How much has the community shifted to creating in MV from VX Ace? (I've been away for a little while)
VX Ace is this a good program, But I did do the jump to MV. I like the plugins they are easier then managing scripts, I also am somewhat competent in JS so I am glad I am able to use my abilities in that area.
I'm still finishing my game in Ace, because MV is still a bit buggy and it'd cost me a fortune to have all the graphics redone. If those things weren't true, I'd port it over.
Got the Valiance framework for my IGMC game. Got to wait for that twist before I click New Project and start this thing.
Working on my combo system at the moment. Some classes set the stage for massive break attacks dealing extra damage and effects.
My combo system uses combinations of skills and states that resule in unique skills. Considering this, what kind of thing would upgrade Double Blow to Triple Blow? Any thoughts?
Double Blow and Triple Blow with Elements. You can try adding fire and ice or something like that; You can also add "Bonus Skill" activated for the combo.
Luna, yeah, that's really the best idea I've seen, haste. SoulPour, Triple Blow *is* the bonus skill, I'm just trying to figure out how to get there from Double Blow.
Valiance's combo based battle system is coming along very well, and it's all going to be implemented really soon.
Taking from real world cultures for fantasy countries is something I really like doing. However, my opening magical city/country, surrounded by green fields is lacking cultural inspiration.
Then later I have an eastern continent, but with a country already taking inspiration from middle eastern countries, I have a kingdom (Alexandria) that is lacking any real inspiration.
Looking to use a similar damage formula to Pokemon, however I noticed that when attacking very weak enemies, damage is so high. I figure this isn't noticed in the games because damage values aren't shown, not sure whether or not if it would be a problem for me.
The "strongest" character hitting his "strongest" attack would deal 111 to a tough opponent, 160 to an evenly matched opponent, and 4982 to the weakest enemy in the game.
your best bet would be to take a pokemon engine on an RPG maker and see how they did it, but I don't think they call a battle system to do the pokemon engine
No, I know the formula. It's just you don't see the numbers in the Pokemon games, so you might not realise how high they go for trivial encounters.
If you're familiar with Mix from FFX/X-2, does it sound okay to have a Mix ability where you mix single target items with the result (where appropriate) being simply the multi-target version of the elemental spell?
Sure, that's what I do. In example, 2x Potion yields Mega-Potion, 2x Hi-Potion yields Ultra-Potion. 2x Ether yields Mega-Ether, and 2x Hi-Ether yields Ultra-Ether.
Yeah, that's simple and understandable. If I do this, then it will streamline my elemental spells, really reducing the number of them.
Solved the problem from earlier. I'm using mal-, fel-, and hel- as prefixes for three tiers status inflicting elemental spells.
So do the spells in your game just ramp up in overall power? Like does Helfrost just make Malfrost completely worthless once you learn it?
As much as I like to individually name spells, it's not possible in this situation, so I'm trying to think of a way to signify that an elemental spell also inflicts a status effect.
Its effect would be in the description (if this applied, however it's a result of a mix skill) but there would still be too many names of skills needed.
The tagging problem is interesting too, I don't want to add an extra minute to every text box, after all.
I suppose in the end it also matters if it's for dialogue options (shouting, etc), or if it's just to highlight important plot locations/items (Wild Rose, etc). You could also also put locations/items in brackets, with different colors? Tons of choices.
@light487 Adding pauses reduces the flow of the text in my opinion. Perhaps you can italicize them. I like the idea of italicizing keywords.
I think I'd like to be working with dungeon maps that are made up from 3-4 larger areas (when outside), rather than 9-10 smaller maps. I've just got to make sure I can keep the quality high and the maps well-detailed if I'm working with a larger size.
I, too, like working with larger maps. But be very careful about lag. It's pretty easy to lose FPS in large maps that hold many parallel processed events.
I often hear the fear of lag being used as a reason against large maps, but at what size map / number of events are people getting lag at?
Valiance is coming along awfully slowly. This public shaming of me will hopefully help me take the project more seriously and get things done.
I place my head in the metaphorical medieval stocks of the forum. Get your throwing arms and various fruits and vegetables ready.
I was slowing down on Crystal & Steam before the end of my indiegogo campaign. Now the guilt of having other people invested pushes me forward. So... maybe your public shaming is the more economical alternative?
Maybe we can be stock-mates, as I can foresee this in my future as well now that I don't have much time atm for RM related goodness.