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Found 16 results

  1. Rikifive

    Batman Party

    From the album: PONIES

    When Batman plays loud music from his batmobile.

    © The music you hear belongs to Batman. All lefts reserved.

  2. Sky Usanin

    Party Rotate Button for MV

    Hello, everyone. So, what I am looking for is a Plugin for RPG Maker MV that allows the player to swap the party leader or rotate the Party in only one button. That is really the only thing I need, but even after looking it up, I'm not certain if such plugin exists. If anyone can help, please do it.
  3. benja

    Looking for an artist.

    Hi everyone! So recently I released a game called Party 2! (Here and here) that got surprisingly popular, and people started asking for a sequel. I accepted, as the story needed a sequel to fully told. So needless to say, I'm developing Party 3! and I need an artist mostly for promotional material, but also for some game assets as well. Only digital art, not pixel art.I hope to hear from some people soon!
  4. So I'm still making my game and I came across another problem, a pretty big one. In my game there is this section with a lot of cliffs and the player jumps around a lot. I also want the followers enabled for the game, but once a jump event is triggered to another platform, the player jumps to the platform while the followers stay behind. Then the followers literally just walk to catch up to you, walking over anything they come across, which looks really bad. Is there a way to make it so that the followers jump with the player during the jump events? I've tried changing the player followers to off before the jump and then turning it back on again after the jump, but it's the same result. I also tried just removing all of the party members that are followers and adding them again once the jump is over, but that ALSO didn't work. Is there a way to get the followers to cooperate like this? Would I need a script for it? Any help is very much appreciated.
  5. Name: Party Manager Version: 1.1a Author: Mr. Trivel Created: 2016-03-28 What does it do? This plugin allows player to change their party and see which members are available to change into. It also allows to set a specific party member amount or specific party members to be used. Video: How to use? Set up plugin parameters if needed and use the following plugin parameters: PartyManager Open - Opens Party Manager Scene PartyManager Require [AMOUNT] - Require a specific amount of members in party- 0 for any amount PartyManager MustUse [iD] - Must use actor of ID in party PartyManager MustUseRemove [iD] - Remove needing actor of ID PartyManager MustUseClear - Remove all needed actors PartyManager Add [iD] - Add a member to party manager PartyManager Remove [iD] - Remove a member from party manager PartyMangaer Lock [iD] - Lock a member in party manager (make unselectable) PartyManager Unlock [iD] - Unlock member in party manager (make selectable) PartyManager MenuLock - Disable command in menu (grey out) PartyManager MenuUnlock - Enable command in menu Examples: Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  6. In RPG Maker, you have access to a number of commands in the menu. You can also disable some of them using events, such as the save command, or the formation command. From the System database, you can choose which commands you want to hide or show in the menu. However, these may not be enough for your project! With the menu command manager, you have full control over your menu commands! You can hide or show any commands at anytime. You can disable or enable any commands at anytime. You can even rename commands at anytime. If you have multiple parties, each party can have their own set of commands. Need some more control over your commands? Try this plugin out! More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  7. In RPG Maker, when you defeat enemies in battle, everyone that's alive will receive some EXP. So for example, if you defeated a slime, and the slime is worth 100 EXP, then every party member that is alive will receive 100 EXP. If you had one member, that member would receive 100 EXP. If you had four members, then all four members would receive 100 EXP. However, this means there is no incentive to try to challenge yourself to have one party member solo the battle, because there's no difference whether you bring your entire party or not. This plugin changes the way EXP is rewarded. Instead of simply giving everyone the same amount of EXP, the total EXP is divided among all of the party members. For now, the EXP is divided equally, so if an enemy gives 100 EXP and you bring three other party members with you, then everyone will only receive 25. However, if you decided to solo the enemy yourself, you will get the full 100. More information and downloads available at HimeWorks
  8. All right, so I've been working away in little chunks at my game Ad Lucem for quite some time now. When I initially started this whole thing, I intended for the entire party of six to be active at all times, barring someone being missing from the group for one reason or another. There is very little overlap between party member skills, and each of their varied skill-sets feeds into the Cross Arte system (a combo-attack system), I figured this was a good idea. The high Will cost of most special attacks that feed into the Cross Artes would surely prove a deterrent to spamming them on everything. I also figured that by forcing the player to really use and work with ALL SIX members of the party at once, they would gain an appreciation for what each party member is capable of individually. However, three problems arise: First, with six party members, you can easily create as many as three Cross Artes in a given turn if you fuse the right skills and have the right players work together. Cross Artes, by their nature, tend to be extraordinarily powerful. If a loot farming player were so inclined, they could easily make a crapton of Rose Teas to restore Will after every battle and spam these combos to win. Granted, you're still depending on a timed button press to make the most of it, but nonetheless, it wouldn't be that hard to abuse. Second, each party member has a special little thing they can do on various maps and in dungeons. Having all six constantly in the active party makes it a bit harder to determine who can or should be in the lead of the group at any given moment and NOT being able to do that with a button press as of yet makes that a more difficult prospect than it should be. And third, the screen in-battle becomes TERRIBLY crowded with six party members taking up space. This is problematic when it becomes difficult to tell who is trying to defend against an oncoming attack. So the obvious solution is to take the party back down to the typical four in order to avoid these issues. That would also make creating a HUD/button press party switch function a lot easier. But I worry that certain characters will not be used at all just given the way they function or their stats. The Double Attacker/Debuffer, the Mage/Archer, and even the protagonist with his Sword/Board Supporter role could end up shunted out of the lineup just by nature of certain playstyles and the way other characters' stats have fallen. Boosting the stats of the ones I'm worried about not seeing in the lineup would be the obvious solution, but it wouldn't make much narrative sense, and I've been very particular about the narrative influencing gameplay and character design. A character who was trained using rapiers and whips would hardly be the sort of character who had massive upper body strength, like the user of a broadsword or bastard sword would. A character who has studied ancient magics with their power rooted in the earth and has lived in the forest for years wouldn't randomly be calling fireballs out of the ether in the icy tundra because reasons. The protagonist, who is the apprentice to the other Sword/Board user (though he's more of a Tank) would certainly not be his equal in stats because his training started later in life and also he was born a rather average person. So basically I'm worried my options are 'force the use of all six to ensure they're all seeing playtime', or 'limit the party to four, but some characters might not have their usefulness seen by certain players'. And I'm not sure what the best solution to this conundrum is.
  9. Party Numbers Fix Author: Soulpour777 Plugin Description: Fixes how many followers you can show and how many battle members you can show. Plugin Terms: Free for everyone, just credit me and chill. Plugin: If you can't find it, you can have it on GitHub.
  10. SamuelKeller

    Managing Party Members

    The game I am currently developing involves 16 characters earned over the course of the game, with 4 initial ones and the other 12 added as quests are done. I've already planned what classes they are and what their unique roles on a team would be. My question is whether I should let all 16 walk around in a massive psychopathic kleptomania-ridden mess of RPG characters or have a home base of sorts for characters to be swapped out and changed whenever through simple fast travel. I am debating this issue hotly, as if they simply are always on the team, their individual abilities that make them so powerful would have to be nerfed to compensate (for example, heals lose their value the more of them that is present on the team, as they are not as rare), and it would just make everything cluttered with tons of options in the player's face at one time. On the other hand, such a system just drains the player's time with constant redeploying of members who are effective depending upon the mission (you wouldn't bring a Pyromancer to fight Drakes, for example, but a Dragonslayer would be an obvious choice). So the question comes down to character power vs. player time simply put. Any thoughts?
  11. Hey guys! So here's a problem I've been having: In my game, your character goes back and forth between being a "ghost" (oppacity 50%) and "physical" (opacity 100%). Sometimes you pick up party members in "ghost" mode, and other times you pick up characters in "physical" mode. In order to change to "ghost" mode, I set a custom move route that changes the player's graphic to a new charset, which has its opacity reduced. I did this in Gimp, so it's a totally different .png file. So far, it's work perfectly. My problem occurs when I try to add a new party member while in "ghost" mode. Since in the database, my player character has the 100% opacity charset as its default graphic, it always reverts to that when I add new members. So, if I'm in ghost mode and I add a new ghost party member, suddenly my player is back to its normal, 100% opacity graphic. Does anybody know how I can keep this custom graphic assigned to my player character, even when adding new party members? I tried to explain that as clearly as I could, but feel free to ask me to clarify. Thank you in advanced!​
  12. CrowTheAlmighty

    Quiz decides party

    So, I have a Digimon game idea but I want to do what Pokemon Mystery Dungeon did, where you perform a quiz and the end result picks the main digimon you start with. How can I create this quiz and what should be the recommended number of results?
  13. Suppose your story is at a point where a particular actor must be the leader. There could be any number of reasons why you're forcing the leader to be that actor: maybe your game has a mechanic where the leader can use a specific skill on the map, and different actors have different skills available. Maybe you just want that actor to be a leader. In any case, you want the leader to be a specific actor in the party, so you may need to perform a party formation swap. But how do you do this? There are several ways to accomplish this. First, you could prevent the player from moving forward until they change the party formation, as I show in this video But that might be annoying. Alternatively, you can use script calls. `Game_Party` has a method called `swap_order` which takes two indices. When you call this method, the actors at the specified indices will be swapped. Let's say our party formation looks like this: But because we are currently hunting slime, we would like Yuki the Slime Hunter Samurai to take the lead. We will need to know a few pieces of information What index if Yuki currently at? Basically, we want to know her position in the party Which index will we change it with? The leader. The leader is easy: it's index 0. The less trivial part is to figure out the correct index we want to swap it with. To do this, we will use a method from `Game_Actor` called `index`, which returns the index of that actor in the party. Assuming Yuki is actor 2, the script call looks like this: idx1 = 0 idx2 = $game_actors[2].index $game_party.swap_order(idx1, idx2) Once you make that script call, the party formation will change as you need. What can you do with the swap_order script? Spread the Word If you liked the post and feel that others could benefit from it, consider tweeting it or sharing it on whichever social media channels that you use. You can also follow @HimeWorks on Twitter or like my Facebook page to get the latest updates or suggest topics that you would like to read about. I also create videos showcasing various RPG Maker techniques on my Youtube channel. (original posted at HimeWorks)
  14. Anderson88

    Reserve Parties

    When playing through RPGs that give you more characters that can fit in a party, they're usually cast off to the side and receive less EXP from battle until you can stick them back in. However, at this point, they're often a couple levels behind and you have to grind them back up to speed with the rest of the party. Or a little more exaggerated scenario would be when you don't train a character that you don't like, and they end up being around level 7 while everyone else is level 35. So then a story event takes place and bam, you're forced to use that level 7 character, who really is weak and useless now. In Final Fantasy XIII, everyone got the same amount of EXP after battles, even if they weren't participating in it. Everyone remained at an even development level. In contrast, Final Fantasy IX had characters not in the active party receive zero experience, so the second scenario could occur. Personally I think it's kind of lame to have to get someone to catch up, yet it also seems kind of "too easy" if you aren't penalized at all for making poor choices in party formation... but then again, you shouldn't be penalized for doing what you like (in your right mind) and experimenting a bit... Well, I threw in a poll to see what people think. What do you guys do with reserve party members? ._.
  15. Hey again, fellas. While my project is under revision, I've decided to work on a side project. I have a question about character types. What would be more fun: to have a limited roster with say, three characters that can be customised either at the beginning of the game or during gameplay OR to have lots of very specialized characters in order to assemble the party? If so, should the player be allowed to change the party mid-game? The first option allows more depth, the second one adds a bit on the replay value. A third option would be something like Seiken Densetsu 3 which is sort of a combination of both. What do you think?
  16. I've been experimenting with having NPCs say different things based on who the party leader is, and maybe give items to the player depending on who speaks to them. I've set up a common event with Yanfly's Button Common Events that, when pressed, switches the character you walk around as, reminiscent of Final Fantasy IV. (I basically just use a conditional branch $game_party.leader.id to check who the leader is, and then remove and immediately add the leader back in to have that "cycling through" effect for characters.) So far, it seems like a very nice way to give some more story content and character detail, but it takes careful time to execute properly. Here some the pros and cons I thought of... +Pros : +Adds depth in characters. +Replaying scenes would be more enjoyable +Rewards the player for talking to NPCs -Cons : -The player usually has no way of knowing if an NPC will give them anything -Takes time for the game maker to write points of view for every character Would a system like this make the difference between an appealing game and a generally unappealing one? Would you go to the extremes of talking to every single NPC with every single playable character to try to squeeze out rewards from them? I would have NPCs that give out items be about as common as finding random items in pots and barrels (which is fairly often). Also, would this "soften up" hardcore gamers or turn them off from the game because talking to NPCs would be a third of the loot and talking is boring? I'm also thinking of making the more important scenes change based on the party leader as well. Maybe they'll merely switch positions and have slight text alterations, but I think it would add a lot of depth to the storytelling. What do you think? Is it worth the work?
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