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Found 13 results

  1. Hey, today I'm asking your opinion for something that I was planning to sell, but I didn't because I thought that it would be a better idea just to know your opinion, and what should I improve: There are over 50 creatures which I've been working on the last 4 weeks, I hope that you like them and give me your opinion so I can improve more. EDIT: With many edits, maybe you could use this in RPGMaker for side view, even though they are not intended to be used for that. If you can't use it, at least you have the idea of how creatures can be.
  2. Hey folks! It's time we fight Dark Bowser. You'll have to injure him to get to Fawful, in which you'll need to destroy his body parts to actually damage the dark star. Or, would you rather face the core that guards Venom, only opening its weak spot once you destroy the three energy balls? That's my setup for an idea of a boss. In terms, the Defense/Offense/Magic Drones are a three-way boss, which need to be downed by defeating the Shield Pulses first. Is this viable as a good boss? Or should I do a setup where some of the bosses had to be defeated only when certain conditions wee being met?
  3. Hey folks! I just have a small but interesting question to ask. If it better to play boss' battle music through a cut scene and into the battle? Or is it smarter to wait until the battle and then play the theme.
  4. lonequeso

    Unique Bosses

    One of my favorite things about RPG's are the boss battles. I like them because generally, they're not something you can just spam the same skills over and over to beat. They force the player to actually stop and think about what they're doing. This post is for those bosses. The well thought out ones that require more than "attack "attack" "heal" "attack" Repeat. I'm curious to see what unique challenging bosses people have come up with. I'm working out the fine details of one myself atm the moment, too. I'll show you mine, and you can show me yours..... ...that came out all wrong NOTE: At this point in the game the player will have 10 actors in the party and can switch them in battle. There's a five turn cool down before they can switch again so they have to be cautious. I was having some fun recently with some of Thazlon's Battlers. He was some Goos, basically bigger slime that have some facial features (eyes, mouths, etc.) He has a "Goo King" that I'm using for a boss. He is surrounded by his loyal subjects: 2 "Goo Knights" 2 "Goo Mages" 2 regular "Goos" They are fiercely loyal. The very first turn the King uses a skill that gives the knights and regular Goos a special cover status using Hime's Cover Conditions. They cover only the King regardless of his HP. So to get to the King, you have to eliminate the 4 enemies covering him first. This is easier said than done, of course. All the Goos in general aren't particularly hard to kill. By the time the player gets to the fight, they should know some of their elemental weaknesses/resistances thanks to the Ace Battle Engine. Problem is, the regular Goos can heal their allies. The King can also fully revive dead allies, and can and will use his special "Cover" skill throughout the battle after "X" turns. I'm going to have it so he does that only 1/3 of the time when an enemy is dead. Otherwise, it'd likely be damn near impossible to win w/out leveling waaayy up. The King also likes to buff his and his subjects' DEF and MDF. The Mages can silence the player's party, too. Fun fun But wait! There's more! After the fifth turn the King summons his "Court Jester Goo." Yep you read that right I'm playing with his specific skills/parameters atm. Stat wise he's fairly weak, but he is very hard to hit with magic or physical attacks and almost impossible to crit. He won't Cover the King. He does use a fun Provoke state I made. It works like Confuse, but the Restriction is set to "attack an enemy" It also puts "Provoke" on the Jester, so the afflicted will be more likely to target it. He probably won't have any damaging skills, maybe just the basic "Attack" skill so he's not spamming debuff and status conditions. There's lots of obstacles to stop the player from damaging the King. While the player is dealing with them in the early turns, they are sure to notice the King heals HP and MP every turn. HE is vulnerable to two different damage over time states to counter that. Even after you eliminate his defenses, he can revive allies, so you have to be ready to eliminate the ones that can Cover him again. Devious, no? The most fun part of this is the complete lack of backstory I provide the Goos. I want to have a very fantastical feel with it. I offer no explanation to how this society of Goos came to be or why they live in the cave they live in. All they player knows is for some reason they're protecting the mineral you're trying to collect. And that's after the battle. It's all up to the player's own imagination How'd ya like it? I can't wait to hear some other people's ideas.
  5. In my current game project, one of the optional bosses, Xea, a giant spider that shows no remorse as she pounds your face in, is guarded by three shields. Now, that seems simple: Beat the shields, and attack her, right? Nope. Those shields are colored, affecting the entire outcome of the fight. Below are some of the basic colors and outcomes: Red causes the attacking ally to be burned and no damage to be dealt. Yellow reflects all spells that hit it and causes all damage to be 0 to its team. Blue blocks all physical damage, making it 0. Black causes a curse state, which kills you in 2 turns. Also blocks damage. Purple poisons the attacker, blocking any damage dealt. Shields may also reflect a gem/stone color: Ruby- When attacked, it negates all damage and enrages an enemy. Sapphire- When attacked, it swaps the attacker's DEF to -10 while boosting its entire team by a 10% DEF boost. Jade- When attacked, the attacker is forced into sleep for a few turns. Granite- When attacked, damage is negated and the attacker's next two turns are controlled by the shield. Amethyst- When attacked, the attacker is blinded and damage is blocked. The shields change color turn by turn, causing you to have be constantly guessing the right thing to use. The way to beat these shields is to use the opposite of their defense. For example, using a revive-based item/skill/spell causes the black shield to die instantly. What are your thoughts? Are they too overpowered? Should they have some other ways of damage? Should there be more colors, and if so, what would they be and what would be the outcome? Thanks for the feedback!
  6. I've made a Boss fight that is pretty simple and I've made it so the Boss calls in a reinforcement when it HP is low. I want to have the battle end when the Boss dies even if the other enemy is still alive, I've tried aborting the fight when its HP is at 0% but this means that the player gets no XP and even if the reinforcement was killed the battle would still end with no XP if the player wins. Is there an easier way to do this?
  7. Welcome to Boss Rush! Here the whole community can test their skills to kill as many bosses as possible. Rules [●] Posters have 100 Maximum HP and 15 Maximum MP. [●] Posters automatically regenerate 1 MP each turn. (post) [●] Posters have 4 commands: Attack, Fire ball, Healing and Drain. ├→ Attack deals 1 damage. ├→ Fire Ball deals 5 damage, costs 3 MP. └→ Healing recovers 5 HP, costs 3 MP. └→ Drain deals 3 damage, heals 2 HP, costs 3 MP. [●] Boss attacks once per day (I'll take care of it, since I'm online very often) and deal damage to posters. (Around 12 PM) [●] One poster cannot double post (obvious) or else Game Master kaz will come and will kick you from the server. (= [●] The next Boss will be tougher than the previous one. If Boss is killed, please wait for next one. [●] Posters will acquire item every Wednesday, Saturday and killed Boss. item will be randomized based on randomly generated number. The item can be: ├→Health Potion - Restores 20 HP. (40% chance) ├→Mana Potion - Recovers all MP. (30% chance) ├→Elixir - Restores 10 HP and 10 MP. (25% chance) └→Unique Item - ????? (5% chance) [●] Don't be afraid of making maths errors, it's fine if that will happen ~ we're not robots, so we can make mistakes. └→ If someone will make such an error, feel free to correct that, it'll help everybody. I'll keep an eye for errors myself. (= [●] If someone is breaking the rules, please ignore that / these post(s) and refer to the post above. [●] Rules may change anytime, to balance the game or fix bugs. Example Example Beginning Stats 47 / 100 6 / 15 24 ---- Next post (Copy, Paste & Edit post above) - Boss took 1 damage! 47 / 100 7 / 15 (Remember to regenerate 1 MP) 23 (Because he took 1 damage, that's obvious) ---- (Highlight and copy one of these icons) Next post (Copy, Paste & Edit post above) - Posters recover 5 HP! - 3 MP. (Paste the icon here and add some comment) 52 / 100 (Because they regenerated 5 HP, obvious) 5 / 15 (- 3MP, due to using skill; Remember to regenerate 1 MP) 23 (Nothing happened there) ---- * If you can't see the images, then you are allowed to use this pattern (or at least, do something similar): [Healing] - Posters recover 5 HP! [Posters][HP] 52 / 100 [MP] 5 / 15 [_Boss_][HP] 23 [Commands]-[Attack (1dmg)]-[Fireball (5dmg; cost 3MP)]-[Healing (recovers 5HP; cost 3MP)]-[Drain (deals 3 damage, recovers 2HP; cost 3MP)] Please follow these patterns, it makes everything easier to read and lets others easily get necessary information. And that's all. Nothing else. If you have any suggestions, feel free to say what you think. Please use gray color for these messages. Chatting, lol'ing etc. is allowed here. Please use gray color and keep your messages short. Thank you. Posters Defeated! RESULT Boss Kills .................................................................... [ 5 ] Party Members ............................................................ [ 7 ] Most Active Member ................................................... Rikifive [ 85 Turns ] Least Active Member .................................................. Shantae DiLeo [ 8 Turns ] First Strike ................................................................... AzureFlame97 Top Killer ..................................................................... thejaxinator03 [ 3 Kills ] First Kill ....................................................................... EpicFILE28 Team's Barbarian ........................................................ Rikifive [ 116 Damage Dealt ] Team's Druid ............................................................... Rikifive [ 165 HP Recovered ] Potion Drinker ............................................................. Kirikaz & thejaxinator03 [ 3 Items Used ] Berserker (Top DPT [Damage Per Turn]) .................. EpicFile28 [ 3 DPT ] Flower Lover (Least DPT) .......................................... Takeo212 [ 1.23 DPT ] Total Damage Dealt .................................................... [ 336 ] Total Damage Received ............................................. [ 428 ] Total Health Recovered ............................................. [ 315 ] Items Used .................................................................. [ 9 ] Statistics
  8. Well... This is RPG Maker related forum, so let's have an RPG battle! Rules have changed! RULES The BOSS has 1000 Maximum HP. We have two Actors: Eric and Natalie; both have 100 maximum HP. Each turn (post) both actors take their moves. Both can attack, use skills, spells and buffs. Avoid casting OP skills/spells/buffs, keep this game balanced. Also, our actors have HP REGENERATION, which recovers their HP by 1 each turn (post). Since real-time battle cannot be simulated: I will act as the BOSS once each day, no exceptions. His skill, damage and target will be randomized by Random Number Generator. Boss has two skills: ATTACK & FIRE BREATH. ATTACK: Deals 10-25 damage to one actor. FIRE BREATH: Deals 6 - 15 damage to all actors. Only Natalie can heal actors. Still for very low amount ~6 in total. Adding more characters is prohibited. Using OP skills, spells and buffs is prohibited. By OP I mean "Eric uses invulnerable buff - they don't take any damage for 5 turns! OR "Eric uses Fiery Fart! - Boss took 100 damage! Actors damage is very low. They can hit for around 1-5 damage. It's a simple countdown game with RPG elements. If you notice someone breaking the rules, ignore *OP* stuff or his/her post. Don't push that further. Let's see how far we can get. LET'S CHECK THE POWER OR THE RPG MAKER VX ACE COMMUNITY! Maybe if we kill that boss we'll get experience, so that making games in RPG maker would be easier for us. --- LET'S FIGHT! --- > BOSS ATTACKS! > HERO TOOK 25 DAMAGE! [bOSS HP] 1000 [HERO HP] 75 > YOUR TURN!
  9. Nathan Pringle

    battles RPG Addictiveness (Part 1)

    Hey guys, so there's something that a lot of people ask about and that is how long battles should go for, and specifically boss battles. How long should the player have to play for? How many times should they fail before they succeed? First, let me get a bit sciency behind this. (skip to the second to last paragraph if you don't wanna learn sciency stuff) I was inspired to do this from a recent episode of an internet show called Game Theory (you should check them out if you've never heard of them. Some brilliant topics on there). Most RPG games revolve around the battling, and what strategy you should take when battling. Of course, there are puzzles and things like that, but I would argue that most RPG's revolve around the battles themselves, especially in any of the RPG Maker developed games. Now, let's put you in the players shoes right now. Have you ever been hooked on a game, wanting to play it over and over until you beat it? You probably want to recreate that feeling, right? You should. That should be everyones ultimate goal. The method I use is something I call the Story and Rewards method. I'll create something more in depth about Story at a later time, but for now, let's go over the entire concept of this method. When you play a game and you finish a level you feel yourself getting a reward of a chemical in your brain called dopamine. Dopamine is your happy chemical. When you first start playing a game and you watch yourself rush through the levels, that's dopamine making you feel all strong and powerful. You can't keep that forever though, because that's one of the most boring games, just slashing down everything you see without a second glance. But why is that? Why is it that when you start, you like feeling powerful, but when you have a game where you're only ever powerful, you find it boring? It's because of desensitization. When you keep getting dopamine from the same thing, you eventually stop getting the same amount of dopamine. You need something different to stimulate the dopamine to come back out. That's where the Story and Rewards come in. Now, let's go back to your experiences. You know when you keep dying on that boss (which is so totally unfair because they keep on killing your healer in one shot)? And then you get that build up of excitement when you are about to beat it? That's your dopamine building back up. When you eventually do beat it, your brain gives you a big surge of dopamine to feel better. But for some reason, that big surge keeps happening despite killing bosses over and over again... Why is that? Well, two reasons: 1 - You see yourself overcoming a challenge you've been working towards for a while. 2 - They alternate the Rewards with the Story. You see, you need a good story (again, I'll write a new one if you happen to want to use this strategy and don't know where to go with your story) to go with the battles. So, the way I generally do it, is I put a major part of the story after each boss battle. Now, that doesn't mean put 75% of your story after each battle. That's impossible. What that means is that you should put a cliffhanger at the end of every boss battle for your story. So, I'll give a little example. You just beat down the dark knight, and you finally see your princess. For half the game you've been looking for her and you're running up to her for a big kiss. You feel all excited because of the dopamine surge you just got, as well as the fact that the story is giving you a different source of dopamine. Then the bad guy comes in. You feel worried. Your character argues with him before he kicks you away and runs off with the princess. There's no more story progression after a couple lines about having to follow him and get him back. Then you're back adventuring. You generally have three sources of dopamine in games, which are the story, the dungeon/boss combo and the adventuring. By doing this, you have just satisfied two of the three major categories of dopamine in your players game, as well as left them wanting more from the story. They are now back adventuring, something which, if your dungeons are created correctly, they haven't done in a while. When you return to the story, your brain now actually gets more dopamine because it was left on the high note, but here's the kicker: if your player doesn't spend long in the dungeon/boss combo, they won't get the dopamine high leading up to the story, and your story won't be as effective as a result. So how do you get a good dungeon/boss combo? In the beginning, your dungeons should be quick, bosses should be easy. This gives them that invincible feeling, and don't get too big with the story. Say we're going for ten dungeons. After one or two dungeons, you should start making them difficult. Suddenly, the player who previously ransacked the spiders nest and made a species extinct is having to go against goblins, and then got defeated once or twice! Now it's on. After that dungeon, you should slightly ramp up the difficulty with each dungeon. Make them more puzzling while making the monsters and bosses more difficult to kill. Get the player more and more excited with the story at each stage, and at the end, make sure that they are really working for their grand finale. Personally, I find that my final dungeons take 30 minutes - 60 minutes to complete if playing non-stop, and that's not counting their final boss. Also, for a final boss, I personally wouldn't let them get away with just one. Make them get that burst of dopamine as your dark knight falls to the ground, but watch as it turns into even more determination as your dark knight turns into a ghost and puts even more on the line. Again, this is only one method of doing it, and there's no one correct way to do it. I, personally, like playing with the emotions of my players and that's the way my styling tends to move towards. Play around with this strategy and see if you like it. Again, I'll be posting another tutorial with the story part of this attached. Keep an eye out for it, because it will be having some pretty important information for this style. Read Part 2 Here: http://www.rpgmakervxace.net/topic/26209-rpg-addictiveness-part-2/
  10. SpookyMothman

    eventing Enemy KO Battle Events

    This might be common knowledge by now, but I didn't see this in the Master Tutorial List, so I figured I'd make one. Have you ever wanted your boss to have a dialogue before it's defeat, or to die in a spectacular and cinematic fashion? This tutorial will allow you to start an event upon defeating the boss during the battle scene. No scripts necessary! It's really simple, too. I promise. First, we want to make a state. You can do all sorts of fun things with states, but for now, we'll make an immortal state. This should be self-explanatory. The only thing to notice here is the Feature "State Resist: [KO]". #1.1 KO, Death, whatever you want to call it, this will keep the enemy from dying. Their HP will stop at 0, but the enemy will stay alive so long as the state is active. This will be important later. Now, let's head over to Troops and make our boss battle. Say hello to Gameover Dragon. Actually, don't. He's kind of a huge jerk. There are two major points here: #2.1 [Condition: Turn No. 0] and [span: Battle]. These settings will make it so that the event will take place immediately upon the battle's start, and it will happen only once during that battle. #2.2 @>Change Enemy State: [1. Gameover Dragon], + [stop Death] This will apply the Stop Death state at the very beginning of the battle. This won't be a noticeable effect to the player; the battle will play out normally until the next step. Okay, so he's immortal. So what? He's still a loser. After you've slapped him around a bit, you deliver the finishing blow! ... except we still have a bit of a problem here: he can't die. Unfortunately for him, we can fix that. #3.1 [Condition: Enemy [1. Gameover Dragon]'s HP 0% or below] Like I said earlier, with Stop Death active, Gameover Dragon's HP will be able to hit 0 without him dying. This is will cause this event to start as soon as his HP reaches 0. #3.2 @>Change Enemy State: [1. Gameover Dragon], - [stop Death] This will remove Stop Death. Gameover Dragon has 0 HP, and now with Stop Death removed, the KO state is free to kick in. And it will. BONUS You can do anything you want here. Play some animations, have some dialogue... whatever! Everything between the boss's HP hitting 0 and having it's Stop Death state removed will play out like a normal event. So make it flashy! Experiment a bit! Congratulations! Collect your EXP and make yourself a cooler boss than Gameover Dragon! EDIT: Okay. I'm a butthead for posting this without noticing the problem it has. What happens is, after the battle, when the screen is fading out, the enemy's sprite starts to appear again. There is a workaround for this, but it's pretty silly. We need to stop the enemy's sprite from showing up like that, so we need to make another enemy. This will seem weird, but we need to make an enemy for the dead boss, and we'll need to make a blank enemy. So yeah. Things will get pretty goofy from here. For the sake of the example, we'll refer to the dead boss as "DEAD", and we'll refer to the blank enemy as "BLANK", because this will get a little confusing. #4.1 Collapse Effect: Not Disappear This is just to keep the collapse SE from playing when this one dies. #4.2 For some reason, you'll have to make DEAD drop the EXP and stuff, instead of the actual boss. Hopefully it'll make sense eventually. Unfortunately, you'll have to make one of these for each boss. #5.1 Collapse Effect: Instant You could also do [Collapse Effect: Not Disappear]. So long as it's not the default or boss collapse, you're good. I'm mostly sharing this image to show you BLANK. Finally, the culmination of all this wackiness. You'll have to add DEAD to the troop. #6.1 Appear Halfway. This will hide DEAD until you want it to appear. If you don't want to screw up the boss's position, you can move it up a few steps, do what you need to do to DEAD, then move the boss back to it's original position. #6.2 Weird eventing nonsense. Let me preface by saying that I don't know how or why this works. Apparently, VX Ace has some strange quirks to it. Before the enemy dies, you'll want DEAD to enter the battle. This way, the boss can die without the battle ending immediately. Remove Stop Death from the boss, and then follow it with 60 Wait frames. Otherwise, the collapse effect will be cut off. For some reason, enemies can be transformed even after they're dead. We're going to do that here, by turning good ol' Gameover Dragon into BLANK. We'll then kill DEAD to simulate the actual boss dying. This is just what I found that worked. There could very easily be an easier, more efficient way to do this. I feel bad about how crazy this is, but I hope it's helpful. Gameover Dragon got his revenge from beyond the grave.
  11. devonm0

    Boss Gameplay

    Before I get to the body of this topic, if I am not allowed to present gameplay samples here then I am sorry for not knowing. Now, two things to point out. First, the sample uses the DBS, but I don't think I'll be sticking with it because it's kind of inactive. Second, the game title displayed on the title screen is a working title. So anyway, hopefully this is in the right place, but either way, here's a link to download the sample. Obviously, like anyone else posting here I'm looking for feedback, so if something seems wrong, off, or otherwise weird don't hesitate to mention it. Edit: I think the topic title makes this obvious, but for those who don't get the right impression from it, it is just a battle and nothing more. Edit 2: Well since it seems that the file somehow got infected, I'm taking it down until I can figure out what happened. Terribly sorry.
  12. So while I've recently started working on a Boss Design (and How to Implement Complex Boss Encounters) tutorial and while I was writing up my outline for it I came to a cross roads: Which is better for an RPG, easy bosses that allows the story to flow uninterrupted or difficult bosses that pose a serious challenge for the player? On a related note, how much challenge is too much? If the player ends up failing once or twice at the "recommended character level" is it too difficult for a challenging boss? What about 5+ times? Are there situations where one would be better than the other, with the exception of a final boss ALWAYS being a difficult boss? Now, I'm not talking about the kind of challenge that you can merely bypass by grinding out a ton of levels. What I mean when I say "challenge" when I talk about a boss is its complexity and how easy and difficult it is to learn the appropriate strategies to defeat the boss. Not "Aw man this boss kills me too fast!" but rather "Aw man this boss 1 shots me when I allow him to charge up his attack without interrupting it!" type of challenge. Anyways, I was wondering what the community's preference towards boss battles? Are there any boss battles that stand out in your memory as particularly entertaining or rewarding? If so, why?
  13. HyperFlash

    Lava Skull Boss

    here's a Boss battler since i don't see anywhere i could put the battler images in the gallery also the skull used on it is from this link http://www.gomediazine.com/downloads/free-exclusive-resource-jimiyo-skull-reference-photos/
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