Storyteller-Hero
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  • I set up around twenty basic consumables in my test project. My basic healing potion restores X% + Y hp (still adjusting it). I always hated when potions become obsolete in RPGs so I decided to go with a scaling amount.
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    Reactions: ozubon
    Diretooth
    Diretooth
    I'm experimenting with doing the same, plus having the option to craft higher tier potions with basic potions. So Potion (30%) + three other ingredients equals High Potion. High Potion (50%) + three different, slightly rarer ingredients make a Mega Potion (80%), + three other rare ingredients equals a Health Elixir (100%).
    Diretooth
    Diretooth
    Which when combined with a Mana and TP variant equals the most powerful and difficult to make restorative in the game.
    I feel this would allow the player to be more willing to use that uber restorative if they can, with a little searching, make a new one.
    This of course is still being fully conceptualized and tested.
    I thought of a good way to use the large 256x256 icons from indie icon packs - present them as pictures of items in their descriptions rather than using them as list icons, or maybe BOTH. There's loss of quality when shrinking them down to list icon size (32x32) but with this I can make more aesthetic use of their art's greater detail at full size.
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    Reactions: Shaz
    Shaz
    Shaz
    Having them in 32x32 size was the reason I got them.
    Holy crap the original release of Final Fantasy II was a hot mess. Knowing the story behind it makes it even more of a hot mess. Not the FF IV that was sold as FF II in the west, but the actual FF II. The bugs and the unbalanced skill system made mechanics a big fail in the gameplay.
    I've been watching Mr. Gentleman's History of RPGs series on YouTube. He blends history with a step-by-step review of each game. Lots of great ideas to mine from classics like Dragon Quest IV.
    I did a test of transferring the player between maps with event proximity detection. Works like a charm using only a single event for each side of the map. This could save a lot of time for cutscenes and extending the world map.
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    Reactions: ImaginaryVillain
    Storyteller-Hero
    Storyteller-Hero
    I can also trap the player inside a single map with this, which will be great for puzzle maps.
    ImaginaryVillain
    ImaginaryVillain
    What will even blow your mind more is you could just do it with a single event that tracks $gamePlayer.x and $gamePlayer.y to see if either is within the value range you want to transfer them. Or even more exciting, a parallel common event... Now you don't even need an event on the map. :LZSwink:
    Shaz
    Shaz
    If your proximity detection looks at the player's x and y coordinate, you could do it using just one event for the whole map.
    An icon bundle arrived on Humble Bundle. I feel like one can never have enough icons. Guhuhuhu.
    I've made a rudimentary prototype map for the first game with the MV RTP overworld tiling. I'm probably going to photoshop the crap out of it for parallax, but the prototype has given me new ideas about how I want to place dungeons in the game.
    The main character for the first game was originally going to become a member of the party in the third game but I'm probably changing him to an important NPC instead. That brings the third game's total ensemble roster down to nine with one optional secret character.
    Storyteller-Hero
    Storyteller-Hero
    So basically somewhere between FF6 and FF7 in terms of how many characters to manage...
    I wanna be the very best, like no one ever was. To make a game is my real test. To play it is my cause.
    I figured out a few vital elements to the (new) first game's story last night, including how it touches upon important lore that will be prominent in the (now) series of three games. I should be able to start building it next month as I finish up some income-related projects.
    My smaller game will revolve around a single character who recruits monsters for the main story quest. Like me, he will have no social life and be hesitant to go outside. Heheh.
    I'm going to need income sooner than later this year so I've added a smaller game project to my planned queue as a first of two prequels to my dream big world RPG.
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    Reactions: The Stranger
    Storyteller-Hero
    Storyteller-Hero
    So the first game will be within the confines of an island. The second within a large continent. The third game will span the whole world.
    I live in the next potential global epicenter of COVID-19 outbreaks. If they don't apply temporary universal income and rent freezes soon, it's going to get super ugly.
    Windows i7
    Windows i7
    More specifically New York state is going through hell right now. Unfortunately, that is where I am. I've got what I need to survive this, but not everyone else does, and it is going downhill pretty fast. I absolutely must not get sick or injured during this as access to healthcare is virtually non-existent due to the pandemic.
    Storyteller-Hero
    Storyteller-Hero
    I'm lucky enough to be in a part of the NY area where there have been no confirmed infections but knowing there's a growing hub of outbreak just a few miles away is kind of unnerving. Rent is currently the closest concern at the moment since I and many others in my local community are going to have problems paying soon.
    bgillisp
    bgillisp
    I believe it, NY is expensive. I looked up the rent there for a math question on cost of living and I was like rent there is WHAT?
    I've found myself easily bored with low variety equipment selections in small indie RPGs that I've played. I think that the more variety there is, the better. Extra points for items that come with special stories or require fun quests to obtain.
    Wavelength
    Wavelength
    That tends to annoy me too - if you're going to have equipment, make it interesting!
    In timeblazer, the player can trade an Equipment Credit to choose a certain "type" of equip, such as Weapon, Accessory, or Shield, and gets two randomly-selected equips of that type (out of 10 options in a replayable ~2-hour game). Most equips also...
    Wavelength
    Wavelength
    ...have special effects in addition to a dizzying variety of stat combinations. The idea is that the semi-random distribution, as well as your choice of which of the 2 equips to use, can drive your strategy moving forward.
    Black Pagan
    Black Pagan
    "Customizable Equipment Sets" would be a great replacement to "Gear Upgrades".
    People staying home more because of pandemic fears so soon to FF7 remake's release. Imagine how empty the streets will be after. Yuk yuk.
    bgillisp
    bgillisp
    You sure they aren't just staying home to play FF7, and using the pandemic as an excuse? :)
    Kuro DCupu
    Kuro DCupu
    Ooh, I thought the street are empty because of that corona thingie ~
    I picked up For The King in a Humble Bundle sale, and one mechanic that stuck out to me was a physical change to the world map when finishing a side quest. That got me thinking about special map-effect rewards for certain side quests in my game.
    I just picked up Olivia's Aggro Management plugin - this combined with Yanfly's Row Formation plugin should produce some interesting tactical options for my planned RPG combat.
    I've been busy working on other projects this month so I haven't been able to do much towards finishing the prep work for my RPG, but I did brainstorm some interesting ideas for the game.
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I didn't think I'd spend the evening jamming out to the battle theme of a Hole Punch.
Welcome back to the dark era, where everything is in dark mode!
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I'm not complaining! :o
Currently without internet due to storm damage and most of our state is devastated. No idea how long I'll be unable to log onto here, but I'll answer questions as soon as I can.
This is supposed to be pso2 photon blast inspired animation
I'm sure this question's been asked before, but I can't find an answer: is there any way to run the Steam version of RPGMaker *without* being logged into Steam? It's a frustrating extra step sometimes.

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