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Chocopyro

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    65
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About Chocopyro

  • Rank
    Scatterbrained creator of worlds!
  • Birthday 03/17/1988

Profile Information

  • Gender
    Male
  • Location
    Ohio
  • Interests
    Humans vs Zombies, Anime conventions, D&D, Anime and Manga, and RPG games. Swordplay and martial arts are also fun.
  1. Chocopyro

    The Rebirth of Zendir

    Honestly, for a first project made in 30 days, I was fairly impressed. There were a lot of irksome parts, but given the resources and the time restraints, I don't think I could have done any better. A lot of it came off as more unpolished than anything else. And having your first game out there for others to judge is a valuable learning experience. One that I could tell you are using in a better way than a lot of people handle their first game. I would love to see what you could do if given more time to polish, develop, and balance.
  2. Chocopyro

    official game show case ChigooX PlaYZ

    Can't help but be reminded of after seeing that.
  3. I actually planed on having a few playable minigames on one of my protagonist's computers as sort of an easter egg. So far I had Ralph's Existential Nightmare (If you have heard of Vinnie Vole, you know what to expect here) and an extremely horribly written, overly fluffed out romantic visual novel, but I have been having trouble figuring out what else I should do. Maybe I should fiddle around with this...
  4. Chocopyro

    VE - Map Turn Battle

    Well, that certainly takes a load off of trying to find modern battle backgrounds. And it will work with animated battlers? Great! Once I finish all of mine, thats two major hurdles forward so I could delve right into the creation. (Of course now I have to make battler sprites for all four directions, but I do need the practice I suppose.) EDIT: Alright, so, I keep getting this error. I've managed to find out that its not due to any incompatibility with any scripts (As this pic was taken in a fresh new project) and all the required scripts I need to run this script are up do date, so its probably something really stupid that I'm forgetting to do here. But this is the error I keep getting every time I try to call the script for a map battle. And the command exactly how I am entering it: <call map battle> start: [9, 6]; end: [9, 6]; escape: [12, 21]; actors: [6, 11], [12, 11], [6, 1], [12, 1]; enemies: [4, 1, A], [5, 1, A], [6, 1, A]; can escape; troop 1; </call map battle> Edit again: Yup, I was right. I was using the script command rather than the comment. Problem solved. Works like a dream, and all is right in the world. Thanks so much for this. 3rd Edit: Mother of god. I just now discovered Yanfly's Area of Effect and tested it on a map battle. AND ITS GLORIOUS!!!! No seriously, if you haven't tried it out already, do it now.
  5. Well, I ended up making a common event that checks the values on a parallel process posted on every new map and that seems to be working pretty well. Basically it checks to see if they have the skill first once they reach the required stat level, then adds it. I'm not sure if this will add a lot of lag later on as I get a lot more skills, but oh well, I finally got my game working the way I wanted it thanks to the script. If the skill add on does get applied, I'll be sure to check it out.
  6. Well, from what I see, this already makes what I was trying to do obsolete. But since someone is on my computer right now, I won't be able to get on and find this out for myself until they get off their guild wars 2 fix. So here's my inquiry: Is it possible to have characters learn their skills and spells via the points invested in Vitality, Strength, Dexterity, and magic as opposed to level? What I was hoping to do was to have each character have different skill progression trees dependant on each of the four parent stats. So that when a character reaches say 25 vitality, they would learn a skill that better augments their ability to tank, such as drawing agro or a passive defensive buff. And just as well, can you set it up so that each character has their own unique abilities to unlock? Basically so that the archer becomes a different type of "Tank" than the swordsman, and the swordsman becomes a different type of magic user than the wizard?
  7. Chocopyro

    official game show case ChigooX PlaYZ

    I'm willing to watch these. Should be interesting to see how players react to other people's noncommercial games.
  8. Chocopyro

    Making a Balanced Game

    I was tired of not seeing a tutorial for this either. Thank you very much. This has been helpful.
  9. Chocopyro

    Vash Maker

    About the sideview templates, do you have any plans in the near future to add a third template for the attacking, casting, and use item animations? Other than that, they work out a lot better for me than the kaduki templates do. (Easier to transfer RTP styled characters over.)
  10. Chocopyro

    ☼ Howdy! ☼

    Hey. The world needs us disgusting anime children. Its boring without us.
  11. Chocopyro

    ☼ Howdy! ☼

    Oh yeah, I've seen you around. Welcome back.
  12. Chocopyro

    Omega Lunar Map Editor

    Concerning the overlap topic recently discussed, I have never played around with XP either, but that sounds like a very useful feature. Would solve a bit of a head ache concerning traversing areas like these, where having an object overlap a character while they are standing in that tile is necessarily, but not when standing behind. Likewise, the tops of the desks aren't passible for the same reason. I intend for the player to pass between the table and the chair eventually, but that just isn't possible since if I change the upper desk to an overlaping object, it swallows the sprite's head when they are sitting at their desk. But even if such a feature is not implemented, I am really looking forward to this.
  13. The Elder Scrolls 1 makes very effective use of narration to immerse you in the game. Things like describing the scenery when you walk into a warm tavern in the dead of winter, or even come across an interesting landmark in a dungeon. Using scripts like Yanfly's Gab Window, its easy to do something similar for an RPGM game. And don't get me started with the persona games. Yet again, effective use of narration, sometimes right in the middle of dialogue. I have no problem with narration if it doesn't take me out of the game. Though the way I interoperate "show don't tell" is when characters are interacting with one another. Lets say the king has just recently lost a wife. Your party is meeting with this king, and they don't know that as her death hasn't been released to the public yet. "Telling" in this case would be to have the king flat out tell you he's sad that his wife died. "Showing" would be if the king did his best to hide it, but you could make out some subtle hints from his choice of words that something heavy is on his mind. And he becomes defensive when certain topics are brought up. Though he tries his best to keep a strong appearance, his will is breaking down. Maybe a servant could remark that lately he has taken up to wearing darker shades of clothing, and his mind is not exactly on the topic being discussed in the courtroom. Now the party could still find out his wife, the queen died. A member of a foreign court may drop in, who happens to be family on the queen's side of the family and inquire on her failing health. Or if he had already heard the news, maybe he came to acquire an object of remembrance from her possessions. In this sense, it seems that the players are learning for themselves exactly what the king is going through by putting the pieces together rather than just being told outright.
  14. Chocopyro

    VE - Animated Battle

    I'm in love with it already, and I'm still using a standard charsheet.
  15. Also, sometimes its better to have a potential party member with something that ties them down and keeps them away from a life of adventure when the party first meets him or her. There's nothing wrong with an episodic adventure building up to a new sword arm in the party. Its a good chance to establish that character well right off the bat. So maybe while "Jack" has the motivation to plunge his blade into the beating heart of the evil overlord, he currently has his own more immediate battle to worry about. Defeating the overlord is an unrealistic dream that he is beginning to loose hope on since he can't even get his revenge on a mercenary leader who's band has been occupying his home town and exploiting their resources. When the party first meets him, he really doesn't have any desire to travel with them, and looks at professional adventurers as nothing more than common greedy sellswords who plunder tombs and loot treasures from monster hoards. In other words, just a step below the mercenaries he already despises. After his mini story arc, his ties to his homeland could be absolved with a renewed opinion of adventurers, and a strengthened view of the big picture that leads him to want to travel with the main party. Now defeating the evil overlord is no longer just a dream, but it has transitioned into his primary goal. This in my opinion makes the arrival of a new party member feel more fulfilling than a single cut scene where the party meets Jack and he explains to them his motivation for revenge, then jumps into the party's formation ready to die at their side. Because now I feel like I have EARNED a new ally.
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