Storyteller-Hero
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  • Started building a prototype map for the skill grid. If there wasn't a 999 event limit per map and possible lag, I'd put it all on one map.
    Storyteller-Hero
    Storyteller-Hero
    I've tested the mechanics for grid so that's fine. This prototype (131 x 131 test size) will give me an idea of the scale I need, whether to shrink it or enlarge it. I may be making like 9 maps per actor because I want to add some other things like treasure chests and art pieces and puzzle areas to make skill learning into a full-blown mini-game.
    I couldn't stop thinking about making a grid similar to FFX for skill learning so I did it. It works. Great Caesar's Ghost, it works!
    With conditional branches, switches, and Yanfly's JP/Skill Learn plugins, I think I can create a grid system similar to FFX's sphere grid.
    • Like
    Reactions: FleshToDust
    Storyteller-Hero
    Storyteller-Hero
    Yanfly' Main Menu Actor Events is also needed to do this from menu. If I can make this work, I think that I'll use it instead of changing classes.
    Storyteller-Hero
    Storyteller-Hero
    Holy guacamole this might actually work. I've got to test this when I've got time.
    FleshToDust
    FleshToDust
    Nice. Grids are fun. I thought about eventing a skill tree once.
    Hmm side quests that offer XP rewards for those who don't enjoy battle-farming but do enjoy side stories...
    Seacliff
    Seacliff
    Far from a new idea, actually, but it works really well for games with larger parties and no reserve-character exp.
    Bastrophian
    Bastrophian
    I think all rpg games should do that sort of thing anyway. :3
    I just learned about Labels and how they can be used to go back to previous choices - this is going to be so useful for my in-game tutorial.
    In the United States, the difference in protection between registered and unregistered copyright is terrifying thanks to big business lobby.
    Storyteller-Hero
    Storyteller-Hero
    Apparently with a registered mark, one can sue and get an extra amount of damages (statutory) that does not require evidence of how much they lost from a pirate/thief. This could potentially be much, much larger than they would be compensated as an unregistered plaintiff.
    MechScapeZH
    MechScapeZH
    Ai yai yai. And it costs so much to register...
    I decided to forgo a system of [set primary class + changeable sub classes] and just go with [changeable primary class] for my first game(s)
    Storyteller-Hero
    Storyteller-Hero
    For the second series of games that I'm planning (for a different setting) however, I'll probably go wild with class and subclass due to the nature of the story. I probably won't even get to that for a couple of years though.
    zerobeat032
    zerobeat032
    I'm debating on this myself, as to whether I want to do all these subclasses or not, with a set primary.
    I changed my test project's windowskin today, fiddling with the opacity as well, and moved the battle order turn bar from the top to bottom
    Storyteller-Hero
    Storyteller-Hero
    I turned on window masking in Olivia's Octobattle plugin as the new windowskin is rather translucent and words became hard to read when choice windows overlapped.
    Storyteller-Hero
    Storyteller-Hero
    The order turn display might be better at the bottom since the bar for displaying action names is already at the top, and it looks cluttered having both of them at the top. The order turn bar could also look awkward when overlapped over certain enemy graphics in the future.
    In a story-driven game with lots of dialogue (not necessarily in every scene), the message interface matters a lot since it's used so much.
    • Like
    Reactions: The Stranger
    NoahB
    NoahB
    Yes, a message log and skip/fast forward option is a must!
    Storyteller-Hero
    Storyteller-Hero
    I'm hoping that my use of Galv's Choice Pictures and Irina's Visual Novel Busts along with some animation plugins will be well-received by those who play my game when it's ready.

    The window frame for messages is going to be a tough choice since I'm probably not sticking with default.
    The Stranger
    The Stranger
    Presentation is very important. I also think that animation is important. Seeing nothing but text might be okay for some people, but others might enjoy seeing characters move around, or other things happening on the screen. I think we forget that games are a visual medium, and that we can convey things through images and actions rather than just plain text.
    After lots of trial and error, I managed to get the party to enter/exit airship while flying over non-landing terrain without crashing. :D
    Storyteller-Hero
    Storyteller-Hero
    This opens up a potentially important location for my storytelling - the inside of the airship while in flight. Final Fantasy games have explored this in interesting ways so I'm super happy right now as a writer.
    I changed the default font in my MV test project and wow it really changes the personality of the text shown on screen.
    Storyteller-Hero
    Storyteller-Hero
    I changed it to CrimsonText-Regular for now - I might change it again later, but I think it's at least more aesthetically pleasing than the default.
    The Stranger
    The Stranger
    Yeah, it's one of those subtle things that can really influence your game in a pretty big way. It's kinda like the use of SFXes. A player might not notice well placed sound effects, but they will notice if they're bad or absent entirely.
    KazukiT
    KazukiT
    When I found out how to change the default font it was like having epiphany of sorts. Now I do for all my projects to match the style of the game.
    I realized that I could probably make a smaller, off-shoot game using the work that I'm already doing for my big game. Maybe a prequel...
    • Like
    Reactions: The Stranger
    Storyteller-Hero
    Storyteller-Hero
    A small prequel in the same setting, with location mapping, lore, and mechanics that will be expanded upon and featured in the big game. The stories won't be connected directly, but I could have the hidden character in the big game be the main character of the prequel...
    What if I make a building or town with normal tiles, then shrink it down to place on a world map? Hmm...
    • Like
    Reactions: dreamfall887
    Windows i7
    Windows i7
    That could work depending on how well the image editing software scales stuff down. Gimp and Kirita seem to work well for that.
    Starbird_Resources
    Starbird_Resources
    it definitely works. i've used that technique for expanding world map options (and for getting the world map to actually correspond with the "normal" maps)
    Yanfly's Class Change Core apparently has a setting where some classes are unlocked by default. I was wondering why unused classes stayed...
    Storyteller-Hero
    Storyteller-Hero
    I went to the Plugin's help/settings window and deleted the default class ID numbers in the setting entry. I then used the plugin's Actor Notetags to individually unlock classes for my characters, who are using different classes and subclasses in the game.
    I've started making noted lists of items, skills, etc. that will be in my game. Sometimes less is more, and sometimes more is more.
    • Like
    Reactions: Lemonrice
    Poryg
    Poryg
    More is more as long as the more doesn't hurt the less. Sitting with 90 different items in the inventory, of which only 2 are useful, is not too nice.
    Storyteller-Hero
    Storyteller-Hero
    I'm including a few item sinks in my game to mitigate inventory bloat malaise, and will be drawing upon my memories of Final Fantasy inventory bloat to balance items. Healing potions for example will be % based instead of flat values, to avoid becoming dead weight during late game.
    I've made good progress on my resource flipbooks. Steam dlc is about done, and now I'm starting to organize non-Steam content. FES was huge!
    Hmm, with new game plus in a game, it could be tedious to endure a tutorial every run so keeping it in a separate menu option might be best.
    I've worked out classes in my game. Ten playable characters plus one hidden. Each character has their own class and three subclasses.
    • Like
    Reactions: SpicyNoodleStudios
    Storyteller-Hero
    Storyteller-Hero
    None of the characters will have the same class or subclasses as any of the other characters. A hopefully fun aspect of late game tactics will be figuring out which combinations work best in the more challenging, more complex battles of the game.
    I'm going through icon packs that I got from Humble Bundle. A lot of food icons will be used in my game. I loved the variety in Earthbound.
    Spelling, grammar, and diction in the first ten minutes of a game may be the most powerful indicators of the game's overall quality.
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Latest Profile Posts

Been playing through Skies of Arcadia again, and it really makes me wanna see someone try to implement how ship battles were done in the game into RPG Maker (or really just in general).
split.png
split view of both versions of the pocket city you traverse through. there's differences like areas only being accessible in one version of Autumn Bay. or events that only happen in one or the other.
theortically if there were a developer who spied on people's game playthroughs and changed things in real time to make it harder for them, what might be said game developer's motivation?
Hi everyone! Enjoying this nice long weekend. How are you all doing? :)
I just successfully tested having events check if specific actors are in a particular party slot and then changing image to match. This will let me make scenes take into account who is in the party at the time and arrange them accordingly - this is important since I'll have extra actors beyond current party. The script used is the same from MV and is compatible with my current core plugin setup in MZ. Thank goodness.

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