Jump to content

C.W. Plainview

Member
  • Content Count

    10
  • Joined

  • Last visited

Community Reputation

3

About C.W. Plainview

  • Rank
    Member

Profile Information

  • Gender
    Not Telling

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. This is the plugin: https://forums.rpgmakerweb.com/index.php?threads/remove-lerping-from-movement.96831/#post-879195 It changes movement so that characters "teleport" or "snap" to adjacent tiles like in old computer games like Ultima, without any animation. The problem is that touch-based events below characters and random encounters stop working. After digging through the core scripts, I believe I found where the hangup is occurring, but I have no idea how to apply a permanent fix. Here is where I think the problem is, in rpg.objects: Game_Player.prototype.updateNonmoving = function(wasMoving) { if (!$gameMap.isEventRunning()) { if (wasMoving) { $gameParty.onPlayerWalk(); this.checkEventTriggerHere([1,2]); if ($gameMap.setupStartingEvent()) { return; } } if (this.triggerAction()) { return; } if (wasMoving) { this.updateEncounterCount(); } else { $gameTemp.clearDestination(); } } }; I've tried various things, but with my lack of real coding knowledge, I can't figure out a permanent fix. The closest I've come is copying "this.checkEventTriggerHere([1,2])" and "this.updateEncounterCount()" to the plugin, where I can get below-touch and random encounters to work within 1 step, but crashing afterwards due to them not being proper functions. I've tried copying the respective functions over to the plugin, but this still doesn't work. It's so close, I just need a little help putting together a permanent fix.
  2. The plug-in: I'm looking to add some text, a sort of title, to my variable window for this plugin. Just a simple word at the top with system color text to sort of label the variables. I thought I was being smart by just creating a new variable, calling it the title I wanted, and assigning it an empty value. Problem is, it returns a '0' after the title. I've tried different operands, but they all still return a 0. I've also tried messing around in the .js file to no luck (I just don't have the JS knowledge). Any help on this would be greatly appreciated. Thanks in advance!
  3. C.W. Plainview

    Yami's Skill Equip + Victor's Passive States compatibility

    Seems you already found a solution to your problem. Just wanted to say I came to an alternation solution for the problem with the help of the guys over at the RPG Maker Web forums. I was directed to this script in replacement of Victor's.... http://forums.rpgmakerweb.com/index.php?/topic/25936-yes-skill-equip-add-on-passive-states/ ....which fixed pretty much the issue I was having. So if you are still wanting an elegant/hassle-free solution, there you go. However, it's got a little baggage with it, as evidenced by this embarrasing topic I started: http://forums.rpgmakerweb.com/index.php?/topic/45787-request-for-small-hopefully-fix-for-skill-equip-add-on-script/ I'll spare you the long version, suffice it to say that if you want the status window to refresh properly and you don't want your game to crash when a character equipped with a passive skill collapses in battle, you gonna need these two snippets as well. After that, you're golden.
  4. C.W. Plainview

    Adding a "Bestiary" option in the pre-battle menu

    No worries. It's already been taken care of over at the RPGMakerWeb forums: http://forums.rpgmakerweb.com/index.php?/topic/45081-adding-a-bestiary-option-in-the-pre-battle-menu/
  5. C.W. Plainview

    Fantasy Bestiary

    Pardon me if this is a stupid question/request, but I'm looking to disable both the Spot Reveal and Kill Reveal options in the script, and have it so that the only way to reveal a monster in the bestiary is through a skill in battle (like "Scan Enemy" or something). Don't know if this is already possible with the script. If it isn't, I hope it won't be an inconvience for you to consider adding that option. If it is already possible, then I apologize for my ignorance. Thanks in advance!
  6. Just finished the demo! I gotta say, I really enjoy what you've got so far, but I also have a few gripes. I particularly love how the game opens up after the forest. You're not simply dragging the player from one story point to the next, but really allowing them do what they want (should they choose) with sidequests, monster hunts, and especially the alchemy and crafting systems! Affording the player some freedom in how they play really goes a long way to making an engrossing and more enjoyable game I think, and it seems you are on the right track with this. The difficulty was perhaps a little on the easy side (especially the bosses), though overall I think it seemed pretty well balanced. I'd try beefing up the bosses a bit. I already mentioned the pacing issues in cutscenes and dialogue, and the problem with the elipses. These points still stand, though it's nice to see they are being addressed. The dashing is really an issue, mainly in its consistency on where it can or can't be used. As I mentioned before, you can dash on the world map, but never in dungeons, though you can dash in towns (except for Kali's hometown, for some reason). The rules on dashing aren't clear and just don't make any sense. I understand not wanting players to sprint by all the effort and time you put into your maps, but if your maps are great and beautiful enough (which they are), then the player will want to admire them on their own, rather than being arbitrarily forced to by slowing them down like it's a sight-seeing tour. Try enabling dashing everywhere, and see how you like it. Next, the inventory limit. I personally cannot stand inventory limits in games, though I generally understand their purpose. However, I feel the inventory limit is poorly implemented here. First off, it discourages exploration, as well as the alchemy and crafting systems. In most other RPGs I've played, alchemy ingredients don't take up space, but they do here. I often found myself discarding precious ingredients I had been saving up just to make room. Before the end, I had quit harvesting ingredients all together, just because I knew I would end up throwing or selling most of it away. Next, the walking speed when you are overburdened is way too slow. It serves to punish the player for exploring and gathering items, and to make an already slow-moving game even slower. Finally, the limit itself is too strict. Only 50 items? Kali's bag helped somewhat, but not much. If I were you, I'd get rid of the inventory limit all together, but this is your game. If you insist on keeping it, here are my personal recommendations on how to better implement it: Raise the default limit from 50 to at least 100. And have upgrades like Kali's bag be worth 50 extra spaces rather than 20. Also, make the consequence of being overburdened the inability to dash (this goes hand-in-hand with my earlier recommendation of universal dashing). And find somewhere towards the beginning of the game (perhaps the quest where you must first harvest plants for alchemy) to explain the rules of dashing and the inventory limit to the player. I also see you have plans to incorporate a stash system, so that's some consolation at least. A couple other notes and recommendations: - There are several typos. The ones that stuck out to me are "prepaired" (should be "prepared") and "disguss" (should be "discuss"). There were others, but I can't recall them at the moment unfortunately. - I think a good idea for the alchemy leveling system is decreasing harvesting and brewing times when you level up those respective attributes, on top of gaining access to rarer and more powerful ingredients. - Finally, looking at your features list, you seem to have quite a lot planned for this game. In my opinion, it might be a little too much. You say you've been working as a one-man team for 3 years, and you've only got about 4-5 hours of gameplay in what is planned to be a 50+ hour game (not including NG+). Try axing the NG+ mode, as well as toning down some of the systems (perhaps the class and housing systems). This isn't meant to discourage you. I really like the game so far. It has the potential to be great, and I don't want to see it die or become dormant because you bit off a bit more than you can chew. I'll be anticipating future updates! Keep it up! This is a really good game so far! More people need to check it out!
  7. Hey, just played the demo to Moonfall, up to the point where SPOILERS Azuel is attacked END SPOILERS, and I wanted to share my initial impressions. Overall, I like it. You showcase an extreme amount of polish which helps lend the game a very professional feel. The mapping is beautiful, and the battle and sprite animations of the characters are awesome. And I especially love the monster sound effects that play at the beginning of each battle. It's a small touch, but it really gives them personality and character. However, I also have some complaints. Chief among them is the pace of the game, particularly in regards to cutscenes and dialogue. Every time before new a dialogue box opens up, even if it's for the same character, there is a brief 1-2 second pause. Normally, such pauses can be used to dramatic effect in tense or emotional scenes, but there is a pause for literally every dialogue exchange, even if it's just a sentence or two at a time. Now, I don't know if this was intentional or if it is being caused by something technical, but either way it makes getting through cutscenes and dialogue an extreme pain. Overall, cutscenes just seem rather sluggish. Characters move slow during them, and the transition between cutscenes are really long (particularly the transition from Eren being knocked out to waking up in bed. Really could've shaved off a good 2-3 seconds there I think.) Also, the implementation of ellipses: Having to confirm each period in the ellipses is annoying and wastes time. Just treat the ellipses like any other word. You don't want to have to confirm every letter in a word during dialogue, do you? The same goes with ellipses. It gets its point across on its own just fine, without having to confirm each period. If want to put such emphasis on the ellipses (which I think should be done rather sparingly anyway), have it be automatic. One final quibble: you can dash on world map and in Azuel, but not in the Deep Cave. Nothing major, just isn't all that consistent. Most other RPGs you can dash everywhere EXCEPT the world map. Like I said, I haven't gotten very far, but aside from the above complaints, I rather enjoyed it. I will play the rest of the demo, and look forward to more of the game as it comes along. Good luck!
  8. C.W. Plainview

    Simple Battle Rows

    Great script. Thanks. However, I think I found an issue, though this could just be me. When all actors are placed onto the backrow, they don't appear to be receiving the damage taken penalty. It works as great and as advertised when there is at least 1 actor on the front row to take full damage. But if everyone is on the backrow, they still all receive full damage. The damage dealt penalty still works though. Again, I don't know if this is just me or if it's a bug in the script. Thoughts?
×
Top ArrowTop Arrow Highlighted