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Last Updated: 4/30/2020 This library is meant so you post ideas about enemies, armors, weapons, actors, etc, and I will update this Library once a week. If you you see a category that the library is lacking, let me know. You can comment your ideas and then I will copy & paste them into our Library. Important Note: If you have a different version of what is already up here, you can still put it down and I'll still save it. Custom Class Rules Custom Classes Custom Skills Custom Weapons Rules Custom Weapons Custom Armor Rules Custom Armor Custom Items Custom States Custom Race Rules Custom Races Custom Enemy Rules Custom Enemies Custom Story Rules Custom Stories
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Hey gamers! I've got Isabelle Black to show you today drawn by the amazing joori! She's got a PaigeeWorld page: https://www.paigeeworld.com/u/pilea Also, Isabelle's design was heavily inspired or almost exactly the same by Jalen's Felicia Done. That can be found here!: http://s102.photobucket.com/user/Jasmine_Reinier/media/RTP%20Stuffs/FeliciaDone.png.html But what do you guys think?
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Hello, this is Vectra, Master Eventor. I will be teaching how to do an evented Side-View System. This "technically" wasn't a request but whatever. The idea is from here http://www.rpgmakervxace.net/blog/439/entry-1626-eventing-2/ look at the 1st comment. That's why I'm doing this. You will need the following... ? switches ? Variables 5 or more Common Events 100+ Pictures Vectra, 15 Common Events?... really? It could be one but it's easier to organize with multiple Common Events. After the preview with the multiple, I shall show you a preview of the singular so you see what I mean. Pictures are inevitable; this will take at least 100 pictures. Before I continue, I need to give you important advice. If you are reading through this tutorial and you're confused, reread until you figure it out. If you can't, comment your problem in the comments section. None of my tutorials come with a video. This is easier typed than done. If you are a visual learner, PM me and we should contact through Skype. Basically, an appointment If you know nothing about events, I suggest stopping now. After this tutorial, I will make another one, thoroughly explaining evented themselves. It will be color coded so you can follow more easily. Now, let's start the tutorial You need one variable for each stat including TP. For TP, I suggest sacrificing luck for TP since luck will has no effect in an evented side-view system. You will need to repeat this for every character you have. Vectra, how do you make a variable = a stat? Go to Control Variable Go to game data Go to Actor Pick your actor On the right, pick the stat Now you're done You need one switch and picture for guard. You need multiple pictures for your attacks/skills (one sprite per frame per actor/enemy(if doing animated battlers)) This is how you add a battle animation. You need one “subtle†event per enemy at once. Meaning, if you fight only 7 at once, make 7 events PER MAP. Vectra, what are "subtle" events? Events that generally have no graphic on it. They are almost like spare soldiers. When you need a battle to start and the troop has 2 enemies, you teleport two subtle events that THEN it get their graphics of the enemy they are supposed to be. Adding a battle animation might be easy if the battles' location is set but if it's not, it can be tough. If they are set, you have to activate the battle. Let's say there are 3 enemies. You have to move 3 "subtle" events. Each event is where the picture of the enemy is. If locations are set, you should have no problem changing the event's location. If they are not, you will first have to coordinates of the player and then the enemy. Vectra, how do you find the coordinates of a player and/or event? Go to Control Variable Go to Game Data Go to Character Pick the character (player or an event) On the right pick MAP Y or MAP X Important note for subtle events The common event that checks the player’s x Coord and y Coord must activated by a switch because it must be parallel process for this to work (DO NOT PICK AUTORUN!!!!). Let’s call the switch for the subtle event Constant Check. How to start a battle You need one switch which turn on when a battle starts. Let’s call it Battle Switch for now. Setting Enemy Coordinates Note: (Coord x, Coord y) Let’s say you want the 1st enemy to be (4, 5) from the player. When Battle Switch is ON, turn off Constant Check. Then, add 4 to player’s X Coord and 5 to player’s Y Coord. Use the “Set event location†method and set the enemy event to the X Coord and Y Coord. Then, turn Constant Check back ON. Example, If Battle Switch is ON Constant Check: OFF Var: (X Coord) += 4 Var: (Y Coord) += 5 Set event location: Enemy 1, Variable (X Coord), (Y Coord) Constant Check: ON End Note: There is no else; using else when not needed can increase the chances of lag. Setting the stats You need a variable for each stat of the enemy AND per enemy. # of Vars = (# of enemy stats * the amount of enemies you’ll have per fight). If your max troop size is 10, I suggest “# of enemy stats * 10†is how many variables you need. When setting locations for multiple enemies Same as before but you DO NOT turn on Constant Check until all enemy locations are set. This is how it would be: If Battle Switch is ON Constant Check: OFF Var: (X Coord) += 4 Var: (Y Coord) += 5 Set event location: Enemy 1, Variable (X Coord), (Y Coord) Var: (X Coord) -= 4 Var: (Y Coord) -= 5 Note: For precaution, always reset the X Coord and Y Coord Var: (X Coord) += 70 Var: (Y Coord) -= 28 Set event location: Enemy 2, Variable (X Coord), (Y Coord) Constant Check: ON End How does damage forumla’s work? Unfortunately, you’ll have to make the battle menu which can easily be done by using the choices command. As for the actual damage, remember when I said make a variable for each stat? This is where that comes in handy. Let’s say you want this formula for a spell called spark: a.atk * 5 – b.def * 2.5 When they pick spark as one of the choices, this is what should be happening(Let’s say Ralph is player 1) VAR.ralphatk = Ralph.Atk VAR.ralphatk * 5 VAR.Enemy = (number already specified) VAR.Enemy * 10 VAR.Enemy / 4 Note: It’s “* 10†and then (/ 4) due to the fact you can’t “*†it by 2.5 (10 / 4 = 2.5) Damage Output Almost forgot to mention. You’ll need one more variable that adds up the damage. a.atk * 5 – b.def * 2.5 VAR.ralphatk = Ralph.Atk VAR.ralphatk * 5 VAR.Enemy = (number already specified) VAR.Enemy * 10 VAR.Enemy / 4 VAR.ralphatk – VAR.ENEMY VAR.Damage = VAR.ralphatk VAR.Enemy1 HP -= VAR.Damage Note: This is how you calculate if an enemy died. You'll want to use this so that your Constant Check (which is constantly checking HP) can update depending on Var.ActorHP (which changes as your HP get's lower or higher). What are the pictures for? Well, they are for showing MP and HP on the map, of course. I suggest using percentages for obvious reasons; it takes less time. There should be a parallel process common event that check all of your actor's stats constantly. Actor/Enemy frames for animations Remember how I was telling how you could set the enemy location based off of the player’s? You can use that for this as well. Do you see how all of this is webbed together? Anywho, if you’ve done this, you already know where the enemies is. You can use the animation on map method to show animations. You’ll need sprites to show the movement of the enemies while they are doing whatever they’re doing. This is what the Constant Check common event(s) should consist of One common event that constantly checks the players location One common event that constantly runs only during battle (damage calculation, health, etc.) Note: I suggest making the battle common event multiple ones so it’ll be easier to handle What should the battle common event consist of? Common Event 1: Sets all the stats (happens once during battle) Common Event 2: You choose skill (Switch: PlayerTurn is ON during this) Common Event 3: Damage calculation. Note: If PlayerTurn is ON, it is enemy’s turn and vice versa Common Event 4: Enemy chooses skill (Switch: EnemyTurn is ON during this) Note: Common Event 3 is then activated which then leads back to Common Event 2. If you have multiple actors/skills, you’ll need a common event for each one. Let’s say you have two actors: Common Event 1: Sets all the stats (happens once during battle) Common Event 2: You choose skill (Switch: PlayerTurn1 is ON during this) Common Event 3: Damage calculation. Note: If PlayerTurn1 is ON, PlayerTurn 2; if PlayerTurn 2 is ON, it is enemy’s turn; if enemy's turn is ON, PlayerTurn 1 is ON. Common Event 4: Other actor chooses skill Common Event 5: Enemy chooses skill (Switch: EnemyTurn is ON during this) Note: Common Event 5 => Common Event 3 => Common Event 2 => Common Event 3 => Common Event 4 => Common Event 5 This loop does not end until someone has died (which is calculated during Common Event 3). Where do I insert the damage formula Common Event 3 is definitely going to be your biggest one. You must have a switch and variable for each skill. You can replace Skill ID in database for a variable #. If Variable 1 == 1 Fireball If Variable 2 == 2 Ice Ball, etc. Note: You’ll have to check if the enemy or actor picked skills x, y, or z. You have to check which skill the enemy/actor has picked because the damage calculation needs all that info to be accurate. Enemy AI You’ll have to even this as well. This is done by variables too. You set Var rand between 1 – 100. If below 10, they use skill x; if not, if below 20, they use skill y, and so on and so on. Those were example numbers; they can be anything you want. You’ll have to do this for each Enemy ID and for each Troop. A lot? I know right? Giving Enemy Skills You need one variable and one switch for each enemy. The variable is the enemy index during battle while the switch specifies what enemy it is; you could use a second variable for this to save on some room for switches If using variable, the variable ID’s # is the Enemy ID which you have chosen. Once you check that, you must have another variable for Skill IDs. This is used when creating Enemy AI. If variable is below x, variable skill = 1 which is fire ball. Common Event 3 checks that and use the damage formula specified by you. Organization with skills You can give skills their own common event might be better. You check to see who’s turn it is, then you add in the according data. If Enemy1 Turn If Var. Enemy ID == 1 If Var. Skill Used == 3 (damage formula) Else (etc., etc., etc.) The Database Do you know how IDs work for troops? You’ll have to do the same for variables. Each Troop is assigned a variable whose number is specified before the start of battle so the program knows what variable equals what. In the beginning of battle, you’ll have to specify the enemies and their stats. Each enemy must have their own switch or variable (I recommend variable). With variables, if the toop ID is 1, all you have to do is set Var.Troop ID = 1 (greater than or less than one) and set the stats for the orcs below it. It would be something like this (assuming there is only a max size of 3 in the game): If Var.Troop ID = 1 Var.Orcatk(1) = ? Etc.etc.(Set all the other stats) Else If (another monster) (Same as above) Each enemy (of the same type) don’t need different variables. Two Orcs can use the same variable but an Orc and a Lion can’t (unless they have the exact same stats). Debuffs/Buffs/Effects? MP Cost is a variable so MP Cost Rate is easy. EXP can be gained by a variable so EXR rate is easy. For the Constant Check Common Event, when setting the variables equal to Actor's stats you want a conditional branch to see if they are inflicted by x state (which can be used in battle by using the "change state" method on the 1st tab). Let's check to see if Actor has state, ATK Down". Note: You'll need a variable for every state. If actor inflicted by x state VAR.ralphatk -= # Else VAR.ralphatk = Ralph's ATK End If percentages, you would do If actor inflicted by x state VAR.ralphatk / 4 VAR.ralphatk = Var.Percent VAR.ralphatk = Ralph's ATK VAR.ralphark -= Var.Percemt Else VAR.ralphatk = Ralph's ATK End Within these conditional branches you'll need another one that checks a switch. It checks to see if it was checked by that particular enemy. You need a switch for each enemy per battle (# of switches need = MAX enemy in a troop in your game + number of actors). If actor inflicted by x state If Switch 1 is ON Jump to label: ATK down checked Else Switch 1 is ON VAR.ralphatk -= # End Else VAR.ralphatk = Ralph's ATK End label: ATK down Checked Calculate Turns That can be done using a variable that is calcuated during Comment 3/ Calculate Turns for ailments You'll need a variable (per state * (MAX enemies + # of actors)) Let's say ATK Down is active for 3 turns. If actor is inflicted with x state, If ATK Down Swtch is ON VAR.ActorATKTurns += 1 Jump to label: ATK down checked Else ATKDown Switch is ON VAR.ralphatk -= # End Else VAR.ralphatk = Ralph's ATK End label: ATK down Checked If Var.ActorATKTurns == 3 VAR.ralphatk = Ralph's ATK end I think I covered everything. If I haven’t, please tell me. This is a big system and it’s hard for me to remember everything.
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Well, well... Although i hated Enterbrain so much before but now i think they do hear & learn what people say Since much of things i had complained in this topic: http://www.rpgmakervxace.net/topic/26323-rpg-vxaces-defects/ "Does not support multiple platform, why don't have 2 battle systems...." now has been resolved in this new RPG Maker: http://store.steampowered.com/app/363890/ That why we should point out what they hadn't done well instead of keep prising them & say users was lazy to get some fan made scripts Absolutely get one copy when it released!
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Hello everyone! ^.^ My name is Ainor, ( In real life and on the forums ) And I made to post to say hello! ( Obviously ) I've been messing around with rpg maker vx ace, and most recently mv for a while, and decided to join the forums! I hope to make many friends on my journey through the treacherous waters of socializing, and hopefully not any enemies! Anyways that's about it for now! Byeee!
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Greetings oh great residents of this glorious site! Nice to meetcha! I've been using RPG Maker VX Ace for a while now and I didn't even know there was a forums XD The second I saw it I had to sign up, So I hope to meet new people and have fun! Likes: Spooooky stuff, Anime, Games, Food, Free stuff, People Dislikes: Negativity
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Hello everybody! My name is Rikifive and I'm from Poland. (= Working With RPG Maker Beginning... The very first RPG Maker I worked with was 'RPG Maker' for Playstation 1. There I was kinda introduced to the basics (databasing and some eventing), but nothing more than that. At first I didn't knew what that program is for, I just saw text, text, and more text all over the place. How my work looked like? Started new project > Made all database stuff > Started making first maps / story > back to database (improving stuff) > Abandon Ship (after ~150 hours) Further Progress? - Nope. The next RPG Maker was 'RPG Maker 3' for Playstation 2. This one was kinda weird, the whole 3D stuff was really clunky, but that was actually kinda cool. How my work looked like? Started new project > Made all database stuff > Started making first maps / story > back to database (improving stuff) > Abandon Ship (also after ~150 hours) Inspiration? Why am I here? I wasn't interested in making games anymore, but some time ago, I found a ponified RM game, that made me interested, so I started playing this. After more than 20 hours I managed to beat that game, the fun fact is, that game could be beaten in less than 1 hour, because there actually wasn't that much content - I just kinda enjoyed that and played very slowly. Sadly, that game was totally broken - it has many, many features, where 75% of them were just not used - useless spam, cheap effects. And then I thought: "If such a broken game was fun to play - then I'll make a game by myself! It shouldn't be that hard!" and that's how I was introduced to RPG Maker VX Ace. New, Better Experience. When I first launched RMVXAce, I got scared - This is the first time when I got access to the game's code. When I saw multiple walls of text, then I decided to run away and Abandon Ship right after the start. The next day I was thinking: "Hmm... There should be some info on the internet, let's give it a chance" and that's how I started - putting my first scripts, configuring, customizing them and slowly progress was being made. I never did any art, scripting and stuff, so all of this was new for me, but now - I'm capable of doing some UI, Pixel Art, and even writing my own scrips to change look of the whole menus - all of this ~ thanks to RM. Personality Basic Information I love to have fun and interact with people. Interests Games I LOVE LOCAL CO-OP GAMES! Playing games with my brother is the best thing ever. Other games I like: Sandboxes, Rogue-like, Survivals, Horrors, Hack'n'Slashes, Turn based RPG's. Console games (NES and PS1 the most) I like making my own stuff. I always had fun with in-game editors and now I'm able to make my own game! Music I love chiptune / 8 bit music (especially NES-like sounding). Movies I love animated movies like "Ice Age", Disney stuff and MLP apparently. I rarely watch some "normal" movies, though I do enjoy many of these. Ok, I think that's enough of me. Looking forward to interact with all of you! (=
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This has been numerous times, surely, but I want to know what games you consider to be amazing that you're pretty sure nobody has ever heard of. The difficulty here is it has to be a true underdog, which can be tough unless it was something that just plain didn't come out to the U.S. As this is my topic, I'll start. Adventures of Hourai High is an amazing, strange, quirky, and hilarious RPG with lots of really cool backend elements. The battles are fairly straightforward, but you can stumble across multiple people you can recruit and raise their affinity by spending points. Moreover, you can enroll your party members in extracurricular clubs that they learn skills from (anime, kendo, karate, or math club for example). Some of these clubs have requirements such as meeting a certain level or whatever to even join in the first place, but it's always worth getting the abilities they offer. The game takes place on an island that's basically one big charter school, but it's as ridiculous as it can possibly get. In a way, it almost sounds like an anime (I would not be surprised if it was based on one or if one was developed in response to it) and in general it's a really fun, oft overlooked title, probably because it was only recently fully translated by AGTP (probably about a year ago or so). Definitely worth checking out, but I want to know, what games do you know of that are true underdogs and why?
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Short and awesome cutscene or one that's long but better?
Lord Vectra posted a topic in Theory and Development
Which answer did you pick and why? Want to know before I start making cut scenes on my game. -
I may not look it, but I am a musician, here's some pieces I did :D
Hokobishu posted a topic in Literature Library
Best listened to with headphones Also, here is some of my other works So yeah, those are some pieces I did. If ya wanna use them, PM me, they are not a resource, but rather works of beauty that I am proud of. Feel free to critique, or anything really. I just wanted to share some things I did. -
I'm just going to post some of the things I've done both recently and maybe a few from the past I'm proud of. I'll keep this thread updated with new artwork as I finish it. All of my stuff is really grahpic arts, no hand drawn stuff cause I suck at that XD So this piece looks better as my facebook header. its shrunk down here to conform to image standards. Its a fun graphic that shows the characters in my game. There will be more of them, but right now I have 4 created. The blond haired man on the left is Alex Kingstead. The blue and grey haired girl on top is Arisa Leinev, the protagonist. The grey haired girl with a red streak is Ashley Suthland, another character. finally the dark skinned armored clad man is Desmond. My eventual goal for this graphic is to have each of my characters standing on one of the squares. These are the buttons I made for my title screen. I'm using a script from soulpour that gives it a fire emblem style title screen. anyways redid the buttons to this dark carbon fiber style and I think it came out nice. I would start work on the title screen splash image, but I still don't have a working title for my game so I'm going to sit that on the back burner until later. for now, its simply called Project l-31n3v (get it...cause the main character is arisa leinev...hahah I'm so clever)
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Hello world! This is my first ever blog entry, so hey guys... if there's anyone who would read this that is. Well, I better introduce myself by first saying that I have a strong interest in 3D animation as that's where I want to be in the future and so for anyone interested, here's some of that stuff - http://www.youtube.com/user/Flyingfoxenator Anyway, back to rpg... I just recently got VX Ace and joined this community so on my profile I'm classed as a newbie, yay haha. ...buuut I have had experience with the previous versions as well and I must say that Ace is such a huge and awesome improvement, thankyou so much Enterbrain So of course I've been playing round with all their new features (yea I know, it's like a year old now, but new to me anyway). Everything about this program is just mouth wateringly good :'D Then after coming on here, I've just been looking up all your guys awesome scripts. Still haven't quite played round with those yet (also please don't mix me up with a scripter... sure I understand it, but I can't write any myself... yet). One of them was Khas Awesome Light Effects script (http://www.rpgmakervxace.net/topic/1003-khas-awesome-light-effects/?hl=khas) Now for some reason I looked at it and thought meh, then carried on. Later on, I saw some images on deviant art on lights and saw things I hadn't even seen or thought of before that would now change the way I use RPG Maker. I had always avoided night scenes, probably because I couldn't get the lighting to look as good as it did during day. but after seeing these images, I figured I would first draw out the scene in RPG Maker, then printscreen and edit in photoshop to transform it into night. So that's exactly what I did for my first test below. I then created a tile set out of that. Which technically is just that image spread across the space of a tile set. and during the process of this, I looked back at Khas Lights, and just realized how awesome they really are... so yea, I can understand why awesome has to be in his title lol. Just the way the shadows move is incredible, thanks Khas! So just thought I'd post the demo. Enjoy guys, I really hope you give this a go as you probably won't regret it haha - http://www.mediafire.com/download/30sjy2uuph2tbu5/Project_Day-Night_Demo.exe If there are any major glitches or anything in the game (as this is my first post of uploading a game etc.) please do tell ...especially because those doors are quite messy, event wise. Also, I know this probably isn't the place for requests, but if anyone actually does have any requests, please give me yell as I might just be able to help. I can do everything in this program but scripting and composing music/sound effects. Credit All the script credit goes to Khas. Also all his lights in that folder and used in the demo are his. - http://arcthunder.site40.net Everything else was created by me. You can do whatever you want with this (not sure what you would do with this, but hey) ...just credit me if you can be bothered, I would appreciate it, thanks. Enjoy
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So I finally finished the map of the starting town, I believe that there is nothing more that could be done with it, that's my opinion however, which is why I am asking for feedback. I want to know, is there anything more I can improve on? Is there something that should be there that isn't? Or perhaps there is something there that shouldn't be there. I know that a lot of you will critique the way the buildings were designed, but I did that because I wanted to do something unique. I didn't want to have the standard building with a front facade, I wanted players to actually read the signs, I mean come on, who reads signs these days? Any ways, here they are
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Hatsune Miku Charset - Need Opinions! (First Time Making Pixel Art)
Skar posted a topic in Artwork Gallery
Hey, Skar here. I noticed that there were no "good" Vocaloid sprites our there, so I've decided to try my hand at Pixel Art. So without further-ado, here's my attempt at making a Hatsune Miku charset! Please, give me opinions and advice! If I did really good, I'll make the other Vocaloids too, and even the UTAUloid Kasane Teto. EDIT: Totally forgot her sleeves. Didn't realize it until I woke up the next morning. xD -
I've been working really hard doing portraits for my client's game. It's really fun and enjoyable experience. Sometime though I get a little time to myself and draw something for me So here it is. http://arcticfox223.deviantart.com/art/Hinoki-Sai-379105747 Check it out. It's Hinoki Sai from the Anime Betterman! I always liked the show and wanted to draw Hinoki cause she was so @////@ hot. Haha. Anyway check it out and check my shop out. I'm currently really busy with commissions but be sure if you commissioon me I will get it done .