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Found 14 results

  1. Takeo212

    Takeo's Resources

    Author: Takeo212 License: Used for Commercial and Non-Commercial (for now) Useage: You must own RPG Maker MV to use these resources. Credits: The current content is mostly RTP Edits, so crediting me isn't required but is appreciated. Inquiries: If you have questions or such, feel free to contact me! Guidelines: - All resources within this thread are created by myself. If anything is created using other's resources, credit will be added to that section with details. Otherwise, everything in this thread is credited to myself. - No redistributing of any materials found within this topic. If you wish to share these materials, then linking back to this site is allowed, but no re-uploading or claiming as your own. - I appreciate any and all feedback on how to improve as long as it's constructive! Please tell me what you like and don't like so I know what to improve and what to keep doing. Master Download Recolours: CLICK HERE Character Sets Imp Set Slime Set
  2. Takeo212

    Faeona

    From the album: Tales of Eadris

    Faeona from Tales of Eadris.
  3. Takeo212

    Just Some Overview For ToE

    Hey nosy blog reader~ Just found my old concepts for one of my main charries from Tales of Eadris and wanted to give you all a laugh. This also shows my lack of creativity... ToE is a medievil-esque fantasy genre RPG. This was my first ever concept for Leina, a quiet girl. Very meh. Okay, yea, bad design haha. My next design was; I like this design to be honest, but considering the game type/genre... this outfit doesn't really fit in... Also, can you tell I like Tomb Raider? xD My final design was; Her entire design changed, as well as her race. She originally was a simple human, but became an Elven hunter/thief. I also had a similar... phase... with Faeona. Her original design was stupid. I don't have the old file anymore, but trust me on it. She looks better now. Marina's design came so nicely. I got her design pretty well based for her first design and her final was just a detailing of the original. I love Marina <3 What similar stages did you guys come across? Are you still developing your characters? What characters are you having most trouble with? Is there a favourite amongst your cast you just can't help but like more than the rest? Find out next time, on Dragon Ball Z!
  4. Hey there. I've recently been considering adding a feature similar to FFX's weapon/armour augmenting feature. Basically, you use items to add abilities to your equipment, such as; By spending 99 antidotes, ,you can add a "poisontouch" ability to your weapon to inflict poison on contact. However, spending 99 antidotes on your equipment can add a "poison resist" that decreases the chance of being poisoned. I couldn't find anything on google related to this, so I thought I'd throw the idea out there. Ideally, abilities don't "unlock" unless you have atlast one item needed for it, ie; Poisontouch doesn't become visible until you have atleast 1 antidote on your possession. This makes later abilities easier to hide until later by giving higher tier items. I've seen a few augmentation plugins, such as sythesis, augments, upgrading and materia systems, but I haven't seen an ability added through items. My game focuses alot on material gathering for crafting and for selling for money (no enemy money drops) so having a feature where you can upgrade equipment with items makes sense in my games logic so I thought I'd ask anyway Just tossing the idea out there~ Thanks in advance if anyone takes this challenge~
  5. Takeo212

    Menu Plugin Alignment Help

    Hey everyone~ I was browsing the MV Workshop and came across a menu plugin that I was actually really wanting for my main game. It's similar to the older Final Fantasy series menu and I was eager to try it out~ I got the plugin to work easily enough, but I instantly realised I had a problem. The Plugin only seems to support the default MV resolution, whereas I use 1024x768. I considered changing my resolution to match the plugin, but I remembered I have parallaxing light/shadow images and to be honest, I don't really fel like spending forever redoing them for my map (maybe 12+ rooms so far...) So what I need is some help to allow this plugin to support my resloution if possible. Plugin by Ventiqu on Steam Workshop This is my current problem; and this is how it's supposed to look; Final Fantasy Menu Thanks for reading and any help in advance~ - Takeo
  6. This game was made for Indie In A Week, however wasn't finished in time. Instead, I plan to work on this in my spare time and continue development. ​All assets are subject to change, so please bare with me. Game Details What is this game about? Characters Screenshots Features Known Bugs Credits Support
  7. Hey guys, I'm back again! So sorry.... In one of my main games Tales of Eadris I had a monetary system set up similar to Skyrims Gold, Silver, Copper. In game, you can't get money from random battles, but instead have to craft, loot and do bounties to get money. This makes money and values small. I wish to use the Gold, Silver, Copper money system because I feel it really get's that feeling across to the player. If you get a gold coin, then you know you worked hard and saved for it! When this project was on ACE, I was using Spike's Monetary System and it works perfectly. The script never changed anything except how the money was displayed. That's all I need really, a graphical tweak is exactly all I need~ Possible Example on how to handle this in plugin manager; Maybe; Icon Gold: 100 Icon Silver: 101 Icon Copper: 102 ____________________ Gold Value: 10,000 Silver value: 1,000 Copper: 1 _________________ The icons are essentially the graphical coin to show up indicating what coin(s) you have. The value would indicate what it would indicate. So if I have 999 coins, it'll be 999 copper. If I get 1,000 coins, this hanges to a silver coin with 0 copper. But if I spend 10 coins, it jumps back to have 990 copper and 0 silver. Does that make sense? I really prefer money handling in this manner in general, so I may actually also use this in pretty much every other game I ever make, so I would appreciate any help, thank you~ I know there are a few currency plugins out there, but they don't handle the money the way I want it to. I want the money to be handled on the main menu and shops like normal currency is, and not have it in a separate window. Spike's plugin was exactly what I needed, but of course, I couldn't find an MV version, so here I am. Thank you for reading this ^^ ~Takeo
  8. Hey there~ I've been deciding on how a few aspects of my game should look, and I've decided that I really don't like the default choice menu for my main game. My characters can save at inns, give different dialogue choices and a few other things that just look ugly when I use the standard default choice menu. So I need help from a scripter please~ The basis I want is simply the choice dialogue to appear in the dialogue box instead. An example from google images: Please note I need a plugin for MV, not a script for ACE (I only state this due to the screenshot maybe being a little confusing to quick viewers.) Any help would be appreciated, and I hope this isn't a to demanding task. Thank you to anyone who reads/helps with this, thank you! ~Takeo
  9. Note: I'm using RPG Maker MV so I need something compatable for this~ Thankies~ Hey guys~ A feature I'm adding to my game is Inn's - that place everyone spams to get cheap healing when they wanna grind, yadda yadda. I wanted to add a little extra to that though. I always find it weird that a room always cost the same no matter how many party members you can on you. I am adding the feature that the Inn itself will have a charge (say 5 gold for the first one), and if you have 3 party members, I want that to be 5G x 3. I was trying to make variables and then use those - and although I got the variables set up for Party Members, I'm not sure hot o go about doing the math for it. Any ideas on how to implement this? Thank you for any help/feedback in advance ^^ ~Takeo EDIT I also need to be able to add that number as a conditional branch to check for how much money the party actually has - to check if they can afford the stay.
  10. Hey~ I'm unsure if this would be a plugin or an evented problem, but I assumed plugin since eventing would be more confusing to me >.<; I'm the problem is fixed by eventing (not an overly complicated one though) then this can be moved Anyway, I want a situation in my game where so far through the game, the character is stripped of all their items and equipment, but later they will get their items back. My problem is replicating the exact amount of items/quantity they originally had. I could try predict this but since there will be battles and optional items, I can't really predict how many items are used/found. Is their a possible plugin that can save these details and then be called on when they are given back? I was considering using Hime's Actor Inventories plugin, but I'm not sure if that would work correctly for this situation. I can't access my game for the next few days so I also couldn't test that plugin to do that anyway. Any feedback/help on this could help~ Thankies~ -Takeo
  11. Takeo212

    Simple Menu Layout Request

    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 :<
  12. Hey there~ I was wondering if I could appease to anyone the idea of making a plugin that - essentially - allows you to hit anyone in battle instead of the basic restrictions given in game. So instead of the default restrictions, I can instead cast, say, HEAL and I can cast it on any party member OR on an enemy. Having this sort of ability can allow me to create various skills and strategies that can maybe help the flow of battle more. ie; Enemy is inflicted with ZOMBIE Cleric casts CURE on enemy Enemy takes damage or Ally is low on HP and also has FireEater ability Ally doesn't know healing spells - instead casts fire on ally. Ally absorbs fire dmg and is healed. I hate having to essentially make skills work around the default "who you can hit" thing. If possible, having note tags that can modify what each skill hits ie, <skill: all> *hits anyone <skill: 1 ally> *can only use on you or allies <skill: all allies> *affects all allies <skill: all enemies> *hits all enemies <skill: 1 enemy> *hits 1 enemy That sort of thing? I'm sorry if this is a complex task - I don't require it immediately anyway, but will in the future so I thought I'd see if anyone is interested in this sort of plugin. Thank you for taking the time to read this
  13. Takeo212

    Change Battle Command Options

    Hey, I am unsure if this is do-able without a plugin, so I'll post this here since I think it's the correct place. Basically, what I am looking for is a possible way to change the default battle options such as "Magic", "Guard" and such to an actualy command. So instead of going into Magic and selecting Fireball, I would like to access it straight from the menu, like so; Attack Fireball Heal Backpack Is this possible to do, and if so, I need it to also be able to allow extra skills to be added later, so I can add more skills and maybe even remove some. Sidenote: This isn't for the Indie in a Week, just thought I'd say. This is for a little side project I'm doing
  14. I searched the site but found nothing on this. I also searched the web and found nothing of what I was actually wanting. Steam also has mixed reviews, so I want to have a small discussion or hear peoples personal views on this. (If there is a topic, I apologies. My College has crappy search filters, so it may have been blocked out) What I want: Personal opinions is all. I was interested in buying the Luna Engine from Steam, but at £23 ($30) I want to get feedback before I go ahead and buy it (Im making a non-comercial game, and my funds are limited) I have found several images and videos on WHAT the engine can do, but nothing on HOW to do it. I can't find any images of what the engine even looks like, how it works, ect. Steam reviews are mixed. Some found it very easy, others say it's still hard for people without Ruby experience (I'm still learning) and that the provided scripts arent even fully compatible and need manual editing, so I honestly don't know what to think. Is it worth it? Can anyone maybe post a small statement on how the combinations work, maybe even a screenshot or two on how the actual "work area" looks so I know I'm not suddenly ending up with a notepad full of coding? I would love to invest in getting it and making my own HUD's and menus, but I would appreciate all honest feedback (I also found this the most relevant place for this question/discussion, so sorry if it's in the wrong area)
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