I have this joke character Sailor Albert, who's a penguin with the power to make costumes out of thin air. As you can guess he loves Sailor Moon and would give up his soul for her. Naturally, he buys all the merch he can find including a rare blue ray set that was produced on the moon for...
I had this idea for combat where you could "check" an enemy, and once you do you unlock some attack for that enemy. Would that be possible for mv without having to know a ton of coding?
I'm building a dialogue based game. All battle mechanics have been replaced with different phrases and words that the enemies react to based on attack type and such, but I would really love to change the battle look to use busts instead of sprites.
I'd like to have the party layered over each...
Hey there guys and gals.
I have been working on balancing my combat system which after some (ALOT) of trial and error
has been moderately successfull.
Now i have been working on my Random-/Multitarget Skills.
I have balanced them in a way of cost and damage but i still have issues with the...
It's hard to find resources for knives and I love knives, so I made some of my own for my game, but I thought that'd I would share.
Terms
Credit required, credit Resi or Residntevl
Free for non-commercial use
Message me if you'd like to use them for commercial use.
Icons
Weapon Animation...
Hey there, I hope you take the time to read my request.
I'm currently trying to build a game and I have a very specific type of combat music I'd like to achieve. That system is the same system that a game called "The Caligula Effect" uses. When walking normally through a dungeon, an...
Battle inside the Colosseum with the best team of your choices in RPG Fighter League.
Assemble the best team of warriors and enter in the Fighter League to battle against the greatest monsters and fighters to become the new champion of the Coliseum! Fight and win all the Leagues to acquire...
My first thread was for an oddball curiosity of effect -- Which, sadly, looks like it'll either require some complex state and/or common event interaction and finagling, or straight-up programming -- and it seems my second question here will be no different.
How would I bring about the...
Hey everyone, I am setting up a battle tutorial in my game to teach players some basics on the system.
However, I want to get a bit complex with it by requiring the player to make certain selections in order to progress it. For example, I want to require the player to use a certain Skill, or...
Howdy!
My question is simple: Is it possible to have a single skill execute multiple skills that the player selects, dynamically?
For the sake of an example, setting a couple definitions for this purpose:
Multi-execute skill can be called "Combo"
There exists Skill 1, Skill 2, Skill 3, Skill...
Hi,
I know the base way of doing combat is a pokemon-style turn based skill choosing affair.
However, I'd prefer to make my game have a combat system similar to Dungeons and Dragons, where it's still turn based, but combatants can move a maximum range per turn in a grid, and the skills have a...
Hello makers :)
I'm new posting here, so I don't know if I'm posting in this right place. However, I'm a bit stuck. I'm planning on making a fully open-world RPG in MV, where every area is accessible from the start. This is where both my difficulties and the game's difficulties both begin to...
Hello gamers,
I am working on a game that starts in the modern world where the character has to do battle with local thugs and gang members. Unfortunately I cannot find any modern day battlers that fit with the standard RTP.
Does anyone know where I can find something along the lines of a gang...
Ay all
For my up-and-coming mature post-apoc & cyberpunk adventure/action/psychological CTB RPG, I'm looking to add more layers into combat to supplement how frequent said combat is through the game. One of my primary ideas that I have been fleshing out over the last few weeks has been a...
Hi there,
Each state has a set turn duration, but I was wondering if it can be extended via a scripts so they can last longer or shorter depending on the battle.
Once such problem is when using a move that gives you many positive states for one turn, but the states stand alone last for longer...
I've been wanting to work on a unique zombie apocalyptic/horror game for a while now...
it's gonna be alot different than your traditional zombie survival games.
I do not wana spoil the upcoming ideas/features just yet but!
I've been looking all over the boards for a Real time combat system...
Im just working on a bunch of test thingies, looking to make a state that telegraphs a super strong attack.
If you've played lisa the pointless you'll know what im getting at, basically an enemy uses a skill that gives them the "oh heck watch out" state and they use the special attack in...
Like the title says I'm seeking advice and guidance for multiple phases boss fights for my first game!
I wish to make a game that focuses mainly on boss fights. This means that they need to be more elaborate to fill the holes that lack of puzzles and dungeons left.
To make battles less static...
Hey ya'll
So I decided I needed a side project so I don't get demotivated from my current one, So I was thinking of what I could do that is overly different but keeping the MV feel kinda. and since I love MMA/Wrestling/street fights. I decided I would give it a shot.
So I got the Cliche'...
So I dont want to just rip the battle system from this game, but for those of us who played this... this game got a very large cult following largely due to its extremely fluid battle system. This game made you feal like you were actually in each battle, which is a big acomplishment for a game...
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.