Rookie Questions

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FuryDr00d

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1. Is there a time adjuster for the animations? If not, any tricks to make the animation look regular but slower, or faster? Maybe a script? 

2. Any way that you guys make the game-making process go faster? Maybe an idea-starter?

3. I want to start a "long" game, so I need to make skills, and items. Any ideas for help? Especially for skills, and every slot in the skill maker. Same with attacks.
 

Trihan

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1. Do you mean battle animations? If you want it to last longer, just duplicate the frames.

2. Unfortunately there's no magic "make my game for me" button, so as of yet there isn't really anything to make the process quicker. :p

3. One thing I generally try to do is to have my skill list be thematically suitable for the characters who will be using them, rather than coming up with a list of skills and trying to shoehorn characters in. Design your characters first and the skills will more or less design themselves.
 

Mako Star

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If this is your first project, I suggest you start small. You're going to be learning ALOT as you go along and things will get very jumbled up very quickly as you play around, learn, try to implement something new, end up having to change 10,000 other things. You will definitely want to start small at least to get acclimated to the program. Which are you using, by the way?

For the skills and everything, you should go straight to the Maker for this. Know what you want, check out what's there, learn how it's done, and create/edit everything to something that fits what you want to do. Yes, I know that seems incredibly vague...But playing around with RM is the only real way of knowing how to do things(it IS a game, after all!).

Play other people's games, too. That always helps with finding out what the RM is capable of.

Can't really force the game making progress, though... haha If only!

For everything else, there's MasterCard. er I mean...Just ask!
 

FuryDr00d

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I got RMVXA. And I started out big, but I can make it small, quick.  Thank you guys for the responses, this really helped me.
 

LostFonDrive

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2. Unfortunately there's no magic "make my game for me" button, so as of yet there isn't really anything to make the process quicker. :p
Someone ought to post this in script requests :)
 

bgillisp

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Someone ought to post this in script requests :)
I'm honestly surprised someone hasn't yet made a script that will create 100 maps in the generator, and then assign x actors random names, random skills and such, and then also populates the database with random items, skills, enemies, troops, etc.

Then again, it would need some sort of logic to the names, else we will end up with the party of Ahaoghao h834tgh hagourgha and ahoya8g defeating a mighty ajg803t7g with 1 HP and 999 DEF.

As for the questions on a longer game. I'd start out making just the story, and use placeholders for the rest. Easy way to resolve this for fights is set all fights to have 1 HP and 1 in all stats. That way you (easily) win while you are testing the rest. Once the story develops, then work on the skills, items, weapons, armor etc. What I did was I started with the armors, set one set of armor as my base, then everything else was either an x% increase in DEF but a y% increase in cost of some sorts. For example, my heavy armor is 50% more DEF than the equivalent base armor, but you lose 40% of your AGL (as it would slow you down). So if you choose heavy armor in my game, you will take less damage, but go last in most battles due to the lower AGL.

Once I set my armors, then I set my weapons around them, keeping in mind what the defense stat of the characters would be for the armors at the same point in time. The items flowed from that, based on your HP at that point in time.

However, this needs the story set to work well, so you have an idea of when tier 1 items will be available, when tier 2 items are available, etc. If you don't set the story first, you will end up with what happened to me and your Dwarfs will be selling Elven weapons as that was the next tier of weapons and it was time for an upgrade.
 
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Caz

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