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NumbeRED39

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Everything posted by NumbeRED39

  1. Come Get Your Candy: Black Rock Shooter Somewhere in the Underworld two girls fight... OVER CANDY! Draw your katana, load your cannon! It's time to rock! CGYC:BRS is a small Black Rock Shooter fangame I'm working on. The game is a silly Zelda clone with very light puzzle elements made with RPG Maker VX Ace and Falcao Pearl ABS. It's supposed to be my first actual release and it's completed to 45-50% I'd say, and some things are WIP still but will be replaced eventually. Feedback is appreciated! If anyone would be willing to help me test the game's design and find bugs, I would really appreciate it! Just contact me here or on my GameJolt page. Play the latest version here: https://gamejolt.com/games/cgyc_brs/519739 Changelog: Screenshots: More here (some are previews from WIP stuff btw): Credits
  2. NumbeRED39

    Come Get Your Candy: Black Rock Shooter

    Small update. Started reworking some rooms and reconsider some of the level design and game design today. I hope that once I stop being so busy, I can start implementing these changes and maybe actually finishe development soon-ish, lol. Aight, see ya next update!
  3. NumbeRED39

    Certain Attacks do more damage if Status inflicted

    You can do that either through the damage formula or more easily by setting up the states to make the enemy vulnerable to the the type of attack you want. Although I'm not sure that last one would be more balanced. This should be it for the damage formula though:
  4. NumbeRED39

    'Splain Your Username

    Big brain thought: "number...red. Wait, number? red??? ...numbered?NumbeRED!" lol The main idea was based on nonsense tbh, thought "the number red" would be a funny idea to confuse people with. So I just ended up joining the two R's for the sake of it sounding cooler and made 'red' all uppercase for readability. While 3 and 9 are two numbers from the date of my birthday. It's a username I used to go by a long time ago on Livestream. People used to call me just "Red". How nostalgic...
  5. NumbeRED39

    Pokémon Gen 7 skill setup help

    Considering a lot of features present in Pokémon are not present in vanilla VX Ace, we'd also need to know what exactly you're using to emulate stuff like abilities, held items or types imo. It be hard to know what to pull from for custom damage formulae without knowing what you're working with.
  6. I haven't been in the mood to work on anything lately but yesterday I discovered how to call self switches inside an event's move route, so that's pretty neat!

    Tried it out with a spike trap I made in PearlABS, only issue is that it desyncronizes if the event is offscreen, making everything a mess since then the traps will go off at their own pace at that point, lol. 

    Still fun to know it's possible. 

    1. Tomasque

      Tomasque

      This might not work, but what if you keep everything in sync with a parallel processing event that functions as a clock? Say that you want to have your spikes alternate up and down every second for 15 seconds, then be down completely for another 15 seconds.

       

      You'll use variable T to keep track of things. The parallel process event increments T by 1 every second, and then sets T to 0 if it incremented it to 30. After incrementing, it checks whether T is greater than or equal to 15. If so (15-29), it runs a move route for all spikes that flips their self switch to off. If not (0-14), it checks to see if T is even or odd, and based on that runs a move route for all spikes that either flips the self switch on or off.

       

      Again, I'm not certain this will work, but it might.

    2. NumbeRED39

      NumbeRED39

      I already had a setup like that, I just wanted to see if I could make the spikes independent from a parallel process event, ahaha. 

  7. NumbeRED39

    Come Get Your Candy: Black Rock Shooter

    Project Status Update: As of today I will stop developing this project, life happened and I'm having a hard time giving this project the attention it needs to improve and reach completion. That doesn't mean I will abandon it necessarily, but as of now I have other priorities that require my full attention if I want my life to improve, so I need as little distraction as possible. Hope you understand.
  8. NumbeRED39

    Help Summon Aeon System

    No problem! Glad I could be of help!
  9. NumbeRED39

    Help Summon Aeon System

    Alright, here it is. So the "Aeon" event itself, the common event and skill didn't change from the one you showed me, so I'm leaving those out. Here's how I set up my notetags in the enemy page for the summon: The most important changes I've done here are: Enemy Die Switch and Enemy Respawn Seconds. I'll show you the new event I made and explain from there. So here's our parallel event. What's happening here is that when your summon dies a switch is set telling this event that the summon died, when the paralell event notices this, it turns off both the switch that activates the summon as well as the one that signal its death. And here is where the Enemy Respawn Seconds comes in. Because your summon is still techincally an enemy, the only way for it to come back is through a respawn like any other enemy of the game. That's why the summon wasn't coming back after being slain. And since I turned all the switches off after its death, even if it respawns after 5 seconds, it won't be able to do anything until it's summoned because it doesn't have a sprite nor any attack patterns or anything. It's definitely not perfect but if you set your summoning skill accordingly, it shouldn't be too bad.
  10. NumbeRED39

    Help Summon Aeon System

    Alright! I tried some things on the editor and found the solution! In the enemy note tag add: Enemy Die Switch = x (in my case it's 24) Enemy Respawn Second = 5 Then create a parallel process event, priority below characters, in the current map you'll be using. In it add a Conditional Branch that check if the Enemy Die Switch is On. (es. Conditional Branch: Switch [0024:Summon_Died] == ON) If it is 'On', it means the summon is dead thus under the first condition turn off both the "summon" switch and the new "summon_died" switch. In the second condition, since the switch should be off, turn off the switch just in case. I tested it and it work but if you need me to send you screenshots, I can.
  11. NumbeRED39

    Help Summon Aeon System

    Edit again- I had missed the Enemy Note tag. If you set the enemy die switch to A...what's Page 4 even supposed to do??? It's not activated by anything as far as I understand. Cause by default, Pearl ABS would activate Self Switch B when the enemy dies but I don't think it does so in this case,since you changed it. Also, in order for every page AFTER the summoning to work, each page needs to share the "Summon Ryoma" switch, otherwise it's not going to work. So in order for page 2 to turn the switch OFF, it needs to have that switch as its trigger too first.
  12. NumbeRED39

    Help Summon Aeon System

    Have you tried manually changing the ally's HP back to full, then trying to summon again? Edit: nvm I didn't notice Falcao used enemies as summons. My bad. Also, wait...why is the skill calling the common event twice? Another thing I notice is the "Summon Ryoma" switch. Do you have a way to turn that off? Cause I see an event page, page 2 that does that and is triggered by a "self switch A" but nothing to turn that self switch on. On the last page, try adding self switch A = On, then Switch Summon Ryoma = OFF and see if that fixes it. And of course add "self switch B = OFF" to page 2. If that doesn't work, try adding a respawn parameter in your "enemy page". That's the only other thing I think may be affecting it, since normally if you don't specify a respawn interval, the enemy doesn't come back at all. Push comes to shove I'll try it myself later in the editor.
  13. NumbeRED39

    Help with Common event calling

    Why not run a skill instead of just a common event? Like when you choose "attack" or something.
  14. Now, I'll admit I'm not the biggest fan of jrpgs but this is what the engine excels at, so it's not like I never thought about making one ever. My gripes however always stood with how to make battle encounters interesting on a base level, how to intrigue the player with some neat mechanics. For example, I like how in Etrian Odyssey you can 'bind' an enemy's body parts to disable specific skills, giving you even a slight advantage or how shadows in Persona 4 can get overwhelmed by your party if you attack their weakspot. I always wondered though, how much is “too much“? Would something like changing the classic "weak to fire" or "weak to thunder" be too weird? For example, in a test project I made, I shifted the attention to weapons and created a main triangle of sorts: Slashing Weapons, Crushing Weapons and Piercing Weapons (fire emblem does something similar I believe?) The weakness chart being: Slash>Crush>Pierce>Slash. Some weapons of course being slight hybrids or not being affected, like a mage's staff. Weapons like lances or bows are good at mid/long range attacks, so they do slightly more damage to backrow enemies, while other weapons like swords and axes have their attack lowered. Magic in this case has no specific damage bonus on enemies, who is weak to magic is weak to magic who is weak to physical is weak to physical. The only real difference being some enemies being weak to specific states applied by the elements (some weapons have their own states too, like 'bleeding' for swords/knives). Also states affect one another, an enemy that was hit by water has a chance of remaining drenched for a few turns, making electric attacks stronger but fire will instead dry their body or have a chance of cauterizing bleeding wounds, and so on. But like I said, is something like this too much? Does it sound tedious or boring?
  15. So, as I'm making my first game and planning for more in the future, I was wondering how ya'll tackle the designing process of your projects. For me, it usually starts with a rough idea that then I write on a notebook, as well as doodling characters or mechanics here and there, to help me visualize what I'll be making. Of course then I try to make a prototype of what I'll be making, to make sure my ideas are possible. Sometimes I do the prototype first and then jot down the rest but eeehh. Of course I update the notebook as I go along, with dilaogue and cutscenes or map/level designs. So, how do you guys tackle the design of your games? Do you have any tips? A friend suggested I make a GDD and look for testers, do you bother with these aspects or ignore either of them?
  16. NumbeRED39

    discussion How do you design your game?

    Damn, that sounds like a great plan tbh. Regrettably, I also do start with a lot of tinkering here and there and like to poke at VX Ace a lot to see what comes of it. I might take a lil bit of inspiration from this though, as I am very unorganized when I'm working on my projects
  17. Hello, everyone! I'm NumbeRED39, but I go by different nicks on different sites, my most used ones being Kutao Izumi and Rollinlol. So if I post content with those names involved, that's still me, lol. I like anime, videogames and I draw sometimes. I also tried writing but I'm not that good at it, ahah. I've been working with RPG Maker VX Ace for quite some time now, I was introduced to the series a long time ago with RPG Maker VX and fell in love with it, but never found the guts to join any communities and stick around. Right now I'm in the process of making my first finished game, so I thought I would join a community where I could ask for feedback or information. Nice to meet y'all!
  18. It's really unfortunate that FPLE is buggy in places. Had to disable strafing because it randomly caused a crash in a map I made 😑

    Other than that, everything else has been manageable. 

    1. Show previous comments  3 more
    2. PhoenixSoul

      PhoenixSoul

      Well, there is video footage of the XP iteration of FPLE being used as a pseudo Doom clone...

      @Kayzee, dearest love, it's me and my immediate muscle memory wanting to use the thumbsticks when going into that perspective. It's the same with racing, only I use the right thumbstick up/down for throttle/brake and the left thumbstick left/right to steer. Some people use the shoulder triggers for throttle/brake, I do not.

    3. Kayzee

      Kayzee

      I play doom with a keyboard and mouse so, eh.

       

      And with scripting RPG Maker can do anything... But that doesn't mean it can do it well of course. :3

    4. NumbeRED39

      NumbeRED39

      Yeah...still, it's interesting anyway. 

      Speaking of which, I had found a "tutorial" to make rpg maker 2k3 into first person dungeon crawler with events but it's hella complicated and can't even open the demo to see the result 🤔

      Would've been interesting to see. 

  19. So I have this neat minimap I made with events and it's all neat and useful...but it stays on during fights. Now, with boss fights it's easy. I disable it during the event process of the boss itself...but now it kinda bugs me that regular fights always have that minimap stuck there. Now, I know basically zilch of ruby, but is there a way for me to run a simple common event that can take care of my minimap?
  20. NumbeRED39

    Call a common event before battle processing.

    I get this error from this one: And the other script still didn't do it for me. I tried even making the event and autorun one, but still nothing. I just think a common event is just not good for something like this at this point. No matter how you slice it, battle processing seems to take priority over the event Either way, thanks for both of you though, I wouldn't have figured a way of doing it alone!
  21. NumbeRED39

    Call a common event before battle processing.

    Thanks, but unfortunately, it's seems the common event takes action after the battle, not before it starts. Meaning the minimap stay on during the fight and only gets turned off after it. Maybe the battle processing just starts too fast? That's my best guess. Edit: Nvm I played around with the script you gave me and decided to have it do what the common event does instead. So now it works!
  22. NumbeRED39

    Call a common event before battle processing.

    This one is the Minimap event playing on the map. The second page is where I turn off the minimap with a switch. For Boss fights I had to do this before the actual fight: Idk why I turned off the cursor twice but okay, lol. Anyhow this did the trick for those situations. I was gonna use a script for the minimap, but the one I would've really liked to use somehow didn't work and the others weren't quite what I wanted or looked weird.
  23. Today I made a simple character creator with events and script calls, so I'm feeling good about myself 😁

    1. Show previous comments  3 more
    2. PhoenixSoul

      PhoenixSoul

      Neat! I think we'd all like to see it in action.

    3. NumbeRED39

      NumbeRED39

      I wanted to show it off but I don't know where to post it on here, ahah. 

    4. PhoenixSoul

      PhoenixSoul

      Programming, probably.

  24. NumbeRED39

    Come Get Your Candy: Black Rock Shooter

    Very late update cause I'm a dingus! Version 1.4.8b is out! What has changed(including the build I forgot): -Fixed a bug that would lock the player in the second challenge room, unable to clear it. -Fixed a bug that would lock the player near a chest. -Other minor bugfixes and improvements. -Minor map changes. -Minor graphical changes, mainly to the 'rock' object and red and green switches. -Minor text changes and add a few lines of dialogue. -Removed old 'control' image displayed in the intro and updated the 'controls' txt file. -Enemies have been rebalanced. Changed patterns, money drops and some skills. -The 'poison' state has been added. -Added the 'Dr.Humke" item to cure poison. -Changed some chests contents. Known bugs so far: -There's one warp in the corridor of the castle that is will bring you back to the room with the SkullKnight at the center. This will change in the next build and was not intended to happen.
  25. NumbeRED39

    Are classic elemental weaknesses a must?

    Well, yeah, in a way. It's just that you get a lot of the same stuff like "Oh, here we have fire, wind, water, earth and sometimes an enemy is weak to one of these" Idk maybe what I want in the end is a completely different type of combat, but that's what trying things out is for, ahah. Just looking for something that satisfies me but also just isn't tedious. Tbh my idea was more cut and dry, an aquatic enemy would be more susceptible to the paralysis status and that's it. Statuses works exactly in a similar way to Pokémon: -Burn lowers attack and deals damage over time. Also drys the target. -Paralysis makes you unable to act sometimes (still didn't decide on secondary effect) -Drenched makes lightning attacks more effective against you and slow you down. Clear the burn status effect on the target. One more thing I wanted to do for it is that if more than one enemy is drenched, then the spell hits all the enemies with the status instead of one (I did sort of make this before in a less elegant way, lol). Edit: Also, a drenched enemy can be easily frozen by ice spells and frozen enemies receive more damage from fire as well as having a small chance of getting additionally stunned if a fire spell is used on them (they lose their frozen status, this one I might not keep cause it doesn't give much of an advantage, I feel). What I did think about is whether is good to just add weaknesses to weapons from the get go. From testing it did seem a little brutal, cause if you try to run or get jumped, the weak team member might get obliterated, lol. It did seem to get better with the option of switching weapons mid fight but idk. Was even thinking that maybe a sort of "stance" system would be better. Where weapons have their specific skill that are powerful but leave characters open for that turn. I did think of similar things like weather effects and terrain, I've just been very weary of them cause they look like a lot of work to do via eventing, ahah. Like, I even thought of actual things like "covers" and "distance" as effecting combat, but then I told myself that was a little too much, lmao xd Also...rougelike?! Tell me more
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