MarxMayhem
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  • Should've seen this coming, but if I wanted players crafting equipment, I should also have a bestiary ready.

    C'mon Marx, you played Monster Hunter...!
    More than 400 skills listed. Lesgoooooo
    MarxMayhem
    MarxMayhem
    Some are better versions of older spells. One of the things I hated from some RPGs is that they give casters a wall of skills when the strongest version is all you'll need. I'm hoping that with the equip skill system (plus other systems I have in place) I have, I can make players pick their skills strategically and find value in having a variety of skills.
    cthulhusquid
    cthulhusquid
    In my projects, I try to make every skill unique, have purpose, and stay competitive for the entire game. I prefer it that way even though it's harder creatively.
    MarxMayhem
    MarxMayhem
    I feel you. As a developer, you'd want to make something players will find use for. Admittedly I'm still in the theorycrafting stage, so I may end up reverting stuff. Only time will tell.
    300 skills! And I'm still only halfway done with casters'! orz
    • Like
    • Wow
    Reactions: Quexp and Ouro
    HexMozart88
    HexMozart88
    Goodness me. Might have to cut down a bit.
    MarxMayhem
    MarxMayhem
    Contemplating that, but my game has a skill equip feature (and swapping skills is an option to players), so for now I'm keeping that list until a downsize is deemed necessary.
    Is it just me, or is itch.io having issues loading images in general?
    Quexp
    Quexp
    I just checked it out and images are loading normal for me (using Android Chrome).
    MarxMayhem
    MarxMayhem
    I viewed it on Desktop Chrome. I appear to have the same issue with mobile as well.
    Quexp
    Quexp
    Sounds annoying
    So before I inevitably start a new project to reorganize myself (I will make sure to save important info dw), I will make an external list of what I want in the final database.
    I'm just so close to replacing LUK with a different stat, maybe DEX but we'll see.
    • Like
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    VegaKotes
    VegaKotes
    Replace Luck with Effort!
    Kidding....but yeah Luck is usually one of the first standard stats I nuke in favor of something else. I get the point of it but even in games with noticeable uses for it I never focus on it so why develop a game with Luck in mind?
    lianderson
    lianderson
    This one uses luck for critical chance, thread magic formulas, bomb formulas, status chance infliction, and status chance protection. But get rid of it if it doesn't work! Get rid of everything! Good day humans.
    I had a dream where it was Friday, and what happened in the dream was irrelevant, because I woke up and it's not Friday, so I'm sad.
    Databasing. Just with what I consider "bare minimum", I have listed over 200 skills. That's not all of it, and isn't even considering skills that only 1 class would realistically have. lol
    I wanna make a class similar to Vampire classes of other RPGs, but I can't think of another name for them. Why is "Vampire" so perfect lol [/rhetorical]
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    The Stranger
    The Stranger
    The only defining trait of a vampire is that it's a malicious supernatural entity. Even the blood drinking to exist isn't true throughout all cultures. In many European cultures it's a corpse reanimated by a dark spirit or demon, but not all of them rise to drink blood. In Japan there's a vampiric tree. lol. You know it from the bones of its victims littered about the place.
    The Stranger
    The Stranger
    Many folkloric vampires didn't even have fangs or any real powers. They were scary simply because they were the dead come back to life in unnatural ways. Many were thought to spread disease and plague, though. So really, there's very little that makes a vampire a vampire. Well, unless you're trying to make a Hollywood type vampire.
    kirbwarrior
    kirbwarrior
    @Johnny_Ray That's part of my point. "Pirate", "Wizard", "Soldier", there's a certain feel those words mean, what those classes "do", even if they are treated differently from each other in different games. And vampire is more internal like "Elf" or "Zombie" instead of external like "Cleric" or "Smith". Nothing against using it, just explaining my confusion.
    With Action sequences, I can make the animation played when striking a target with a weapon to appear on the user instead, allowing me to use animations for weapons instead of working with the default function.

    I just need to find out how to apply something similar for enemies...
    ShiraCheshire
    ShiraCheshire
    I gotta figure out action sequences. They’re so complex, and seem to assume you already know basic coding. I can’t wrap my head around it. But so powerful…
    MarxMayhem
    MarxMayhem
    Action sequences are far simpler to use than straight-up JavaScript. It's basically like text-based adventure games, for a lack of better analogy.
    Finally

    Implemented a system that properly target's a defense stat when its damage type is changed
    It's a shame that Selection Control will not be ported to MZ. I found a neat way of using it to enable ways for tanks to protect squishies. lol
    One of these days, I need to find/figure out how to replicate the Brave/Default system. Heheh...
    ATT_Turan
    ATT_Turan
    There are existing plugins for it, if you want. Irina or Olivia or some such on Itch.
    MarxMayhem
    MarxMayhem
    I haven't done my window shopping yet, but I'll take a look soon. I know Olivia recreated the Octopath system- I have it for my game. :D
    It makes sense that you try to focus on the squishy mages at the back of the party first, right? If the mage can out-DPS the enemy DPS before the latter can kill the tank in front, the fight becomes boring.
    Arctica
    When I played Aion, I was cleric in large group going over to the Asmodae. I was killed incredibly fast...the whole main city there emptied itself out and made a b-line straight for me x_x.

    Some RPGs I've played in the past have checks that made the enemies attack party members with the lowest HP or DEF.
    MarxMayhem
    MarxMayhem
    @RivalRamen_Games
    Always promote tactics to your players. If they see enemies use tactics against them, that should encourage them to play smarter too.
    MarxMayhem
    MarxMayhem
    @Arctica
    Fortunately, MV does have the TGR parameter, and you can balance targeting preferences with that, like making squishies start with higher TGR, but tanks can increase their own TGR to draw likelihood of attacks to them. This is not even considering plugin support that properly recreates aggro mechanics for the player.
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I feel QSprite for MV is underrated. I basically am able to use my chibi sideview battlers I drew on the maps and have all the motions available. this'll help a lot with cutscenes.
I've figured out how to reasonably tall-ify chibi sprites on my editor. I like that making tall sprites gives me control on expressing how tall characters seem on the field relative to each other as well as better differentiate adult sprites from child sprites.
doing some wacky experimental stuff in MV right now :kaoluv: I cannot wait to drop what I've been working on
Doing RPG Maker News for this week. (January 14th - 20th, 2022)

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