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Everything posted by Aslanemperor
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I really don't understand why the battle event system is designed the way it is in RPG Maker. Why on earth would I want an infinite loop of text in my battle!? Why is there not a way to make it so that an event happens just once!? It has to be given a per turn option?
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Yeah... I reallised this later. It seemed counter intuitive to me because I was thinking it was asking for the scope of the event. If the scope is a single moment, I imagine it activating once at the moment the event is activated, then being done. *Shrug* at least I know what I did wrong now and why. Just goes to see how two people can look at the exact same info and get two completely different translations based on their thought process.
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To be honest it is indeed confusing and at first I wasn't sure what it is about either. Just like with pretty much any other option in the editor, if you hover your cursor over these, the popup with some info should appear and that's what helped me, as there it is explained what the span option actually does.
Battle eventing overall is somewhat odd and not always works the way I think it should work.
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It's amazing how much things drag along when you're working on a game. I think I've made this one just a tiny bit more complex, and it's making a huge difference in how long it's taking me to finish each little piece. Me procrastinating is also not helping! I have only just finished the beginning part of the beginning. I now have to finish my work on the credits, and put together a little cut-scene followed by the game's first battle. I need to figure out how to do a properly scripted battle, though, since the purpose of this battle is to introduce player's to Jack's unique, high speed combat skills. My biggest worry is that the first time I tried a scripted battle it resulted in the game I made going into an unpassable loop. Hopefully I can do better this time around!
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Today I'm contemplating my battle system because I'm working on weapons. There are a few questions weighing on my mind:
1. How many upgrades should each player have for weapons? The game isn't going to be long, so I can't imagine that it would make sense coming up with some vast array of incremental upgrades. I know that I want each player to have a "special" weapon made just for them, and their starting weapons. I feel like if I don't have at least one upgraded weapon, people won't be happy.
2. What should I do about damage calculations? In my first game, I screwed this up big time. In the beginning, players were one-shotted. In the end, bosses I expected to be extra hard were total pushovers. I really want this game to represent an improvement in my game development skills.
3. The big one: How do I make the battle FEEL like a wild west shoot out with the current battle system? I have a few little ideas, but it's really not fully fleshed out, yet. Some things I've managed to figure out are that my gunslinger should be focusing on the number of bullets being put into the air. My Sniper should be high powered, precise, but slow. My mage should... well... be a mage? I'm not sure how my Ranger will work though. His shotgun is great for crowd controlling weak enemies, but I want to develop skills that make him special so that players don't feel like he's dead weight in the party. In the storyline, he's supposed to be on par in terms of combat skill with the gunslinger, so he should be at least as useful in a fight. Is being able to crowd control enemies enough to set him apart?
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Essentially, one takes equipment to be improved, the appropriate materials, to the appropriate machina (in TES there are a few), and use it to upgrade the quality of the equipment. Each quality upgrade will thus, increase the base damage/armor rating and also, the base value of the equipment. Of course, in TES, there was a limit to how well and often equipment could be upgraded, based on the Smithing skill, and relevant boosts applied.
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That sounds like something for a much longer game than the one I'm making. This isn't supposed to be a long, drawn out game, just a few hours of gameplay with a pretty straight forward storyline. That's one of the difficulties with deciding how I want to do this. Do I even want an upgrade to sell in a shop, or just give the characters a basic gun, and their "special" weapon?
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I'm wondering today, where does everyone find these adult sprites for RPG Maker? I'm pretty sure they're not all custom built, especially since I see a lot of them that are identical in several games. Even when they're custom, they're usually only slightly different than others: The main character involved in the fun, for instance. Any information about this would be really cool.
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Loose Leafs are the ones I'm working on for you, and that I showed you. They are all more or less custom made dating back to their origin as a modular (compiled part by part) sprite building website. I make my own using the library file someone ripped before the site died. Sheets of generic Loose Leaf builds may exist, and many devs did deploy them because of modern scaling logic, general modern gamer appeal, a character aesthetic that departs from the RTP, as well as, well, modular design, lol.
I can no longer locate the source where I got my LL asset folder.
But the other tall sprite style that's out there isn't modular, but has many sheets in circulation are also by Mack, and are known as Mack style sprites.
The sprites I make for you are also Mack's work, just modified a lil by me. You can research Mack sprites easily and should find results. The main difference with Macks is the slight rotation of their side-to-side frames. They angle a bit toward the camera, where-as chibis and LLs face true east or west. This makes Mack sprites a bit less appealing for games with 8-way movement because when walking north west or north east, they will still face a bit to the south west or south east.
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Apparently my current bug is trying to see just how many free resources I can get compiled for the community! I hope that I can get others on board.




