Kenen
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  • MZ-Battle-Transition.gif


    Working on map-to-battle transitions this afternoon.
    MZ_enemystatus.png

    Sharing my first draft of an enemy status window.

    The up and down arrows next to the enemy's stats indicate whether or not that stat has been affected by one of the states shown in the right-hand column. I'm hoping it's not too visually cluttered.
    Richard John S
    Richard John S
    I think this looks great. Good work!
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    Kenen
    Kenen
    Thanks all.

    I think the elemental part is off partly because the arrow direction doesn't match up with attack stat (e.g. a buffed/bigger number = green arrow). I could display the resists as static numbers, like below, which might make more sense. Percentages would also work, but I'm weird and don't like the look. :aswt2:

    MZ_EnemyStatus_2.png
    ZombieKidzRule
    ZombieKidzRule
    Yeah, resistances instead of vulnerability seems to be easier for me to understand. It doesn't make my brain hurt when I look at it. :)
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    MZ-Battle-Log.gif


    The default battle log is a difficult beast to tame when it comes to multi-target skills. Getting there, though.
    Guardinthena
    Guardinthena
    I have always loved battle logs. Grew up playing Baldurs Gate. It is so nice to see them implemented in RPG Maker these days.
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    Kenen
    Kenen
    @Guardinthena I agree. I grew up playing games like Final Fantasy Legend III on Gameboy and Earthbound on SNES, which both had battle logs. I initially wanted to circumvent the battle log, but I think it has so much potential for flavor text or contextual information. Which, admittedly, I didn’t show in my status, but it’s something I’d like to integrate. Thank you for your comment.
    MZ_Status.gif

    I reworked my status window tonight, adding a dedicated window for the actor portrait and a blur effect under each window. I also had the idea to add each actor's sprite to the top left next to the command icons. I felt like I needed another way to show whose turn it currently was, and I like the idea of including the sprites even though I've gone with a front-view system.
    Kenen
    Kenen
    Thanks for the comments, everyone.
    Trihan
    Trihan
    @Kenen I hope mine didn't come across as judgy or harsh. I should actually have asked if you were looking for feedback before commenting.
    Kenen
    Kenen
    @Trihan Not at all. If anything, I'd be guilty as charged. I know that the style I'm going for is not going to be to everyone's liking. In any case, thanks for the feedback and comments.
    8-Bit-RMMZ.png

    Trying out the new 8-Bit graphics DLC! Going for a little bit of Final Fantasy 2, Dragon Quest, and Octopath Traveler all in one shot.
    Pasteleptic
    Pasteleptic
    I think the font looks perfect as it is. A lot of people have the wrong idea that pixel graphics should intrinsically make everything else pixelated as a result, which is pretty bad by a design standard. A mixture of things that are pixelated and HQ designs that fit in with the theme are essential to keep the player engaged and interested, as long as the variety makes sense aesthetically.
    BloodletterQ
    BloodletterQ
    Funny enough, Pasteleptic, Crystal Project which uses Time Fantasy with Voxels, has both a smooth font and a pixel font. But it'd be interesting to see if someone can pull off this HD-2D vibe from Octopath Traveler, Triangle Strategy, and Crystal Project with RPG Maker somehow.
    Pasteleptic
    Pasteleptic
    @BloodletterQ I'd love to see that as well. It's very possible, but just thinking about the coding aspect gives me a headache.
    I bought the Nintendo Switch version of Dragon Quest 3 when it was on sale recently, and now I'm afraid I'm completely down the Dragon Quest rabbit hole. :aswt:

    mz-dq-Menu.png

    mz-dq-menu-gif.gif


    I don't think the design of the status window is final, but I'm happy with the progress.
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