haze420
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Yes magical stones would have a skill tree same as the others, but starting with only one base spell. You wouldnt be limited to using just that one spell because you would also have your weapon skills. As far as the Magic Stone skill tree, I was thinking of branching one side being aggressive and the other side being defensive, example being a Flame Stone. The base spell would be a fireball, at level two you would have an option of upgrading the fireball or unlocking a flame shield that would damage enemies when they attack you. Also it is going to be turn based combat similar to final fantasy so you really have no need for more than one aggressive attack simply because you can only use one attack per turn. I know i would always use my highest damage attack, therefor i think it would be best to just upgrade the base spell to do more damage, or add a effect like damaging multiple enemies. I chose to use big letters and the spacing simply to make it easier for everyone to read and understand thanks for the feedback.
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Alright. So i have an idea for a game, it would a RPG style like Final Fantasy also somewhat like Pokemon. It would be based on a continent called Azura, the idea is that this world is full of magical stones. There would be three different kinds of stones Magic Stones, Transforming Stones and Summon Stones. The Magic Stones would be based off different Elements or Effects, such as Healing, Fire, Water, Blood, Darkness, Light, things of that nature. The Transforming Stones would transform the user into many things depending on the stone and give the user a unique ability set, an example would be a Onyx Golem Stone, which would transform the user into a Black Golem with abilities like Rock Throw, Harden, and would also have passive bonuses such as a defense, attack, HP boost, but at the same time slowing the speed of the user. Summon Stones are pretty self explanatory, but ill describe anyways. When you equip a summon stone you would passively gain a ally that would level up as the stone gains experience, in some cases as the stone gains exp your ally would transform or "evolve" depending on the Summon Stone. This game would also have typical Melee and Range weapons that come with a skill tree, such as a sword skill tree, a bow skill tree and a spear skill tree. I would also want to include a simple three tier skill tree for the stones that would start with the Base Spell, Effect, or Ally, then it would branch into two, then the two into four. As the stones level up you would gain an ability point to spend on the ability or effect of your choosing. Also each character or group member would be limited to equipping one stone of any type at a time. Im not asking if the idea is good because i know it is golden, but i am looking for feedback or ways i could expand on this. I am also curious to see if anyone would be interested in helping me create this game as sometimes it can be hard to stay motivated. It would be great to have at least one other person to share the workload, ideas, and to help keep each other motivated. I will work on getting some pictures of the world, and characters in upcoming weeks. Thanks for reading!
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Updated some stuff, thanks for the feed back. Also that Imp does look nice!
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First Post! Ok, so i just started messing around with rpgmaker vx ace afew weeks ago. Ive watched all of the tutorials on making tilesets, parallax mapping, and even making sprites!(pain in the @##) So ive decided to start working on my first serious project (Still winter, why not right?). I have it in my head i want to make a Open World RPG (heros, monsters, quests and dungeons(the whole nine)) so after some experimentation with spriting and editing ive decided to go with 64x64 sprites(going to be a nightmare dealing with collisions, or not.. havent done a ton of testing). Here are some edits of noah and rick to make them 64x64(and look proper). Id love to get feedback and suggestions. I plan on updating this post with more examples soon Inkscape! So Ive been using inkscape and gimp to edit my sprites, if i want to blow it up i first edit the original pixel(i edit out potential problems i could have when blowing it up) Then i use the trace bitmap function(this tool takes some simple edits aswell) Here are a few examples of 32x64 chars(included originals for comparison, some 32x32 monsters that i didnt blow up to show comparison, and a 64x64 imp to show in comparison to jolt's (In the bottom i show an example of the Imp that jolt had already blown up. As you can see it turned out 1000x better.) I admit they look somewhat "blocky" but i like the overall look, they do need some edgework done (the 64x64 sprites especially) So after some testing i have found blowing them up prior to converting works so much better! example : I edited these I do not take credit for original work Credit goes to Enterbrain [These are not for use.]


