This isn't a decision made lightly, but due to a few factors - primarily a lengthy migraine and school starting - I am pushing back the demo to 2/11 at the latest. In the interest of not having a post that's JUST bad news, though, here's a look at the revamped logo - courtesy of @Plueschkatze !
As the month ends I'm finalizing my game demo, and I'm looking at I want to accomplish with it. Ultimately I think I've done so to the point where I'm quite content.
My question to you is, for those of you who are working on/have already released demos- what did you want to accomplish...
The current design of the skill has it basically remove 1 bad status; this could be either a Debuff or Ailment. As far as I can tell, the default way of removing debuffs has you specify which one, egi- Str; not so useful if the one you're afflicted with is Agi.
In addition, let's say you have...
I was wondering if it's feasible for someone to make an add-on to Yanfly's plugins that, as the title says, treats a debuff as a state.
To give the situation; I have a fight right now where characters will experience an agility debuff. I have a skill that I'm designing to remove a...
Weekly update report! I got the bandit boss fight implemented and have gone through it a couple times. Now I just need to actually get there in a test record and consider the levels/equipment.
Ultimately I'm on track for my demo release on the 31st, though, yaaaas!
This is a very good question.
I can say that right now, each character averages about 20-25 total skills, and I feel that's too many; most of them have their skills divided in to two sections, with anywhere from 6-16 skills per. 52, to me, seems...if I may be honest, pretty damn insane.
Is it sharing another example time? I think it's sharing another example time. :kaopride:
I write in GDocs, which has an easy strikethrough format; as it turns out, I kept this bit in there for funsies. Anyway, cut bit #1 was mostly re-emphasis on the dire situation, but I felt it didn't need...
If you're like me and overwrite dialogue, try to chop it down when actually implementing it. 'Does this line move the story along', etc. I ended up cutting a few things out of my latest cutscene because they were slowing it down, though I will miss showing off one of the character's more jerkish...
The idea is that the enemy /can/ (physically) attack them, but they get punished for doing so. Not so much that they're blocked from being targeted.
Booby trap, not barrier.
(Though I am using TargetCore for other reasons.)
Well, for what it's worth, you don't necessarily need to show the doors. Worst case scenario, put an event there that says 'You haven't rented a room', as to imply that there IS a door there but you can't get through. :)
This is my own starting inn (FSM Town of Beginnings);
And it doesn't...
Hey morning all! I got another quick question..I just switched to RMMZ from VX Ace..so I am wondering why default scripts(is that how u call it) of VXAce is available, but not in MZ's case? How do I figure out ahh I mean could you show me