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I'm currently working on a project where combat centers around raising your critical hit chance through using certain abilities and inflicting states on the enemy, as well as avoiding taking critical damage from the enemy. I am wondering if there is a way to calculate and display an actor's chance for a critical hit as part of the battle gui as well as their chances of taking critical damage from the enemy? Preferably as percentages that can be refreshed after every action. I'm still just experimenting with the system so I'm open to any suggestions on the matter.
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Hey there! Whats up? I just want some suggestions about races, i'm making a game where the races are all anthropomorphic animals, but i need ideas about the races and the skills. This game is going to be an ABS dungeon/puzzle based, the player will have some tools to get through them, but i want to give the races some unique abilities. I will put some examples for you too know what type of skills i'm looking for. The Frog Skill 1 - Jump to higher places, over rifts and cliffs Skill 2 - Take items and enemies with its tounge, use it as a rope to reach to the other place when jumping is not good enough. The Wolf Skill 1 - Night vision Skill 2 - Call pack (other wolves to help him in battle) The Rat Skill 1 - Crawl to a hole in the wall to reach secret places. Skill 2 - Sneak attack! I hope you can give me some usefull ideas.
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Hey, you can call me Ryoji and been a RPGMAKER since last year. ( still a noob )So I am making a game with still no title. So the plot goes on like the hero's group along with the hero went to kill the demon lord they were about to kill it but it was a surprise there were 7 demon generals without there knowledge all of them dies... and the world was plunge to the demon's control. After 5 years... some part of the world had coexistant with the demons and nondemons and a girl had the hero's bloodline fell inlove with a demon... and had a son named Ren. So yeah you get it hehehhee. It is up to the player;s decision to let the humanity take over and let the demon side go rampant. So uhmmm I'm done with making the intro about introducing the world and all but I need help in making the scenese... So I wanted like how will I conjoin the simultaneously appearance of the 7 demon generals after the demon lord called them like a flashing simultaneous or a teleporting animation simultaneously.... what commands, event progression will i use? Also need idea about plot development. Need Helpp!!!!!!!!!!!!!!!!!!!!! I'm open to suggestionsssssssssssss and assistanceeeee.
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I would welcome some suggestions regarding my game title
Nestat posted a topic in Theory and Development
Hello everyone! Long story short, i began working on a project on April 2015. The game was simply titled 'Emphasis'. Shortly after that, i changed the title to 'Emphasis: Parallel Breach' due to the game's story. Now, some months under development, 'Emphasis' is a major "player" in the game BUT the game is not really all about this company. I was thinking that the current title focuses too much on the company; So instead of 'Emphasis: Parallel Breach', i'm considering to change the title to just 'Parallel Breach'. Can you help me by sharing your thoughts about this? EDIT: i also have this small text which probably needs corrections, so if anyone feels like it... Emphasis: Parallel Breach recounts*(1) the story of Jiro, a young boy on the run from the multi-billionaire pharmaceutical company Emphasis. While Jiro disappeared one day and his friends are looking for him, they are also trying*(2) to get behind the reason Emphasis is chasing him. A few days later, the only thing they did found out for certain, is that their lives will never be the same again. *(1) Recounts ---> Can i say that? I mean instead of "Emphasis... tells the story of Jiro...."; *(2) they are also trying to get behind the reason... ---> this, or is it "they also try to get behind the reason...." or any other correction i cannot see... Thank you!- 10 replies
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Okay, I have/need ten active skills for each of my protagonists. But my problem is developing enemy skills to make fights challenging. Would it be good to clone the skills the actors have? Can you suggest some unique enemy skills? Rules: 1) Enemy and ally SP and TP start at 0 in every battle. So everyone starts from scratch. Growth depends on max SP and TP. 2) Battles are set in MOG's ATB System, with ATB Gain set to Fomar's ATB system. So AGI doesn't affect the gauge too much. 3) Only a few status ailments exist in this game (I could expand but still trying to fine-tune things with scripts): Bleeding deals damage per turn and stacks up to 7 times. Each stack adds 2% MaxHP damage. Stupid disables use of all skills. Items can still be used (because any idiot can eat a chocolate bar or drink beer) Feeble halves all basic stats. Slow halves your ATB gauge. Can be healed with Haste or waiting it out. Combo Set-Up makes you vulnerable for the next hit (damage taken). Stun stuns targets, halting their ATB gauge for a set time.. 4) Base maximum active skills are six slots for all actors. Enemies have roughly unlimited slots but I wan to limit it slightly. Here is a list of the character skillsets: Do you want me to delve into each character's skills for a better grasp? let me know so I can edit it accordingly. My enemies are set in a ten-level dungeon, so they get harder as you go up. Their skills so far include stunning allies, halting their ATB gauge, substantial stat growth, and Defensive debuffs. Enemy Skills: So yeah, I need help mostly with enemy skills but please suggest what you think might help. I would appreciate it. Got most of the battle system prepped and ready to go and am working on the maps. I hope you guys can share your thoughts and ideas.
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I am still working towards a commercial Animation Pack for skills, spells, etc... I am curious as to what sorts of animations you all would like to see included. I make no promises that they will be added but I would like to know what you all would be interested in having available to you. ~A couple of things to keep in mind~ 01: Please do not post a suggestion unless it is something that is clearly possible in Ace. i.e... 3D animations, etc... Keep it realistic and helpful. 02: Please be somewhat detailed. Simply saying "A fire blast" is rather broad, so a little more info would be appreciated. I look forward to reading your submissions.
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Hey, So I made a bunch of battlers using public domain/free to redistribute pictures - I wanted to know what you guys think. Also, if you happen to know anyone who does similar work to this, I would love to get in contact with them to trade resources and stuff. Animals Bosozoku RMoney Ladybug Boss Series
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The point of this post is for ideas. If I end up using your ideas in my game, and if I ever finish it, I will put your name somewhere, it is my first game, so I plan to do it right and credit anybody worthy of it. I would very much appreciate any ideas for a title of a game, or any in game functions that would be nice to have or fun to have in this type of game. I would very much hope to get the game done by 2015, which gives me a lot of time, But considering that I can't even finish a 6 hour drawing, who knows how far I'll get. If I come up with a demo, I'll post it asap once I find out how. Comic sans is quite a nice font. Anyways, I'm currently working on a game, and I'd like title ideas and ideas for a future plot. So far I have mostly ideas, and the database is well on it's way. The class system is finished, and I will go into sprite design later, Much later. The game's lore is very simple at this point, I have not even a name for the land in which it takes place. I'm an odd person, and it reflects on my game. It's a very light game, quite happy, with rather dark themes, and it goes towards ruins and wrecked societies, which plays into the plot. I suppose that part and the aspect as you have very little direction as to which way to go could be a direct consequence of my lovely experience with Dark Souls. One of my themes I've thought of so far would be shown through the king, who gives most of the tasks in the early and late parts of the game. Early in the game, he is quite nice and is interested in what you have to say, but as time goes on he begins to become secretive and gives less of a damn about what you think, and he begins to feel better than you, and acts condescending. The lore is based on elements and the power to manipulate them, and how it is rare to be able to, but is a useful gift. Along with the elements, there is a constant war going on between them, as they loath each other entirely, and darkness has seemingly vanished, but as strange behavior of wildlife begins to appear, civilians begin to question their authority, who refuses to tell them anything. You play as a character who is upbeat and rather ignorant, doesn't question many things. As he progresses, he begins to question, and then begins to become critical, which could be emulating the process a child matures. Mostly though he's really ignorant and happy, because everybody loves to act like a child now and then. Anyway, On to game play. The scripts I am using are as follows, they all work and I am very pleased with them. If any makers of these read this, Thank you for your fantastic scripts, I am quite satisfied with them. Animated Battlers - Jet ( http://www.rpgmakervxace.net/topic/500-animated-battlers/ ) (Using animated battler sprites from Holder, those are great too. Very well done.) Adjust Limits - Yanfly ( http://yanflychannel.wordpress.com/rmvxa/core-scripts/adjust-limits/ ) Ace Equip Engine - Yanfly ( http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/ ) Shield Blocking - Mr. Bubble ( http://forums.rpgmakerweb.com/index.php?/topic/2980-shield-blocking/ ) Equipment Requirements - Fomar ( http://www.rpgmakervxace.net/topic/1320-equipment-requirements/ ) The game consists of 11 classes for the 2 main characters, and 2 extras for fixed class characters. Each class has a necklace, courtesy of Yanfly, which adjusts their limits appropriately. Necklace effects will be in parentheses next to the class. Fighter Classes Warrior, 1H Sword. (+ATK, +HIT, +CRIT) Fast and durable DPS. Bruiser, if you will. Medium defense and overall damage. Berzerker, 2H Sword. (-HIT, -AGI, +CRIT) Slow and massive damage burst. Lots of attack buffs, ATK Nuker. Massive single target damage. Knight, 1H Sword and Shield. (+TGR, +MHP, +DEF) A standard tank, very beefy, equipped with high defense plate mail and a shield, capable of blocking, courtesy of Mr. Bubble. Rogue Classes Thief, 2 Daggers. (--TGR, +AGI, +CRIT) A fast thief, who can provide bonus agility to the entire team and gives bonus gold gain. Is very stealthy, hardly noticed by enemies. Assassin, Katana. (+ATK, -TGR, +CRIT) As the name says, they're powerful assassins. They do % based damage and can shred enemies down for the bursters to finish off. High single target damage. Trap Master, Trap Set (+++AGI, +HIT) The trap master has double agility, allowing for almost always attacking first, and his team cannot be surprised. He has large crowd control. Magic Classes Sorcerer, Staff (+MAT, +MMP, +MDF) A standard sorcerer with single target crowd control and DPS. Later has access to large AoE spells. Black Magician, Scythe (+MAT, +ATK) A massive damage mix of a Sorcerer and an Assassin, with powerful black magic. This class can only be accessed later in the game, and is tough to find. A very powerful enemy, who is commonly named the Boss Slayer. Has access to missing health spells, powerful finishing moves. Works well with an assassin. Healer, Wand (+MHP, +MMP, +AGI) A powerful healer, who can heal his allies very quickly at the use of agility. His spells have a large cooldown, but are very powerful. Some can even defy death for a few turns. Ranged Classes Archer, Bow (+ATK, --TGR) A fast archer with knowledge of pressure points, providing access to paralyzing shots. High single target damage. Artillary, Cannon (+DEF, 1%AGI, -HIT) Massive AoE damage, very slow. as you can see, he only has 1% of his total agility present. Though slow, he is extraordinarily power, and has access to large AoE explosions, but they don't always hit. Fixed Classes. You can either choose Patch the Pumpkin King, or Visto, the Technician. Pumpkin King, Scythe (+ATK, +MAT, +DEF) Like a black magician, but less offensive and more defensive. Focuses around the dark magic of the pumpkin patch. This is halloween, this is halloween... Technician, Wand (+MMP, +MAT, +AGI) A class that can send his advanced drones to ravage enemies armor, or can output pulses of energy to slow down and stun enemies, or demolish their mana pools. Those are the classes, and I can't wait to see them in action. They will have skills that can be linked together, and I'm still pondering whether to put in a skill shop system, or whether I should just have them learned per level. That's another thing I'd like input on. If you read the whole thing, Thank you very much for your interest, I'm very passionate about it and can't wait to see it finished. P.S., There is also a crafting system, and a refining system for weapons and armor.
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