Recent content by Omnimental

  1. Omnimental

    Saving your game: What's your approach?

    Checkpoints, alongside Save & Quit. S&Q gets rid of the biggest problem with checkpoints, since you don't need to hunt one down when you want to finish for the day. And it helps avoid the save-scumming problem of save anywhere. Little harder to pull off from a dev standpoint with PC gaming...
  2. Omnimental

    RPG Maker MV 1.4.0 Update

    Bleh. I mean, I HAVE the Steam version, so that's not an insurmountable problem, but I much prefer using the standalone. Thanks.
  3. Omnimental

    RPG Maker MV 1.4.0 Update

    So, maybe I'm just blind, but... where would I find the installer for the Linux version? I'd love to finally be able to stop running it through WINE.
  4. Omnimental

    Save Spot or Save from Menu?

    How I handled it in one of my prototype projects is by using both. Save points were inns and campfires, but the player could also by consumable items that would let them save while in a dungeon. This way, I could give them a risk/reward factor. Do you stock up on saving items, or save your money...
  5. Omnimental

    How important is a title screen... really?

    The real question for me would be, if you don't have a title screen, what do you have instead? Do you drop your player straight into the game? What if there's multiple save files? It would be interesting to see something like Undertale, where the the title screen changes as you progress in the...
  6. Omnimental

    The Evil is You

    It can be very tricky to do the villain protagonist right. You can do it upfront, where the player is informed upfront that they're playing the bad guy. [Eg: Overlord] Or the main character is amnesiac, and doesn't remember that they're the bad guy. [Eg. KOTOR] Maybe the main character...
  7. Omnimental

    Skills with equipment slots?

    A system to customize the abilities themselves sounds like it would be a lot of fun. If I was to do something like that, I'd probably have each actor with a few unique skills, and have them unlock the customizations as they level.
  8. Omnimental

    Final Fantasy V: Bravely Default/Second Job mechanics

    Your 'main' level comes from your primary class, your 'job' level comes from your subclass. Read the user section of the scripts, Yanfly's stuff is really easy to read as far as scripts go. Don't be afraid to experiment a bit, it's one of the best ways to learn.
  9. Omnimental

    Final Fantasy V: Bravely Default/Second Job mechanics

    Okay, you'll need this script as well. Make a primary class for each actor, and put <primary only> in the notebox. Then make whatever switchable classes you want, and put <subclass only> in their noteboxes. You'll need to modify the Class system scripts as needed for your project, can't really...
  10. Omnimental

    Final Fantasy V: Bravely Default/Second Job mechanics

    You'll want to lock the primary class (that will serve as the "character level"), and use the subclass as your classes. I don't know the script that well myself (I've moved over to MV), but I'll take a look and see if I can figure out exactly what you're looking for.
  11. Omnimental

    AAS (Auto Attack Syndrome)

    Auto attacks are a blessing in any game that expects you to grind. If I'm supposed to randomly kill monsters for a while to get items/levels/whatever before advancing, I want to get through it as quickly as possible to get back to the story and interesting bits.
  12. Omnimental

    Final Fantasy V: Bravely Default/Second Job mechanics

    This should do what you're looking for.
  13. Omnimental

    Press Turn Battle?

    I'm really hoping my google-fu is just failing me here, but has anybody done a Press-Turn Battle plugin for MV yet? Something similar to what Archeia made for VX Ace. It's one of my favorite battle systems, but I'd hate to go back to VX Ace just to use it.
  14. Omnimental

    Run, They're Trying To Kill Us! (Escaping from Battle)

    @Wavelength I love the idea of a "preparing to run" state. Giving the player that window to decide whether to try to finish them off quickly, trap them, or let them go is a good one. @Alexander Amnell I think whether or not they drop items would depend on the creature in question. Animals...
  15. Omnimental

    Run, They're Trying To Kill Us! (Escaping from Battle)

    Partial experience is definitely something worth looking at. I'd probably also add some form of item or skill for the player to use to prevent escaping as well, so they have the option. Making it a feature that the player can engage in instead of a mechanic they have zero control over seems best.

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Sheila Nagase

same caption as before. :3
"Be as honest as you possibly can as often as you can. It makes your lies much easier to believe."
Each new game means new ways to survive and you need to adapt when you have 10 different stores with lots of items for your adventure

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