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Showing results for tags 'player'.
Found 12 results
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Hey I was wondering if I could possibly request this type of menu layout by someone who understands Javascripting. I want the overall HUD to look similar to this; The game I'm making isn't combat heavy, so I only need a simple menu HUD~ I hope this isn't to complicated to make :< EDIT Oh yea, the menu isn't massive or anything. Just a box/hud in one of the corners (maybe top left/bottom left) and the item menu shouldn't be massive either, just maybe a quarter of the screen? I also would like the sub menues too look like this roughly; Just a simple box stating all the items list, equipment, ect. I want everything to be one menu (gonna use Glasses' "No item categories" for that) Umm, I didn't create an equipment menu layout, but essentially, I just need a box stating the weapons/armours and the character will only be able to equip one weapon and one armour/accessory. My game is mostly a explore/puzzle/mild combat type of game, so I don't need alot of crazy stat stuff or such, just simple menus. Thank you, and I don't know how complicated this would be so I apologies if this is a big task :<
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Ideas for how much weapons should add to parameters?
TheConfusedB posted a topic in Theory and Development
Does anyone have a good idea for how much weapons should add to certain parameters? I've been using this one method but I feel like it gives my characters too much attack and nothing else to other stats, so I had my characters with really powerful regular attacks and physical skills but any magical skills did very little damage. Anyone have a good way I could make weapons not add to much to a characters attack and how I can buff the magic attack a little bit aswell. -
I've been struggling trying to determine how much exp enemies and Bosses should be giving the player; using the default exp curve as a reference, does anyone have a good method on figuring out how much exp the player should get from enemies?
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In RPG Maker, you have events on the map that can be triggered when the player is either standing on top of them or in front of them. When a player wishes to trigger an event, they press the "action" button, which by default is the Z or Enter key. When an event is triggered, they will execute the entire list of commands. However, what happens if you want to allow a player to interact with an event in different ways? For example, if a player walks up to an event and talks to it normally, they might just have friendly conversation. On the other hand, if a player walks up to an event and presses the A key, this might issue a challenge to the event to a mini-game, and the event will ask you if you're sure you want to do this. This plugin allows you to separate an event's list of commands into different sections. Depending on how the event is triggered, a different section would run, allowing you to create unique behaviors when the player interacts with an event. More information and downloads available at HimeWorks
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Hello! I am new here and I wanted to ask if it's possible to disable the player character from switching in the group, so that the player always controls the main character and not the character that is at top position in the group! Well, the background idea is that I have some cut scenes where I place all other characters as events on the map so that they move individually. But if the player now switches the character he wants to control in the game, then I have the same character twice on the map - as the player and as an event. Thank you in advance! Steven
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Hint's in the title. Is it bad for an RPG to involve levels/equipment/money grinding? Most of my favorite RPG's involve grinding in some fashion, and I typically don't mind too much, as long as my character actually feels stronger because of my efforts. Agree? Disagree?
- 16 replies
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- grinding
- good or bad
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This question seems simple, but I'm sure has a complicated answer: What aspects of a game keep the player playing it? From my experience, great gameplay and storytelling are what keeps me playing, but those answers almost seem obvious. Are there other qualities we can add to our games (RPG Maker ones specifically) that make them addictive? Humor? Drama? Graphics?
- 9 replies
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- games
- engrossment
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I've played a lot of games, and one thing I constantly got tired of seeing was loads and loads of tutorials in the beginning stages. Don't get me wrong, I appreciated them a load of times (I never would've figured out Dark Souls parrying system without it), but the vast majority of them are redundant. I know how to shoot the gun (unless it's some incomprehensible button like Shift) or that I'm supposed to follow the only NPC not trying to kill me. I'm not saying they aren't important for obscure parts of the game, especially if you create something original, but many seem excessive. The reason I'm bringing that up is because my game is full of combat and puzzles. Now the combat system is almost self explanatory, requiring maybe a brief overview to explain Yanfly's Free Turn Battle system to those unacquainted. The puzzles are just as simple, ranging from riddle solving with clues in the nearby environment (we're talking in the same room, and they're the only objects in the room) to switch-gates (you step on a button, switch opens or closes. Certain buttons open gates or close gates, or both. You've probably seen it). My question is this: Does any of that really require a tutorial? Unless you're a total novice to gaming in general, you've probably seen most of these sort of things before (obviously I'd give a basic premise of the controls beforehand, as many new RPG Maker game-players don't know Enter is the Action Button). Thoughts?
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Have you ever ran into that problem, where something is the way it is, but you have no way of explaining why it's like that? For example, why do heroes in games keep putting artifacts in dungeons when they always get defeated? Why not bury it in a random place and just remember where it's at? Why not put it in the bottom of the ocean? Just saying, there is better places than a dungeon when your rival keeps coming in, defeating you, nearly kills you, takes the artifact, runs away with it, you go, kill/defeat him, take it back, the story repeats again. Why? No one knows. Not that it's a bad thing. I guess if you're making a sequel, sometimes, the characters gotta be a lil stupid so there can be another game. Well, I wouldn't say stupid but have them make obvious mistakes or otherwise, known as rookie mistakes. Like Diablo, they don't know when to stop putting the black stone or any artifact in dungeons. Dungeons isn't their friend even though they try to make it their friend. Just saying, you'll think at a certain point, they'll stop putting them in dungeons. Now, I've never played DIablo, this is what I heard about it on the Diablo Reaper of Souls trailer on youtube. My question is... Does the player have to know why something is the way it is?
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So I duplicated a map to set another event but it the other map, they stay in the same location. I set it that you save by interacting with the cat, once you've saved the screen fades out and is supposed to transport the player to the next scene but all it does is repeat the title of the first map location and the screen stays black, any advice would be appreciated.
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how to make events only activated by the player?
Denisowator posted a blog entry in Questions about my game
As the player runs away from the ghost there are obsticles, the first one is 3 flying balls flying up/down from wall to wall. I want the balls to show the game over screen when they touch the player, but if I do "player touch" then it only activates the events when the player uses the arrow keys, so when the player is standing in the way of one of those balls and it hits him from the side nothing happens. But if I do "event touch" then when the ghost runs into the balls the game over screen appears. So how do I make it so that it's like event touch but only for the player?- 2 comments
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- activated
- player activated
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Common Event to Create an Event in Front of the Player / Hide Timer?
piemaster posted a topic in Developing Tools
Hi all! Simply put, I'm making a game that requires a game mechanic by which the player, upon using an item, drops a flare in front of them to light up the darkness. I have both a lighting and particle system from the wonderful RPG Maker scripting community and I'm pretty confident I know how to do the main body of the actual flare part of this mechanic. However, I don't know how to create a common event which creates a scripted event in front of the player (i.e. used one item, item calls common event to create a new event with all the flare script). If anyone can help me here or suggest a better course of action I'd be very pleased. Furthermore, as a side note, I would like to know if different events can have different timers running simultaneously, and if so am I able to hide the timer that appears in the top right hand corner? Thank you very much for your time!