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Aslanemperor

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Everything posted by Aslanemperor

  1. So, from what I know of Warlocks, each patron effectively changes the class's primary benefits to a large degree. This is actually a really easy fix. You can change a character's class through an event. Depending on how you want to do this, you simply give the player a choice when the time comes of which patron they want. When they choose, activate the change class event to the chosen version of the Warlock. Each version you choose will have the perks and skills you want, and your player gets to make the choice of which version they want like you're thinking. (Edit: Forgot to clarify: The "Change Class" is on the third page under the "Actor" category)
  2. 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?

    1. Rikifive

      Rikifive

      Set span to battle - the event will be run once per battle.

    2. Aslanemperor

      Aslanemperor

      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.

    3. Rikifive

      Rikifive

      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.

  3. ((Edit: I feel really stupid. Apparently I was misunderstanding the "Span." I was thinking "Moment" meant it would only be running for the specific moment, but apparently that means it runs once every moment (or indefinitely). Guess it's fixed now?)) I find myself having a really annoying problem. I have designed the first battle for my new game which is effectively a quick intro to the character. The bad guy throws out an insult, the character states that he'll use his "quickdraw" skill to get the first attack and put down the enemy with a single shot. Seems simple, right? Apparently not. This text displays, but the event never ends. It loops indefinitely! I know it's possible to have speech in these games without an infinite loop, but I can't figure out how to end the speech event! Usually when I make an event that "speaks" it ends when the speech ends. I've tried switches and the "exit event processing" so far, but I'm at a loss for what else to do. If you know what I'm doing wrong, please tell me. I've included a screenshot of the event. The switch is SUPPOSED to activate a black event page the same way I would if I wanted to have a one time event like a treasure chest. I've tried changing the span to all three options. So far, nothing works.
  4. Hey there! I'm busy working on monsters for my game, and I'm wanting some input on damage calculations. In my old game, I ended up with a lot of feedback that the damage was FAR to high. I had certain random encounter monsters one-shotting party members, bosses doing spells that would wipe the entire party if they didn't grind, and doing just a ton otherwise. I've decided to give these characters more HP, but I still want my game to be a challenge to the players. I'm hoping that some of the more experienced developers have some insight into what works best in terms of damage rates to HP and defense and such. If it's relevant, the game I'm making has four main archetypes: The gunslinger who is fast, with medium damage, the Marshal who specializes in shotguns that fire for weak damage that hit all enemies, The sniper who is slow, but has a high crit rate and high damage against single targets, and the caster who is the mage archetype. Any ideas on making a consistent battle system would be appreciated. I'll try my best, but since I've only ever made one game and it was only middling successful, I feel I'm a long way from being sure of myself.
  5. Aslanemperor

    Puzzle Ideas?

    If you're willing to do a bit of simple scripting, there are some youtube tutorials (including the necessary scripts) on sliding ice puzzles. The item collection is much easier than it sounds to implement as it just recalls simple eventing (Conditional Branch> Item "Item name" in inventory = activate whatever your goal is). I used it for two different puzzles in my little gamejam game, one for collecting insects to feed to monster flowers, and another where the character needed several keys (I think it was 5, but I'm to lazy to go check, and it's irrelevant). Personally, I found these to be way to complicated when I made my last game because of time restraints, but I've been thinking of finding a place for them in the game I'm working on now. While it's a bit complicated, there is always the puzzle where you have to move several rocks onto the proper switches that is quite a bit more complicated than the really simple moving rock puzzles (and tedious on the part of the developer.) I had some fun with a pretty simple puzzle that was all eventing in which the character had to jump from platform to platform to get to their final destination. I added in a key element and it made it a complex maze that was far more difficult than it looked on first glance. The same sort of eventing that created this could also be used to create teleport mazes (like the Saffron City gym in Pokemon Red/Blue). Traps can make a maze more interesting and can also be done 100% with events with a wide variety of potential consequences for players activating them. Adding layered switches can bring a twist to the traditional "Find switch to open door, enter door" puzzles. I set up a puzzle with events only where switches opened doors of the correlating colors and closed other doors of a different color. This meant that players had to spend time figuring out the right order to open various doors if they wanted to move forward, and especially if they wanted to get the juicier treasures. Finally, a fun puzzle that has been used but is a great puzzle built into mazes is the "identical room" maze. All of this, of course, takes a lot of extra work because you're creating dozens of maps instead of a single one, but it's so easy to copy/paste maps and then just edit the transport events that it's not as much extra work as it seems. Now, there's a bit of a cheat as well, as a puzzle can seem different to the player in spite of being essentially the same puzzle simply by messing around with the look and lore of it. Instead of boulders that need to be moved, maybe animals and the movements are more extreme. This idea is fun because you can also include trick puzzle pieces that throw players into a battle. I hope this helped!
  6. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    Honestly, so far I like the original Clarence with the hat best. I felt like that one looks perfect even without the ribbons (when is the character sprite ever THAT perfectly detailed anyway, right?) I love that I can see Roy's badge peaking out from the coat! It's a little detail, but it tickles me that it stands out! Nice work on making that detail pop! Not sure how I feel about the poncho on Gustave. I feel like it kinda makes the bandolier hard to see when he's facing the camera.
  7. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    So, they're just supposed to be ribbons. (He adds one every year) Shouldn't be to hard to line draw it, though I guess it would be pretty tedious to do that for each figure.
  8. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    The problem with those is I'm really not wanting to have that sort of combat system. I like a turn based battle system(Final Fantasy, Dragon Warrior, etc), and both of those are more of a ARPG battle system(Zelda, Legend of Mana, etc). Sadly, I didn't really think it was going to be so hard just to get assets. It seems amazing that no one else has asked for these resources before. Maybe I'll see if I can get one or two made through resource requests.
  9. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    I love them! Definitely puts a fire in me to work harder on the game! Thanks so much! Edit: Okay, so I wanted to mention that I'm gonna need some new battlers. Specifically I need some gunslinger types. I was shocked to find that this is something I'm missing!
  10. Aslanemperor

    Moonharvester - Feedback needed

    Ah! Character customization? I've seen one do that in a limited capacity, but that is a unique thing! I thought you were saying that you'd drawn a bunch of stuff, not that you were allowing players to choose their gender. It wouldn't be difficult to do. Start the game with a choice and create identical actors, one male and one female (and further customization depending on their selections. ((Edit: I've tried to find the game I mentioned that included some pretty extensive character customization, but I can't find it. It's to bad, because it would possibly be a source of info. I'll keep searching and get a link when I can figure it out.)
  11. Aslanemperor

    Moonharvester - Feedback needed

    That's a good goal, and is a selling point. Make sure you put something in there that makes your game special to the player. Most players just assume that the art is custom because they don't make games themselves. You need something that makes your game really stand out, otherwise it will be difficult to get people to even try playing it. It doesn't even have to be a lot, just some little thing. An example, I'm working on a game right now which is pretty basic. The special thing about it is that it's a western, which as far as I can tell no one else has done with RPG Maker. It's not a lot, as you will notice, but it does set the game apart from other short titles.
  12. Aslanemperor

    Moonharvester - Feedback needed

    What will make your game unique? Is this just a chance to tell a story? Playtime is fine. Some games need to be long, but not everything has to be a grand epic.
  13. Ok, so this idea is just being fleshed out, but I'd love to get some feedback about how these things could be accomplished. I have RPG Maker VX Ace, but there's no reason to limit discussion to a single path. This is, after all, just for figuring out how the idea would work. Here's the basics of my idea: The player takes the position of someone looking to be a gladiator. Of course, they have to train and grow stronger, but I don't want training to be just a bunch of boring mini-games (especially since that's been done, and I want more for the player.) I'd like for there to be various areas on the world map that they can go to grind for experience, with things like quests available to earn gold for equipment or class benefits. There would be a few different storylines running through the game besides the central story of just wanting to become the tournament champ. To make this happen, though, I'd need SO MUCH figured out that it's actually a bit overwhelming, but the game would be SO MUCH FUN TO PLAY!!!!! So, here is what I've thought of that I'd be interested in seeing: ~A multi-class system kinda like the one featured in SierraLee's Once Ever After. I recommend checking the game out (and all their games, their stuff is amazing, especially Ouroboros and The Last Sovereign!). Essentially, you complete quests to earn a class, and then you equip the classes to earn permanent bonuses from them. While equipping the class, you get certain benefits and drawbacks. It's such a unique way of approaching the job system that games like Final Fantasy Tactics introduced, it would work perfectly for the system I'm imagining. ~A timed open world that changes over time. Certain enemies grow stronger, certain quests become available or are lost over time, ranking in the tournament series changes. One of the more complicated things I want to do with this is set up monsters in certain areas to only reproduce a certain number of times per day. In other words, if you go on day 5 and clear out an area, returning to that area will be fruitless on day 6 since only one monster will be there. Not only that, leaving certain areas for to long will make the monsters there stronger. At a certain point, you may even go to an area to find that it became to threating and some sort of NPC hunters cleared it out (resetting everything so that it's empty again.) This may be the most complicated thing of all to work into the game, and I really haven't the slightest clue for how to do it. I'm guessing this is going to need some serious custom coding to make it work right. ~A romance/relationship system that allows you to make friends that will open up opportunities for special quests and classes. ~Maybe a multiplayer system to be implemented once the game is completed? People will be able to customize their character completely, making their gladiators unique! Players can see how their build measures up to others! ~Fully customizable character appearance with the option to use a built in avatar maker or upload a custom picture for your fighter. This is what I've thought of so far, but I'm not nearly skilled enough to do all of this. If you want to just pick up this idea and roll with it, please do so with my blessing. Otherwise, any input for how to implement this, or other cool features which would make such a game even better are welcome!
  14. Aslanemperor

    What if the NPCs were the main characters of the game...

    Actually, I was inspired by several sources. Firstly, the "NPCs" series by Drew Hayes (a great read!), which is based on a group of NPCs who must pretend to be heroes to protect their village from the wrath of a fickle king. Most recently, a scene from "Lawmage Academy" inspired me (Such a great game, which I'm super excited to see develop!), in which the main characters (you) loot a few chests and are later seen by the villagers as thieves. Funny enough, it wasn't until after I finished the post and was doing some dishes and contemplating the idea that Free Guy came to mind, though I think the premise is only passingly similar. I love the idea you put forward! It's cool how there are so many ways to approach this!
  15. 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!

    1. Kayzee

      Kayzee

      I know what you mean, I often find it tough to work on my game too!

  16. 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?

    1. PhoenixSoul

      PhoenixSoul

      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.

    2. Aslanemperor

      Aslanemperor

      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?

    3. PhoenixSoul

      PhoenixSoul

      Hmmm...
      One could also go with a weapon-based damage formula (thinking along the lines of games like Adventure Quest and such)...
      13-21 Metal

    4. Show next comments  3 more
  17. Aslanemperor

    Looking for Team Writer

    Sorry this took so long. Apparently you replied just after I got really sick. I've been in bed recovering for the past few days and am only just now able to sit upright for longer than a minute without the room spinning! Yay for recovery! (also, I can have my tea back... I love my tea... I missed it...) I'm okay with messaging either way. If you don't care about the discussion being public, that's fine. If I'm writing stuff for your game specifically, it's probably going to come down to sending messages eventually, though. Either way, whatever makes you comfortable!
  18. Aslanemperor

    Looking for a Dev team. (RPGMV)

    I'm a little confused. Mother and Earthbound are the same series, but Undertale is VERY different than those games...
  19. 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.

    1. PhoenixSoul

      PhoenixSoul

      Looseleaf? That's immediately what comes to mind.

    2. Aslanemperor

      Aslanemperor

      Doesn't looseleaf have a very distinctive style though?  Just a little taller than standard.  Maybe I didn't notice because everything was done in that style?

    3. That One NPC

      That One NPC

      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.

    4. Show next comments  3 more
  20. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    I love it! Great work! I can hardly wait to see the rest!
  21. I've checked out your site, but while it has plenty of samples, there's no mention of the cost of any of your services. As for the sound, it's VERY retro, which is great for people looking for that sound, but is that the extent of what you can do? Do you work with other instruments besides synth and piano?
  22. Aslanemperor

    Hello Everyone!

    Welcome! I've got VX Ace as well. Lots of resources and tutorials on this site!
  23. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    Can I ask a minor change? He should only have the scales on one side of his face and no facial hair. He's 1/16 dragon, and the markings on his face are actually the bits of scales that come through. Still pretty darn good, though!
  24. 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.

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