- Joined
- Aug 23, 2012
- Messages
- 94
- Reaction score
- 20
- First Language
- English
- Primarily Uses
- RMMV
As of right now, in games made with RPG Maker MV,
when monsters or actors suffer damage in battle, they have the typical little number pop-ups over their heads to indicate how much damage they've taken. Simple. Elementary. 'Gets the job done.
However, this leaves a bit of inconvenience for users who prefer to build their games with a front-view perspective in their battles. I have mine installed with Yanfly's Battle Status Window, which shows the party member's portraits over their HP, MP and TP as opposed to a column list of names.
I am pleased that, in a Front-view perspective, enemy attack animations can play over the party's portraits to indicate the enemy's target but I don't remember seeing any damage pop-ups over them and just simply have to rely on judging how far their HP's gauges have gone down.
We need more feedback than that.
But I want to take a step further.
In addition to seeing damage pop-ups over Actor portraits, I'd also like to see...
when monsters or actors suffer damage in battle, they have the typical little number pop-ups over their heads to indicate how much damage they've taken. Simple. Elementary. 'Gets the job done.
However, this leaves a bit of inconvenience for users who prefer to build their games with a front-view perspective in their battles. I have mine installed with Yanfly's Battle Status Window, which shows the party member's portraits over their HP, MP and TP as opposed to a column list of names.
I am pleased that, in a Front-view perspective, enemy attack animations can play over the party's portraits to indicate the enemy's target but I don't remember seeing any damage pop-ups over them and just simply have to rely on judging how far their HP's gauges have gone down.
We need more feedback than that.
But I want to take a step further.
In addition to seeing damage pop-ups over Actor portraits, I'd also like to see...
- Enemies and actors (inc. portraits) given a shake effect to indicate damage. The player could customise the intensity of this shake effect, based on how much damage the battler takes.
- An option to have the screen shake in response to either individual actors or the entire party taking damage, or both.