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PhoenixSoul

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PhoenixSoul last won the day on January 4

PhoenixSoul had the most liked content!

About PhoenixSoul

  • Rank
    Femme Fair Gamer; still an anarchist
  • Birthday April 16

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  • Gender
    Female
  • Location
    Nülgârt, Âsürïa
  • Interests
    Fashion, Beauty, Art, Music (but not the Top40 garbage on the radio), retro gaming (got a lot of these), card games, board games, dice games, RPGs with or without a screen (meaning that tabletop RPGs are just as fun), LGBT - related gaming and art, among others, in no particular order (if any at all)...

RPG Maker Information

  • RM Skill -
    Other

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  1. Driving scenes. In a RPG. Are they good? Bad? Meh?

    Not really intending to have the game focus on them but...it would be good to have interactive driving sequences that work so that chases and escapes could be more dynamic, even if it makes it look like one is emulating Need For Speed in VX Ace, lolz

    1. Show previous comments  11 more
    2. PhoenixSoul

      PhoenixSoul

      What I had in mind was a bit more robust...

       

      Spoiler

      695357977_FunctionsRM.png.9f79cdc9bcf97ee6f0fe81076e7258cb.png

      Yes, clutch, as in, a manual transmission/stickshift. 

    3. That One NPC

      That One NPC

      I'd be happy with just a basic driving mechanic. But that actually fits into what I had in mind. I was goin to make it so that when in the car (was thinking of ways to not use an RM engine "vehicle" for it), a switch changes the controls, now your gas button when held begins to make the car move forward, and begins a timer. To that when you hold for so long, it kicks into the next highest movement speed. I'm sure someone like Kayzee can figure out how to inject a pathway here where either the player hits the clutch button within a few seconds, or the engine sputters and the timer resets. (I'm not a big driver, lol. My early adulthood development stages got derailed entirely.)

    4. That One NPC

      That One NPC

      I found this:

      Spoiler
      
      Condition Check: Button pressed: C (C button to move)
      
                 Condition Check: Button pressed: Left (must be inside C condition check)
      
                            Move route : move left (speed down when moving left/right)
      
                             Variable A -= 1 (Set up a condition check Variable >=0 so it won't go over minus)
      
                 end
      
                 Condition Check: Button pressed: Right (must be inside C condition check)
      
                            Move route : move right
      
                             Variable A -= 1 (speed down when moving left/right)
      
                 end
      
                 Moveroute: move forward (move forward while C is pressed)
      
                 Variable A += 1
      
                 Condition Check: Variable A >= 60 (Acceleration Part)
      
                           Do nothing here           
      
                 else
      
                      Condition Check: Variable A >= 50
      
                            Move route : wait(1 frame) wait
      
                      else
      
                           Condition Check: Variable A >= 40
      
                                 Move route : wait(2 frame) wait (the longer the frame wait, the slower the vehicle goes)
      
                           end
      
                 end
      
          else
      
                 Condition Check: Variable A >= 0
      
                     Variable A -= 10 (Speed down when not pressing C)
      
                 end
      
          end

       

       

      Here: https://forums.rpgmakerweb.com/index.php?threads/car-driving-script-request-question-gta-style.26914/

       

      I might just try it out, but I'm not the best with this stuff.

  2. Another Dropbox fail: Recovered by @roninator2 People, stop using Dropbox long term. It's no good for that. Zippyshare is better by comparison.
  3. PhoenixSoul

    Inventory Size

    Will be adding to the list of dead script links. I don't even know if this one is in the master list.
  4. Hmmm...I'm not sure. I've never actually looked into this myself.
  5. PhoenixSoul

    discussion How do you design your game?

    Hmmm... Most of the time, the start is some inspiration I got from whatever source I got it...and I usually begin with a list of basic stuffs I'll likely need. From there, what I do next is up to the RNGoddess really. I only ever finished one game, or two really, and that was with the PSX iteration of RPG Tsukuru (School not Tkool) 1/3. The former, yes, definitely. The latter, maybe (if so, undiagnosed), but autism for certain.
  6. PhoenixSoul

    Story Concept Brainstorming

    It's one thing to use tiny bits of another's fictional setting, after all, more often than not, those tiny bits often reflect tiny bits from someone else's fictional setting and/or tiny bits of something that actually exists. That is not what I'm talking about. I'm talking about avoiding large direct copies of source material. With Disney in particular, using references even is something I would avoid because these days, they're some really litigious and copyWRONG loving jerkwads. Saying your story is inspired by another's work, and shares in their title, is grey area stuff, and I assert caution there, but I'm not talking about that. I mean, 'Final Fantasy' in itself is a name that most people know, but the two words are also very common words in the English language. Anyway, I'm mostly talking about anti-plagiarism.
  7. PhoenixSoul

    Story Concept Brainstorming

    If all else fails, gain inspiration from reading whatever you're inspired by, and then completely change all of it. lolz Also, try not to gain too much inspiration from large followings... Examples: JK Rowling Marvel && DC Comics Disney (AVOID THIS ONE) Square (avoid this one too) Wizards of the Coast (not specifically talking about MtG)
  8. Rad Racer
    Final Fantasy
    Same game company.
    Thought you should know.

    1. Show previous comments  1 more
    2. PhoenixSoul

      PhoenixSoul

      Imagine though, how good it could be to have elements of Square's JRPG magic and EA's classic NFS goodness in the same game. Closest we have to that is NFS Underground 1/2 and Most Wanted, and kinda not really good examples of RPG story, but closest to it in a racing game.

    3. That One NPC

      That One NPC

      I looooove Underground 2. Free roaming the city to challenge other racers, pull up to events and races. The different race styles. The car line and customization. And the story was also good.

       

      You could lowkey do this with a 3d editor like Unity. There's a starter package thingy for racers. Mind you that template is for like carting style box racers, but it gives you the engine and tools you need to get a start on something like that. 

    4. PhoenixSoul

      PhoenixSoul

      The premise and story of NFS: Most Wanted is why I've always wanted to play it.
      I mean, the main character (once again, you) gets cheated, and loses their awesome car to the Blacklist thug Razor. So, the main character has to beat all the others on the Blacklist to face off against Razor and take the car back. It's a riveting premise, and very underrated.

  9. PhoenixSoul

    Help on Galv's Shop Upgrade Script Calls

    Move the self switch call to the bottom of the list. That should solve that issue. When set to Autorun or Parallel Process, events after switch calls, if said switch goes to the next event page, usually are ignored unless there's some loop in place. There are some exceptions in that some event commands will force the interpreter to run them before switching to the next event page, but showing dialogue is not one of them (it did run your script calls though). All in all, setting that to switch on after all commands are finished is the best idea.
  10. https://bitwitch.xv/kbgaming
    Alright, stream is up in about an hour!
    Come and watch as I play/struggle through Need For Speed: Most Wanted Black Edition, tearing arse through the dirty streets of Rockport, Michigan!
    Please bear with me as the game crashes a lot due to bugs caused by mods...

    Also, this is not an actual stream notification and the URL is not real, lolz (I just wish it were)

  11. Appears to be working. Agreed; my Page Up key is being used a little less now, lolz
  12. So, I figured out something in RPG Tsukuru 2. In Game Test Mode, there's a mode switch that is turned ON at start, that makes battles easy by making all standard attacks one-turn knockdowns (not spells or items). I thought the ROM I was using was bugged because it's a translation hack (that's only partially finished-and it does break some of the world map pieces), but no, it's a feature I didn't know about.

    Yeah; been mucking about with that. It's easier to get into and out of. Unfortunately, anything super-immersive is put on hold because life is causing me problems, the unavoidable ones... :(

  13. I was scratching at my arm mindlessly whilst clicking on some mind-numbingly bland 'game', and pulled out a vein suddenly.

    Then, I woke up, heard something go 'THUMP' above, I turned over, and went back to sleep.
    It's the most tangible dream I've had in a long, long while...

  14. PhoenixSoul

    Call a common event before battle processing.

    Well, I'm glad it worked with a little bit of wrench and oil. (I know I butchered that line but I forget how it goes lolz) Okay, so...if you wanted to use the common event, I think I know where to inject the common event push code. Rather than on Encounter, since that seems to be run after the battle is started (I derped on that one), it should be run before Scene_Battle is called. (Scene_Interpreter) As before, replace ID with the number of the common event to use. This should work with any and all battles.
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