the best, so some minor errors are on these maps (For example, the cow is below that tree, not above it). Also, the house is dark-ish ingame with windows and the candle being light sources.
  9. Rubinblau

    Does it need to be more pixelated?

    32 * 64 is fine, I don't know what Brackev is talking about. One tile is 32px so your wardrobe would be 1 tile wide and 2 tiles high which is perfectly normal.
  10. @Teivel Very nice screens. I really like the tileset (please tell me which ones you're using!) and the colour composition in your maps is very pleasant. My favourite is the first screenshot. I like that it isn't just a square house but instead has nicely divided rooms. The interior is detailled but does not feel cluttered in a negative way. The other screenshots are nice as well, but they have rather large empty areas. Though I understand why that happens. I'm currently mapping a forest myself and I never really know what to put in the empty areas... So I just place more trees. Especially the second last map has large empty areas. The tree looks kind of out of place. I think it would look better if moved a little further up. Also, it looks far more satured/cartoonish in colour than the rest of the forest. That should be an easy fix though. (Just put it in GIMP and take out a little saturation, add a very slight yellow-brownish hue and darken it a bit.) Ok, here's my map. It's completely made in GIMP. It's part of a large forest area I plan on being the starting point of my heroes adventure. The Spawn is one map south of it.
  11. Rubinblau

    CSCA Achievements

    Hey, awesome Script, first of all. I've been using it in my game and I've just added Yanflys custom save engine. Now I'd like a variable tracking my achievement points/the amount of achievements I have. Is there anyway this is possible? The game is for private, non-comercial use only (myself and a couple of friends), so I don't mind if I have to add a couple lines of code in the script. I just don't know any ruby.
  12. Oh, ok, thanks. That solves that problem. Unless I can do it myself I'd appreciate if you'd close this thread.
  13. Hey, I've been recently expierencing a bug where, whenever I try to click certain links on this website (as far as I know any link leading to somewhere here) I get redirected to cssice.com. http://www.rpgmakervxace.net/topic/2854-grannys-lists-modern-futuristic-resources/ This link, for example doesn't redirect me there, instead I get to the topic I wanted. However, if I try to click the first link on the list ( http://www.rpgmakervx.net/index.php?showtopic=1916 ) it leads to the mentioned page. Any idea how I can fix/avoid this, or at least get to the topic(s) with this id?
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