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Found 28 results

  1. Twice Upon A Time (v0.1.1)

    Twice Upon A Time Latest Version: v0.1.1 Made in RPG Maker MV. Available for Windows. Current Gameplay: ~2-3 hours. Genre: RPG, Fantasy Download Now! Ending Notes: I appreciate your time for reading this thread, trying out my game, and any feedback you may provide. You're the best!
  2. Mechanics and Features

    Heya Folks, Saturn here! I'm going to be using this entry as a record of gameplay features that may or may not be implemented as I progress with my project. This will include anything from combat and looting systems to enemy and NPC interactions and so forth. Keep checking back as I will be consistently updating this list with more features. Gameplay Features ~Combat~ Morph system Because of the main character, Trelin's, nature as a "morphling" she is able to change all or part of her body to suit her circumstances. With the capability to copy characteristics she's encountered in her travels, the player can equip new "forms" and "traits" that Treilin can use to survive her journey. Some of these changes and transformations are suited for a variety of situations, allowing the player various options for enduring the different trials Treilin is confronted with. Examples of different transformations and traits that can be used include: Chameleon Trait - By adjusting the chemicals in her flesh, Treilin is able to alter her skin tone and texture to closely resemble her surroundings, allowing her to evade visual detection by enemies. Quadruped Form - Treilin shifts her limbs and joints to take on a four legged form, giving her superior speed but decreasing her dexterity. Duplicant Form - This form lets Trelin temporarily divide herself into two independent smaller bodies, giving her increased dexterity and evasion, while decreasing her overall strength and constitution. More Coming Soon!
  3. All right, so in my current project, I've got a rather large emphasis on the integration of the storyline with gameplay mechanics. My big question is, when does the integration of story come at the detriment of gameplay? Where does one draw that line? Looking at the mechanics I see as potentially problematic in my own project, we have: 1) A crafting system becoming necessary and items being rather scarce from beginning to end, with the most mobility to get good items from NPCs being at the very beginning of the game when your characters have the highest status in game. As the game progresses and your characters become fugitives to varying extents, items and shops naturally become more scarce, and avoiding the guards becomes something that must be dealt with. Does this make things too difficult, or is it a good way of making the situation feel more real? 2) A combat system where "Will" takes the place of what is perceived as MP, and every action is based upon a character's will to fight in battle. Each combat action, from guarding to attacking to skills, takes a certain amount of Will to use. The only thing that restores Will aside from items is Waiting for a turn, which restores anywhere from 2-5 WP. At certain points in the story, characters will enter battle with their Will sapped or completely gone due to their utter lack of willingness to fight this particular battle or tactics by the enemy. A character without any Will is basically unable to concentrate and act until they've gotten some Will restored. Is this something that accurately reflects the psychological state of the characters, or just a really annoying mechanic that will have people shutting off the game in frustration? This is the quandary I'm having here. Any feedback I could get on this would be great.
  4. This is a story and gameplay idea for an easy, relaxing Non RPG game inspired by Proteus and NightSky. https://soundcloud.com/simondlseamusic/dragonfly-night-main-theme-go-with-the-flow One night, a tired, overworked and chronically insomniac man--desperately wishing for a good night's sleep--saw a dragonfly perch on his windowsill. It was taking refuge from the intense summer night's heat in the cool breeze. The young man stared intently at the glowing creature, the little guy staring right back at him, as if it knew what was going on. As the dragonfly fanned itself, its unearthly glow lulled the man to sleep and he began to dream... The game takes over as you controlling the dragonfly. Again, this is NOT an RPG nor ADVENTURE game, so this may not appeal to everyone. The gameplay is pretty simple. You have several worlds in the game and in each world are several levels and a few unlockable bonus levels. You start at the beginning of each level (which will take you through different areas, including 2D sidescroller-type areas) and end at each level' goal. (I'm trying to find a scorekeeping system, if it exists in MV, I may make the jump from Ace. ) You can fly over water, small gaps and such. The CATCH, though, is that you lose energy as you fly... and when you run out of energy, you must restart the level. (You don't die here. Again, it's an easy, relaxing, hopefully calming game with soft music, ASMR-type sound effects, easy graphics and smooth gameplay) To replenish your energy, you eat small bugs and plants. Now, here's the idea I had for the story after the game started. Very simple. Dragonfly is a spirit creature sent to give the gift of sleep to tired, overworked or just plain fatigued... As it journeys across the lands, it encounters various creatures of the forest, mountainside, high desert, plains, oceanside and more. Dragonfly manages to help the other creatures as well. But what can a tiny little dragonfly that doesn't even talk do? You'd be surprised by how your mere presence can affect someone else, whether for the better or for the worse. Also, everyone on this planet needs energy to survive. As dragonfly, you'd be able to take salt to certain animals who need it to survive... perhaps some water. Who knows? I'd like to have a system with a score, tallied depenng any small bugs you squashed or food sources collected. This is all I care to divulge at the moment. Feedback is welcome. Suggestions are welcome. I will listen and take in advice. Thanks for reading!
  5. So I'm making your average JRPG, intensely story-based, but I'm really worried that there's no point in battles & gameplay. Oftentimes, when my friends play through it, they just want to skip the dungeons and battles and get to the next part of the story. I don't want to sacrifice story, but I want gameplay to be fun and interesting and rewarding. I'm a big fan of Final Fantasy, and it has some really great leveling systems and gameplay. Bravely Default brought back the Job System (which, unfortunately, wouldn't work in my game even though it's a tried and true system -- my characters are kind of locked in their classes); FF2 had a cool leveling system which focused more on the weapons & ability to use them, etc. FF7 had materia, FF8 had GFs, FF10 had the Sphere Grid, etc. It all had interesting things that you had to work for. Right now my game is just "level up through exp, learn abilities at certain levels, buy weapons at stores, etc." Nothing new, nothing really exciting, really standard. I've been thinking of doing something a little inspired by Final Fantasy: Record Keeper, the mobile game. It's obviously very addicting, and what makes it addicting is it's system of upgrading weapons & abilities. You get weapons by luck (which kind of sucks -- I'd prefer a store or some sort of synthesis system), but the orbs is what really sells it. You get orbs of different potency and elements, and once you get enough, you can make an ability. It's the whole "find things to fulfill the recipe" system, but it works. Trails in the Sky does something similar, as well. I guess I'm just searching for ideas in general. I like the idea of weapon synthesis, but I'm not sure if I want to go full FF8 where you can only upgrade your original weapon like 4 times in the whole game, or if you can get a ton of different weapons, but you have to synthesize them. OR would that be too difficult? So far my players have gotten enjoyment out of just buying new weapons & equipment and getting stronger that way, but I want to have something to work toward, some amount of customizability. But I also can't have something totally free-for-all like the job system. Then there's also the FF9 system of learning abilities where you have to have a certain weapon equipped until you learn it. Point is: there's a lot I can do, I just have no idea where to start, or what makes the most sense, or what will be the most engaging. I'm sorry if this is confusing, but I really do want to find something that will work and make the game fun to play, rather than just a visual novel with sprites. If it helps, the style of the game is pretty similar to FF8 but a bit less modern. Only some people can use magic, most people are physical fighters, there's an emergence of technology but it's not big yet, etc. So synthesis could make sense, but it would be more like "3 bat wings, 3 beast fangs, 3 bird feathers = sword??" That kind of deal. Basically I'm just not sure where to even go, and just need some ideas. I appreciate any help at all! I just want gameplay to be fun, but not too intense that it takes away from the story, and makes sense within the world. Thank you!!
  6. Party limit

    I've noticed most RPGs limit the in battle party to four or five, but is it possible to have more than that without scripting in RPG Maker VX Ace? Furthermore, would it cause a drop in framerate or other technical issues? I didn't see another topic on the forum about it, so I thought I would ask
  7. I have a decision to make, and thought I'd get some feedback from the community. At a particular point in my game, the character(s) need to reach, what is essentially another continent. They have two options: take a southern path through the mountains, cross some arctic tundra, and finally cross to other continent over a land bridge formed by ice (like once allowed people to travel into what is now Alaska from what is now Russia); or they can travel by ship, (which would be at best, as difficult as say Columbus' voyage, as the level of technology in my world is similar to Earth around that time) which requires a visit to the capital, where one of the characters is a wanted man. So the player will have a decision, and I have to decide exactly what the results of that decision really are. As far as the story goes, I've got that. So let me explain my dilemma. I'm not sure if I should allow the player to actually choose, and have two completely different story arcs for that phase of the game, that will then come back together at a common point. This would mean to see both story arcs, someone would have to replay the game (or from a save just prior to the choice) and choose the other method of travel. While I'm fine doing the work to make that possible, some people are disappointed when they have to make choices like that, where either choice makes them miss out on certain story or gameplay elements. Another option would be to force them into choosing one (by never asking, have the characters decide) and having that method not work out, and so they end up having to go the other way. This would allow for both story arcs to be seen in a single playthrough, but makes the game more linear and limits player choice. Having the player be able to do one, then come back and do the other makes no sense from a story standpoint, unless it is as I described above where they attempt one method of reaching the continent, but it fails and so are forced to try the other. So which option would you prefer? Do you have other suggestions? I'm also a little curious on your opinions related to open world versus linear in general. Games like The Witcher 3, with massive open worlds are fun to explore. However, thanks to modern graphics, the environment itself is immersive and interesting. RM games simply don't have the option to make a world visually as immersive. Further, while the stories to many of the side quests in The Witcher 3 are amazing, the open world setting, to me, detracts from the main story. What I mean is, like in many games, the hero is trying to do something, and he's in a hurry, and yet I can wander the entire world, sleep with an old acquaintance, slay some random monsters, find someone's lost soldier son, etc., so as a player, I completely lose the sense of urgency in the story. That makes me care a lot less about it. So I love playing The Witcher 3, but I love playing it because the side quests are so good, the main story is decent, and I enjoy the general gameplay. That's all well and good, but what about a game where the main story is not meant to be relegated to the sidelines? In my game for instance, the characters are not trying to save the world, and are in general, not on a strict timeline. However, they are trying to accomplish things that are important to them. So while I don't have any "please find my missing dog, sir" quests in my game because I hate them, it still doesn't make sense to allow the player too much freedom. For example, one of the early towns, after leaving, the characters would have no reason, from a story standpoint, to return. It seems silly to allow the player to, as if the characters were making the choice, they certainly wouldn't go back. I do allow the player to determine what order they do certain things in, but currently, most areas, once the characters finish the relevant story aspects there and move on, they don't, and can't, go back. What are your opinions on this type of gameplay? Do you prefer a very open world game? If yes, do you think RM games are well suited to such a style? Do you think linear gameplay is fine as long as some choice is included? Do you have any ideas on how to strike some sort of balance? How are you dealing with this in your own games? Thanks in advance for the feedback, as I'm sure I'll get some great responses! *Completely unrelated, but here is a very interesting article I stumbled across when I happened to wonder what would be the theoretical flight ceiling for dragons. Dragon Physics
  8. Level Grinding

    Hello, So I was making my game and I noticed that my players might have to level grind a few levels before defeating a boss battle ahead. What I was wondering was, do people think it's bad that a game makes you level grind? Do you think that your level should be just fine if you do everything possible in the dungeon? I honestly enjoy level grinding, especially when lets say my level is 11 and to defeat the boss I need to be at around 15 I'd gladly go and battle some more and hone my skills. What do others think? Would you rather not level grind? Would you rather base it all on strategy? I feel my game is going to border on both but I'd like to know my friend's opinions Over and Out, Knighty
  9. Well, that's it. Which RPG style would you - or are you interested in - playing?
  10. I think the real hallmark of a great game is when it managed to tell a story and pull the player in by using gameplay. Games like Spec Ops: The Line[ get that perfectly, while games like The Order: 1886 miss it completely. What are your favourite gameplay elements to tell/make a story with? There's combat of course, which is a staple of an RPG, but then there's also choices. Like, you can only unlock certain abilities of your allies by saying or doing the right things around them, or doing certain missions. A bit like Persona or Dragon Age Origins. What are yours?
  11. Hello! Apologies, I wasn't sure if this goes in script requests or Maker Questions but I'm assuming this kind of function would likely need a script. So, in my game I intend to have only two characters, both in the same party of course (I'll call them A and . At certain times, a certain character would have to be the party leader (so the graphic changes and all, thanks to swapping their places in "Formation") because some events (For example a rock in their path) requires B's strength while others (such as talking to certain characters) requires A's fast-talking. Now, I've got the events made up already (conditional branches are a magical thing) and while the Formation window gets the character changing done, I'd like a faster way of doing this. So, my request is for a way to skip the "Formation" window altogether and simply press a button (For example the "L" key on the keyboard) to quickly change the party leader to the other character in the party and back again. (Which removes the need for a formation menu.) So a kind of A->B | B->A character swap. Extra information: -There is a point in the game where the party will consist of just one character (but A and B will meet again!) so the script or method for the above will have to have a way of being disabled. - I have the "Followers" option turned off in the settings. (It will stay off the game duration.) I do have a few specific points to make on the request though (and, really the could be considered a kind of "Bonus" feature), which I hope is okay! - It would be nice to be able to change the button needed to be pressed. (So maybe I change it to "H" if another script turns out to want to use "L") - Perhaps you could add some kind of sfx option to designate that the button was pressed and the characters switched. (So we can remove this easily if we choose not to use an sfx) - An alternative (or even including with the sfx) would be to show a possible message (with or without face sets) along the lines of: [Character B face image] "I'll lead this time." on one button press. Then the next press a message window in the center of the screen says: [Character A face image] "I'll take over from here" - Is there a way to smoothly transition the change? Normally I'd assume the button press would be a sudden switch in character graphic. (So swapping B to A, A's sprite suddenly becomes B's sprite, as with regular formation change.) Maybe you could do an opacity thing where A's sprite fades out as B's sprite fades in? This isn't a must-have though, just a suggestion! Thanks for any help you can offer! ^.^ -Ava
  12. At first I wanted to make it a poll, but though I have these two systems in mind I don't want to restrict ideas or suggestions (or make commenters feel "crippled"). Anyway, I'm thinking about two systems: one would be a traditional Final Fantasy-esque mixture of equipments (esper, djinni, whathaveyou) that allows a progressive skill learning (tied to the equipment in question, mind you. I don't want all characters accessing all skills at once). The other one would be a way to combine different skills to produce new ones. I understand that the first system is so overused that it might sound lame, but it's also very intuitive for the player. The second system allows for more possibility, requires more experimentation, and can bring out "new characters" - not in the literal sense, but in the idea that the ability sets are much more flexible. But I wonder if it could frustrate players or simply "hide" from them all the possibilities (they never know what happens untill they try). I bring this up because sometimes developers spend hours (weeks, months....) on many systems only for players to brute-force the game. A great example is the old Final Fantasy VII, a game that offered many ways to make your way through the battles with interesting combinations, and about half of the players simply spent hours grinding and spammed attack + cure all their way. So in the end wouldn't a simpler system be better?
  13. Hi this is my first post hope I can get help thank you ! Hi everybody ! I kind of need some help please... I'm using the three following scripts: -FA Interactive System v 2.0 + tools ( Falcao ) http://www.rpgmakervxace.net/topic/6540-fa-interactive-system-v-20-tools/ -Ace Equip Engine ( Yanfly ) https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/ -Quick weapon swap ( Galv ) http://galvs-scripts.com/2013/02/24/quick-weapon-swap/ So the thing is with the equip engine, there is more slots options for more stuff like Cloak. But with this, I changed Cloak to tools. So can somebody make the weapon swap be a tool swap and make it so the interactive tools can be switched at will and used like this. Is this possible? In short, I'm just searching for a tool selection button... Can somebody help me ? Sorry for my bad english please tell me if you need more details.
  14. If you've ever played the recent Persona games, I don't even need to explain what this is. But I shall anyway. In Persona 3 and 4 (Not sure about the first two, haven't gotten to those yet.) whenever you attack an enemy with an element they're weak against, they'll get "Knocked down" so to speak. (Or maybe that's just literal...) after doing so, the character that managed to "knock down" an enemy gets another turn. So, what I need is a simple plug n' play script that does this for me in battle. I would greatly appreciate it, and I will, of course, credit you, and the original script creator (unless you are said creator) in the game credits. I'm currently using Yanfly's Battle Engine Ace script, and their visual battlers script, alongside Galv's Menu Theme script. So once again, please, thank you...Please once more. ...and thanks...again. >w< EDIT: Oh, and I don't want this to be able to be exploited, like, the player being able to use the same elemental attack on a monster/boss over and over to get infinite turns.
  15. Greeting Acers! Waffles here. I'm a new member to the community, but I've been browsing this site along with previously closed RPG maker community sites for years now. I figured after my move to Australia from my home in Canada, now would be the best time to reach out and make some friends! Haha. At any rate, I'll be posting some resources in the coming days (mostly icons and other small visuals) to give back to the community. In the meantime though, I could use some advice/suggestions on a project I've been working on recently. A bit about the project: I'm working on a dungeon-crawler with randomized dungeons, with a player-owned farm as well as mining, woodcutting, and NPC relationships. I'm going for something akin to "Animal Crossing" meets "Harvest Moon" meets "Final Fantasy" I suppose. I'm currently working on the layout for the player-owned farm. Specifically, how it could be designed with efficiency in mind. Farm resources renew/progress with each passing day. I expect the player will spend 10 minutes or so with each morning tending to crops, milking cows, and gathering items from the various areas. Here is what I have so far. My question involves efficiency, as the player will spend some time throughout the game in these areas tending to the farm. Location of buildings/plots are key, as backtracking long distances to visit the areas could be tedious. Also, any suggestions for additional areas/buildings are welcomed, but getting the layout right is crucial. Thanks guys! Any feedback/suggestions are welcome. Extra (non-essential) Information Edit: Added topic tags.
  16. What Battle System to use

    So I have this...., interesting idea that popped into my head. Its a game where you aren't the hero of the land, not the savior of the world, yadda yadda. No what you are is the manager of an Adventurer's Guild. So what's this have to do with the trouble in combat? Well lemme explain who the game would work. It would take a page from Recettear or other management games; End goal is build up enough gold or resources to clear the final check. Rather than going out and fighting yourself, the player would higher fighters, wizards, thieves and more to go questing for them and take a cut of the profits. When a quest is launched, the player sets up the team from their roster of adventurers and controls them in the quest. But then I got to battles and thought "how should I do this?". Recettear's combat in dungeons is more hacky slashy but I'd rather not do that(New to RPGmaker and would not like to make a game like that using this system). I came up with 2 ideas. Normal Combat and Tactical Combat. Normal Combat is basically what the game already has though maybe with more bells and whistles. Like Etrian or Wizardry. Tactical Combat would play out morel like Fire Emblem or the Arc the Lad series, with players having a squad of characters to clear out a floor or a section of the floor before moving to the next one. Honestly, I'm unsure how to do combat with the idea I have. I mean I could take it out completely and try to make the game give you a percentage success or failure based on class, gear, and level. But I'd rather not(AND not just because of all the work it would take to give a % value to everything). Thoughts?
  17. Hey, dear community! I was thinking of ideas of how to make an RPG with an intruguing battle system. The conventional things were a bit too uninspired (but they work at least) so I thought of other gameplay ideas. And all of a sudden, I had an idea. What I have thought was a turn-based system. Player party --> Enemy party --> Player party --> Enemy Party. Now to the idea I had: I thought of making a turn order-based. It means that no attack or character has a static agility stat but instead, it can be chosen when they want to attack. For example: Character A can be the first attacker of the party or the last attacker of the party; or second or third. This alone gives some room for strategy. Things like follow-up skills or combined attacks can be implemented. Or certain benefits and synergies to a skill could be implemented, too. Now to the part which needs most thought in my opinion: The effects the order takes on the skills; because the attack order should influence the skills in certain ways. I'll give an example of how I planned it in my mind: Order: 50% attack power, 80% of base accuracy 75% attack power, 90% of base accuracy 75% attack power, 90% of base accuracy 100% attack power, 100% of base accuracy This was what I imagined how it could look. Of course the values aren't final in the slightest. My characters in the game can also have abilities, one per character: like an Eagle Eye ability which always outputs with 100% of base accuracy to each skill despite the order the skill is used at. Or a Quick Attack ability which adds 25% to the attack power on each position (like, attacking first gives you 75% attack power instead of 50%). Since I want some risk & reward mechanic, I thought that healing could work exactly the other way around: if you heal first, you get 100% of the base heal power. If you heal last, you only get like 70% or 80% of the base heal power healed. Also, there can be a skill which the enemy party can use to attack before the player party instead of after the player party did their turn. But that is only a little detail I thought of. All in all, I think that this kind of gameplay is pretty interesting to test and to play with. It would require some thought on strategy and taking certain risks, especially when it comes to bosses I think that it can be used and experimented with for endless possibilities. On the other hand, the gameplay can become a bit convoluted and complicated when I come to the conclusion that the order could influence also other stats (while I don't think that would happen - attack power and accurary are most likely the only things it would affect). Also, I wonder about the accuracy ideas since normally 100% sure damage can miss to 10% or 20% if done too soon. I think that could become very annoying to the player. But maybe it only needs to be changed to 95% and 90% instead and work out just fine. Also a question would be: is it possible to have such a system in a RPG Maker game? Since I'm a newbie, I cannot script at all or only know very little about other scripts. This sums up my concept and some pros and cons of it. I hope that it makes you interested but I also don't want to be spared of constructive criticism and other ideas you have. After all, the whole community could benefit from it. P.S.: I wonder if the order mechanic makes that much sense when the enemy cannot attack inbetween the party attacks, especially since it could ridicule the healing risk & reward mechanic. But that is something you could also give me advice for. P.P.S: Since I rarely have played any other RPGs, it could be that my idea is already used somewhere without me knowing about it. Just for those who would reply that my idea is already used there.
  18. 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.
  19. I'll be the first to admit that the combat in TLPQ is somewhat uninspired - it moves very little from default class skills and the skills that aren't part of the default set are usually just rehashes of existing ones with a different skin. Spells do the same damage regardless of their element, and few enemies have elemental strengths and weaknesses. Its only saving grace is the little-used combo system that isn't really introduced in game, and thus is only stumbled upon with luck. Gameplay is important, though. Even if battles aren't a prime focus, if they're used even a little bit its best to make it interesting. There's many, many ways to do this, from crafting your own skills and effects to utilizing scripts to achieve effects outside of the bounds of the engine. That's why in the upcoming re-release of Chapter 1 along with the release of Chapter 2 I've changed the flow and feel of combat. I'll break this list down further down the post, but just for the sake of being short, I've... Fleshed out skills and made them unique and build off of each other Replaced skill learning by level with a skill tree Added randomly built troops while retaining on-map enemies Added the ability to autobattle Got rid of the somewhat buggy PCTB system Explanations: Skills in general suffered from Final Fantasy syndrome, having the same feel and formula that is used by every FF knockoff - Fire does X fire damage, Ice does X ice damage, etc. etc. To that end I gave skills unique flair to differentiate and give them different use in different situations. For example, Quick Shot has a high bonus to attack rate so most of the time the character casting it will attack first, allowing you to kill low-life enemies or finish them off quickly. Fire has a high element of randomness for it with a large damage range and a higher chance to critical strike. Certain healing spells will heal more as the number of states on a target increase. This also ties into the new skill tree system, allowing you to choose which skills may complement your play style the best. The skill tree is probably one of the bigger undertakings I've taken on during this project, as it isn't using any of the commonly-used scripts for skill learning and has a custom look to fit with the graphical style of the game. You can see a video of it in action here: I really wanted to have a way to randomly choose troops when you encountered an enemy, so it wasn't so "oh, 2 bats... oh, another 2 bats... oh, look, 2 bats and a hornet, how interesting!" It goes along with my desire for a bit more strategy to be used in battle, even with the little filler battles you'll be fighting throughout the dungeon. But, for those people who don't like that or having to deal with battles too much in general, there's a new feature for you with... The ability to autobattle is a feature that I adored in Earthbound and other games. Obviously the AI has improved much since the SNES days, allowing more than just auto attack and heal when health goes critical, but I wanted to have the option there. Since I have made this a story-based game I do want the ability for people who are playing mostly for the story to have a way to not have to worry about battles too much. Also, sometimes you just don't feel like killing something for the tenth time or you don't want to mess with a boss that you've died to multiple times. The PCTB system, as much as I loved the flow of it and the strategic part of it, had a few bugs - that may or may not have been my fault - that would cause crashes when the battle would end with the actors being uncontrollable in some way (such as confuse, stun, etc.) and sometimes for no reason at all. It was non-reproducible and frustrating when I would get reports and could do nothing to help. I hope that you've found this in some way interesting, and I hope to post more updates in the next few weeks to let people know how it's going! If you have any questions/comments feel free to leave a comment or send me a message - I don't bite!
  20. Ok, here goes another one: In my game each character has its own unique skill progression (most attained by level, some by finding, others unlocked through the decisions you make along the plot). I'm also using Galv's shard system to give an extra level of customization (and story-wise, it's the only way regular people can use magic). Some shards also unleash class-specific skills, and you have to combine different elemental shards to produce magic spells. Ok, so far so good. But I came across the equipment level up system... and what if each shard can be leveled up? Thus, instead of acquiring a new shard with a more powerful spell, you would level your shard up. But by doing so, I'll have to forfeit the combination system. Pros and cons: * Another way to evolve the characters and a way to make a low-level character make up in battle. * Adds another level of customization, and the player has to actually play the game and do battles to evolve the shards instead of just buying them. * Will look too much like Final Fantasy VII and I don't know if it's a good thing. However the characters will have more individuality (gameplay-wise) than the FFVII. * There are only 5 elements (Tao/Shintoism): Ground, Water, Fire, Wind and Mu (nothingness, this one still divides into tranquility/purity and entropy). Now try to add a "thunder" or "poison" spell without actually combining two of those and it gets pretty unrealistic for the game's universe. So.. .that's it. Opinions? Suggestions?
  21. I like to give off an idea so everyone here can give some feedback about it. And hence the title of my topic, I have a game concept that just screams "WTF?" My game idea is, well, creativity. TO THE MAXIMUM. I plan to create a game where the player decides where they want to go, how they want to explore, what type of character they want. I want to give the player the choice of making potions, armors, weapons, HOUSES. I want the player to b given a randomized location to explore, and prosper, all with the RPG elements still implemented. Level gain, stat growth, etc. I want the player to have freedom of what they do. Freedom to live. Now,. if you're wondering where i got these ideas... And so, I begin this game, called Exploration. This game will have an end, though. There will be an event of where an evil empire (cliche, i know) trying to conquer the entire planet. But, just as the game has freedom of choice, I'll implement the choice of either being against the empire or being the one leading the charge. What'dya think about that?!? (Not my final plot. May edit...) And so concludes my weird idea of a game. What do you guys think? I want to know!
  22. Genre: Fantasy RPG Progress: Early Development What if your dream is a sign of something big that is inevitable. What if your dream is telling something that you can't understand. What if your dream is not just a dream. People said that dreams are not true, they are just images from your past experiences that are collected by your subconscious mind and stitched together to form a world that sometimes will make you happy, and sometimes will scare you. But what is dream really all about? This game will show you how a young squire dreamed of unknown places and people that keeps telling him of something that he cannot understand, things that are beyond his control, and things that sooner will become a reality that will change not only his destiny but the fate of the world. Raine - Main hero of the story, a very loving son to his mother and an aspiring squire to become a great knight. He have the Intelligence and the skills, but he is a bit childish. He's sword skills are exceptional because he learned it from his late father, a great samurai that once hailed as the great knight of their town. Rohan - Raine's best friend and also a exceptional squire, he is Raine's partner in everything, they study together, they fight together. Hes not a good swordsman, but he's magical skills are superior to everyone in their land. Shekinah - A mysterious girl that will join them. ( I will not show her bio since it will spoil the story) Enemies and bosses will not be included here, since they are all part of the revelation in game (Story) Yanfly + Dr.Yami scripts = Symphony (Can be used for commercial and non-commercial games) Thank you so much from the scripts that you donated in the forum, I customized it a little to fit my game. The scripts are working great. Side view Battle System + Animated characters. Enterbrain = For creating such a wonderful engine and thank you also for the default sprites that I edited to move, without your sprites, there will be no monsters in my game. Also, thank you for the very customizable game engine. Holders - Eventhough, I did not use his sprites, It gave me ideas on how to create sprites from scratch, it gave me idea on how I can animate the sprites. So thanks to your skills, I have made mine by myself. Aside from those person above, there are no other scripts and sprites that helped me, I created everything from scratch, even the fogs, lamp lights and sun rays from adobe Photoshop. I also do some script editing and so much eventing so thanks to me. Dream World Town of Valenzuela (Sorry, if its not full, the map is a bit huge) Cave of Valenzuela Monument of the God of War (Not yet done) One of my full maps Town of the Elves (Sorry if the picture was cut again, the map is so huge. Basic Side view but with animation As you can see, I have created a animated hero, as well as I made the default vampire and slime animated. To further showcase what I have done, here is a short video. http://www.youtube.com/watch?v=wZZM8qOO0fY I hope you like my introduction for the game that I am currently developing, and I am kind expecting feedbacks and comments, positive or negative that can help me finish this project. Thank you have happy game making. Features Hehe, a bit small, just a typical rpg game, but will surprise the players on some maps. Maybe they will feel lost in some maps, not just because of map being too huge, but also because of some tricks, that I will show in-game. And I do not know if you can call this feature but uhm, I am currently working on 132 maps, Interior, Exterior and Dungeon. :wacko: I'm sure your asking why that huge, well the story is really long. So many twist, so many surprises. Oh, by the way, if you find my mapping skills awful, please spare me, haha, I am a bit new in rpg maker vx ace. I've been a member of the forums since 2012, but I started developing in this engine just 2 weeks back. Hehe. Please teach me anything, or just give me some few helpful tips that can make this game, a good one.
  23. Browser Gameplay

    I just came across a web browser game, made completely with RPG Maker graphics! So I am wondering, I hope someone will know, was this game made with RPG Maker, and would it be possible to make a game in RPG Maker, and then make it possible for people to play it in an internet browser? I'm not sure if this would require a script, or if this would require a completely different program. If you've got some answers for me, I'd really appreciate it! Browser RPG Link: World Of Pain: Chapter 3
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