The use of guns also opens doors to something darker. In a table-top setting I created one empire has firearms. They also have flying ships, very prevalent magic objects (or magic seeming) like lights and reactive shields. politically they are seemingly anti-magic and have an anti-magic...
Pre-damage stage turn on a switch based on the conditional statement.
Post-damage stage conditional branch if switch is on: add state, turn off switch.
If you are not using the Q collision mapping then you need to set the entire map as a clear square that is passable.
The easiest way to do this is to make two tile templates. One is completely transparent, the other has two tiles: X and O. Make X top left (always default impassable) and make...
In a turn based system it would be difficult. In an active battle system (like Final Fantasy X) where initiative plays a role an easy way would be to assign different skills impacts. So you can choose which arm to build a combo with light quick hits having little to no cool-down and heavy hits...
Thanks to both of you on the input.
Unfortunately the QSprite plugin is a bit out of my scope. I just spent a few hours trying to narrow down the exact portion that causes the Sprite motion to occur and I am having a tough time narrowing it down.
Link to plugin...
In doing on map battles, I cannot get Yanfly Battle Sequences to trigger common events.
Not sure if this is a limitation or an error on my part. Any help would be appreciated.
I am trying to use the QSprite plugin for on map battles as I am using different frame counts for different...
I am looking for some help on using a script call in the damage formula. I am attempting to use the QSprite plugin in the damage formula when an attack occurs.
I have tried using Common Events, but this just has the sprite motion occur after the attack.
Any help would be appreciated.
My...
I know a bit of necromancy but I am trying to find a way to define the variable of the current battler.
I have tried doing a few script calls using thisEvent but I would like to be able to have common events run to impact the event performing the action (this is for sprite animations, I am...
You may want to look into parallax mapping. In short, you draw your map in a graphics program then overlay a collision method. This can be with invisible tiles with barriers or using a plug-in.
Another option I use is replace the ITEM sideview sprite with a walking sprite and just use the action sequence to “walk” to the target. Fewer plug-ins means less memory use.
Easiest approach would be to use a switch indicating no voice. Add it as an option in the Options Menu (many plugins for that) and add conditional branches around all your voice lines.
Another option not discussed is to fully embrace the racism. In the game I am working on right now the dwarves have a solid parallel to both the Jewish and Roma people in Europe in the early Renaissance. They are treated as outsiders, blamed for numerous problems and racism is blatant and...
That map is very good. It made me sit up and WANT to look at it.
You do need some light and movement to really sell it. A day/night cycle or even a cloud (shadows) layer would really add to the light. The movement would be captured with the NPCs but some particle movement for dust, leaves...
Not the best solution, but you could fade the music in and out. Do a fade of 120 frames (in and out) and it should better with a less jarring transition. Experiment with fade duration and maybe insert a wait between them.
MV works with PV games assets to do isometric. I am working on a game right now that uses this perspective. There is a sub-forum that outlines the “essential” plug-ins to make it work. The only part left is a good grasp of eventing and the plug-ins to make the game.
I use this in my current game for some skills which apply passive states, increasing counter chance or attributes for example.
I am using multiple plugins including a skill learn system and equipping skills. So while the skill cannot be used, I want the player to be able to view it and see...
I was thinking about how funny it'd be if there was an 80's action movie parody based off of RPG Maker starring a protagonist called Sergeant John RPGMaker.
Hi guys do yall like the new way im going to do battle sprites? It dosnt actoully matter what you think im doing it this way anyway but uhm hey1!!!!!!!!!!!!!!!1!!!!11111!!!
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