Recent content by HiddenAlchemist

  1. HiddenAlchemist

    Oh now this is gorgeous and so aesthetically pleasing. Color me interested. Love Dragon Quest.

    Oh now this is gorgeous and so aesthetically pleasing. Color me interested. Love Dragon Quest.
  2. HiddenAlchemist

    On devising a turn-based system with only one actor

    I do like this and have given thought on how enemies could meaningfully use TP. And I think from an enemy's advantage, TP is really underutilized that way in RPG Maker games. Heck I might just give that a try, since enemy TP has been sitting in the back of my mind. And I generally like the...
  3. HiddenAlchemist

    RMMV Redirecting to a specific actor with YEP_MainMenuManager?

    Is it possible with YEP_MainMenuManager to redirect the Skills, Equip, and Status commands to a specific actor? By default, choosing either forces you to select an actor first. MainMenuManager uses eval functions for how the commands operate. For reference, this is the default for status...
  4. HiddenAlchemist

    On devising a turn-based system with only one actor

    Actually, the body/soul/mind thing is brilliant. I'd be very interested in seeing someone's take on that. I can see potential issues there though in that the main menu and battle interfaces, at the very least, would require adjustments so they'd make sense for the setup. Because, as individual...
  5. HiddenAlchemist

    On devising a turn-based system with only one actor

    I think my main issue with ARPGs in RPGMaker, at least from those I've seen, is that they tend to emphasize more on fighting off simple enemies or mobs of them. There doesn't seem to be as much support in RM ARPGs for making unique, more complicated bosses that aren't just statistically stronger...
  6. HiddenAlchemist

    On devising a turn-based system with only one actor

    I've been trying to give this one some more thought. In a game with only ever one actor, how would one create a turn-based (or semi turn-based) battle system and mechanics that would best fit that? Or even how to rework an already defined system to compliment that? Obviously a one-person party...
  7. HiddenAlchemist

    Been taking a break from my project's mechanical side of things to work more on its narrative...

    Been taking a break from my project's mechanical side of things to work more on its narrative and characters, something which I've admittedly found difficult. Things are going a bit more smoothly and steadily now. I look forward to the day when I can even show off any of this.
  8. HiddenAlchemist

    RMMZ Param-based or state-based buff/debuffs for project?

    Well I can certainly live with having to make multiple states per stack, especially with only two stacks max. It is doable, just takes a lot of time to setup and might not be the most efficient, cleanest way of going about this. Having it all be one state per buff/debuff would be the ideal. I...
  9. HiddenAlchemist

    RMMZ Param-based or state-based buff/debuffs for project?

    So, an update. After considering the options presented here and several days of fighting with javascript, I was able to get something that works with @Junane 's and @Trihan 's help on Discord using the multiple states-per-stack method (in my case, only two stacks): Stack 1: <Category: Attack>...
  10. HiddenAlchemist

    Big Charity Bundle for Ukraine (Games, Tilesets, ebooks, more)

    Just now got this bundle! Many great choices here all going to an important cause, but I was especially drawn to the assorted assets. I noticed a couple of Eli's plugins were included too.
  11. HiddenAlchemist

    @RachelTheSeeker That would be me on my better days.

    @RachelTheSeeker That would be me on my better days.
  12. HiddenAlchemist

    @Shikamon Maybe some other day down the line. One programming language is enough of a headache.

    @Shikamon Maybe some other day down the line. One programming language is enough of a headache.
  13. HiddenAlchemist

    Every day my RM dev experiences are like [ATTACH]

    Every day my RM dev experiences are like
  14. HiddenAlchemist

    @RCXDan Hah. I only have it like this so I can keep everything organized.

    @RCXDan Hah. I only have it like this so I can keep everything organized.
  15. HiddenAlchemist

    @Alador a bunch of things that require passive states, carefully constructed skills in advance...

    @Alador a bunch of things that require passive states, carefully constructed skills in advance, visual tricks to mask limitations, and a lot of repeated hammering until it all sticks. Needless to say, I'm pretty tired now but determined.

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I really, really want the Magic story to be good, but instead we got today's chapter of the most predictable mish-mash of tropes with almost no personality. I let go of the physical game years ago, but I can't seem to let go of the story.
Just finished watching the last of the Final Destination movies. I'm digging every last water bottle out of that old van :p
Put off learning to drive for so long, I hope I don't run into any of-fences ..... (quietly leaves)
I introduced a new character to Mintabelle's Wonderland. Fufu the Raccoon! She's supposed to be a motherly daycare attendant, but when the power goes out, she becomes a monster. Rumor among kids says she causes these outages herself...
After an entire year, finally made new story cutscenes. Ones that take place after the current last boss. Praise be.

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