Robin
Reaction score
71

Profile posts Latest activity Postings About

  • How much has the community shifted to creating in MV from VX Ace? (I've been away for a little while)
    • Like
    Reactions: 1 person
    AnimaScorpius
    AnimaScorpius
    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.
    Robin
    Robin
    Thanks for the answers. It's helpful to get a catch up. :)
    Shaz
    Shaz
    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.
    Taking a more exciting, and more focused, episodic approach with Valiance.
    My game The Flower Collector has just had a sequel release, entitled The Lantern Collector.
    Still working on refining the plan for Valiance. Still a lot to cut from the game, it seems.
    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?
    Lunarea
    Lunarea
    Double blow + haste state?


    Or maybe double blow + counter state?
    SoulPour777
    SoulPour777
    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.
    Robin
    Robin
    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.
    Dark_Metamorphosis
    Dark_Metamorphosis
    Nice to hear! I'm finally done with two of my systems as well :)
    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.
    Robin
    Robin
    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.
    Robin
    Robin
    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.
    Seacliff
    Seacliff
    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 :p
    Robin
    Robin
    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?
    Arin
    Arin
    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.
    Robin
    Robin
    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.
    Liak
    Liak
    Malfire, Felfire and Helfire, for example? I'm not so sure about Felice, though. :p
    Robin
    Robin
    Exactly. It's Malfrost, Felfrost, and Helfrost.
    Kaje
    Kaje
    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.
    Robin
    Robin
    Thinking of maybe using a prefix or suffix like 'mal'.
    Liak
    Liak
    Why is it not possible to give it any name and state its effect in the description like normally?
    Robin
    Robin
    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.
    Not sure whether to CAPITALISE or colour words for emphasis. I'll have to see how they both look.
    Robin
    Robin
    The tagging problem is interesting too, I don't want to add an extra minute to every text box, after all.
    B.Ultimus
    B.Ultimus
    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.
    C-C-C-Cashmere
    C-C-C-Cashmere
    @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.
    Clareain_Christopher
    Clareain_Christopher
    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.
    Chaos Avian
    Chaos Avian
    Parallel Processes, large maps, lighting system, overlays, parallax, 1GB RAM. Oh this should be fun :p
    Robin
    Robin
    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.
    Robin
    Robin
    I place my head in the metaphorical medieval stocks of the forum. Get your throwing arms and various fruits and vegetables ready.
    endgametech
    endgametech
    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? :)
    Animus
    Animus
    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.
  • Loading…
  • Loading…
  • Loading…

Latest Threads

Latest Posts

Latest Profile Posts



I've been experimenting with improved memory management again, which allowed me to include items to increase player path length. These are both 44 grid spaces long, and stable. :LZSexcite:
I FINALLY DID IT! 5 years making my very first game and I just officially released it on STEAM..... OMG..... I can say I finished a game! The feelings!!!!!
Stream will be live shortly! I am going to be playing some Among Us! Feel free to drop by!
Ami
tv program always get the ratings (it's the reason why drama series has 1000+ episode),also full and nonsense of censorship (weird blur, a scene getting cut because the unconvenient viewer,but it unconvenient to me either. you never see what the original is)

i know the reason is to take cover the viewer from the negative thing,but i just laughing and mocking of them that they're always suck :guffaw:
Star Chart Idea - Just something I am working on.

Forum statistics

Threads
104,460
Messages
1,006,450
Members
135,967
Latest member
inma
Top