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Chantal

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About Chantal

  • Rank
    Advanced Member

Profile Information

  • Gender
    Female
  • Location
    Netherlands

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. Chantal

    Skill Ideas you can do with Custom Formula

    THANK YOU! Honestly, such a simple solution for something I've been working on for at least an hour. It works perfectly now Again, thanks! For those interested, here's the result: c=(1-(a.hp.to_f/a.mhp))+1;d=a.atk*2-b.def;if c>=1.7;c*(d*2);elsif c>=1.3;c*(d*1.5);else;c*d;end;
  2. Chantal

    Skill Ideas you can do with Custom Formula

    Really loving this thread! It has helped me come up with a skill that deals damage based of the users missing HP%. The more HP you miss, the more dmg you deal. Basically, at 70% and 30% health you get an extra bonus to your dmg on top of your missing HP. However, it's not working 100%. This is what I've got: c=(1-(a.hp/a.mhp))+1;if c>=1.7;c*(a.atk*4-b.def);elsif c>=1.3;c*(a.atk*3-b.def);else;c*(a.atk*2-b.def);end; My reasoning in small steps with example: c=(1-(a.hp/a.mhp))+1 1. (a.hp/a.mhp) -> Current HP -> (5/20) 0.25 2. (1-(a.hp/a.mhp)) -> Missing HP -> (1-0.25) -> 0.75 3. (1-(a.hp/a.mhp))+1 -> 1.Missing HP -> 0.75 + 1 -> 1.75 c = 1.75 so c>=1.7 ----- Next part if c>=1.7;c*(a.atk*4-b.def) 4. (a.atk*4-b.def) -> dealing extra dmg (normally it's a.atk*2-b.def) -> (5*4 - 5) -> 15 5. c*(a.atk*4-b.def) -> 1.7*(15) -> 25.5 So, that should do 25-ish dmg. However, it doesn't. Meaning something, somewhere is going wrong. If someone could shed some insight in the situation, that'd be awesome EDIT: I've tried making the formula shorter, so that it would fit in the formula box without yanfly's lunatic dmg script and came up with this (basically the same): c=(1-(a.hp/a.mhp))+1;d=a.atk*2-b.def;if c>=1.7;c*(d*2);elsif c>=1.3;c*(d*1.5);else;c*d;end; But for some reason that keeps giving me +/- 20 dmg, no matter how much or little dmg the actor has. ... I'm confused...
  3. @Cait: I really love the detail you put into it. The teapot being my favorite. It's believable someone actually lives there. It looks like you have a good grasp of how to map to avoid too much empty space, really nice The floor tiles, however, are a bit overwhelming. They start to dance before my eyes after watching them for a while. Perhaps you could change them to something calmer? @Mister Big T: First impression: "That looks like a fun dungeon to explore! :D" The layout looks amazing. I really, really like what you did with the lava. It's immediately clear that it's a game mechanic and that it's something the player should avoid and it makes the map appear more alive at the same time. Perhaps you could consider making 2 timers for it, so that it doesn't appear all at once? Make one half appear on tick one, disappear on tick two, the other half on tick three, disappear again on tick four and then rinse and repeat. It's still not quite as random as nature would have it, but it would probably look nicer if it alternates a bit more. Also, the rooms are a tad empty. The ground and wall especially. Perhaps add a few cracks (the simple black ones) in different shapes and sizes, or/and make certain parts a tad darker to insinuate dust, or/and some little pebbles scattered around here and there? That way it breaks up the ground a little, without it becoming overwhelming. @InvariableZ: The text is easy to read. The overall look of the menu is very minimal and if that's what you were aiming for, job well done! @Bhiemeswjart: The screenshots of your game look very... creepy :S They give off this eerie vibe. Very impressive. I've never seen anything like that RPG Maker So, I've basically mapped the same forest twice in different styles and I cant, for the life of me, decide which I like best. So here are a few screenshots of the same locations, side be side. Which one do you prefer and why? Thanks in advance! EDIT: ps. I haven't added all the animals/lighting/shadows yet, because I couldn't decide what style to go with. So while the mapping is done, the 'final touches' aren't. So please look past that
  4. Well, at the moment I have it set up so that you can talk to a fortune teller and she'll tell you your relationship status Soo... There's really nothing to show. It's just like the normal conversations. About things I tried, I'm afraid there isn't much, if anything, to show. I've been reading into rgss, but I honestly don't understand a single thing about it Which is why I'm asking for help
  5. Chantal

    How to begin your game

    The hometown and the island sound like a good starting point It should get the player invested early on. It's also good, I think, to let the player play through the destruction/hostile takeover of the town. Don't just show it in cutscenes, it tends to get really boring to watch. On that note, I would advise against the scrolling text as an opening cutscene. I've seen it done a lot with rpg maker games, but it's usually just such a boring and dull opening. You're hyped about starting the game when clicking play, but instead of actually getting to do something, you get a history lesson... It's understandable that you want to have to player know about the awesome world you created, but it's usually better to introduce the player to it naturally. Have NPC's talk about it, maybe add a special sidequest, mention it in books or signs, have a codex that's gradually revealed or maybe have the protagonist talk about it. Basically anything is better than the scrolling text. Not only because it sets such a slow pace at the very beginning of the story, but also because (generally speaking) so much information is given that players tend not to remember most, if any of it. Anyway, those are my two cents on the opening. Let me end by complimenting you on your characters, they all aound very interesting I'll be looking forward to your game for sure
  6. Thanks Yion90 ! I got something working now, but it's not very visually appealing. So if somebody is willing to have a go at creating the idea from my original post, I'd be in your debt
  7. Yeah, the variable part is what I had in mind However, showing it in a pretty way in the menu screen is something I can't do on my own. You suggested using a map in the menu? How would that work? And will it allow me to showcase the relationships in a way similar to what I pictured?
  8. Apologies. I wasn't sure if my request belonged here or in the other thread, because it's a bit of both ^^' Thanks for moving it !
  9. Chantal

    Stylistic Choices and Changes

    Wow! You have some amazing skills They all look really good. Personally I'd say go for a mix of the old style and new style 2 The new style 2 looks a tad flat without shading, if you ask me. So you could use the old style's shading with the new style and it'll probably look perfect The New style is also really great, though I feel it's a tad childlike, so perhaps save it for a different game aimed more towards children Also, I really, REALLY like the style of your avatar picture ! I know it technically isn't part of the list. but that's my favorite :$
  10. Chantal

    Menu Fix

    You can use this http://www.rpgmakervxace.net/topic/682-xs-menu/?pid=8668#entry8668 to get almost exactly what you want
  11. OMG, thank you so much! It works perfectly I cannot thank you enough for this. If you ever need some sprite edits or face edits, let me know and I'd be happy to do it for you (I can edit fairly well, but I'm afraid I can't really create from scratch..) Or if there's anything else you need help with, let me know and I'll see what I can do for you
  12. Script savy? If only! I'd love to be able to truly understand scripting, but so far I haven't been able to get much farther than editing x, y and z values. Anything beyond that, and I get lost. I'm starting to believe I don't have a scripting bone in my body Thank you for trying to explain things and help me, but I'm afraid I don't really understand much of it.When you explain it, it kind of makes sense. But when I try to apply it, I get completely lost... Do I edit what you gave me? Do I copy paste it? Where do I put it? Is is already in there and do I edit that? Do I replace Params[0] with F[n]? IS Params[0] F[n]? What do I edit in Game_Message and Window_Message? Or do I add something to Game_Message and Window_Message without editing any existing stuff? ...I could go on, but this is pretty much how confused I am and what skill level I'm on ^^" (skill level = 0) I can't thank you enough for trying to explain it all to me (honestly, I'm extremely grateful!), but I'm just really lost... Perhaps it's a better idea to take Tsukihime's offer and donate something to the cause.
  13. Showing images inside the choice box isn't what I'm looking for, it could work, but I'd rather not have it that way to be honest. Perhaps I should explain better. What I'm hoping to accomplish is that when the player is looking through all the choice options, the character's face changes. If it's an angry choice, the angry face is displayed. If it's a happy choice, a smiling one. Similar to the way choices are handled in Jade Empire ( go to 04:34) I was hoping it could be achieved with this scipt, since it has a help window option. Something that displays when hovering over a choice. But instead of showing text at the top of the screen, perhaps it could show a face graphic instead? Though that's just an idea, I have no idea if it can work that way.
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