I expect I shall miss something in trying to catch up, but I'll try my best.
@Chiara
Having someone else take over the skills of the other class is not an option because the main reason for doing this is to try and give the player better replay value. They can play again with the other class, skills and stats and therefore new strategies, with a bit of different dialogue. Also, I don't think you'd want a party with both those classes as they are a bit tricky to play. Absolutely great to hear that you are enjoying your design work so much. That usually does wonders for the overall quality as well. I do like the character. She looks like a woman who knows her own mind. I love the colour of her outfit.
@Schlangan
I'm trying to work out how escaping made your on-map enemies disappear. If you check the 'can escape' box in battle processing, then you only have the A switch (or whatever your mechanism is) on the win branch, and the backing off etc. on the escape branch. I set mine up in the last game so that if the player wanted to escape, it was 100% success rate. Just a small tweak to a default script, and done. A lot of players hate having the usual system of: you choose escape, it doesn't work, and you get hammered by the enemy having a turn before you do. If you're trying to escape because of low HP, enemy too strong etc., being beaten up for the attempt is such a big turn off.
@luzi
I like your character sketch.
@Sharm
It would be so helpful if they released the resources specification page from the MV help file so that everyone can be sure they're doing things correctly.
@BlackRoseMii
Perhaps soon you will have to choose which is the main project and which is the side?
@Marquise*
No, don't run yourself ragged. And that bedbug infestation almost sounds like something out of a horror movie. The whole town? That's pretty bad.
@TherainED
Good luck with that lot.
My update
Still very tired, but I got somewhere on the skills problem.
I have, however, got myself into a bit of a mess. I want to have some skills with limited use i.e. you can only use them x times before you rest again at an inn. I want players to think strategically, not just spam their strongest skills. The usual limitation is x times per battle, but now I've got it x times before resting, it is important that the player has an easy way to see how many uses are left. I am in the middle of an ultra stressful attempt to get something sorted on this. It's the usual scripting problem - I don't know enough to understand the answers I'm being given. I am so confused, and cannot get this working.
@Chiara
Having someone else take over the skills of the other class is not an option because the main reason for doing this is to try and give the player better replay value. They can play again with the other class, skills and stats and therefore new strategies, with a bit of different dialogue. Also, I don't think you'd want a party with both those classes as they are a bit tricky to play. Absolutely great to hear that you are enjoying your design work so much. That usually does wonders for the overall quality as well. I do like the character. She looks like a woman who knows her own mind. I love the colour of her outfit.
@Schlangan
I'm trying to work out how escaping made your on-map enemies disappear. If you check the 'can escape' box in battle processing, then you only have the A switch (or whatever your mechanism is) on the win branch, and the backing off etc. on the escape branch. I set mine up in the last game so that if the player wanted to escape, it was 100% success rate. Just a small tweak to a default script, and done. A lot of players hate having the usual system of: you choose escape, it doesn't work, and you get hammered by the enemy having a turn before you do. If you're trying to escape because of low HP, enemy too strong etc., being beaten up for the attempt is such a big turn off.
@luzi
I like your character sketch.
@Sharm
It would be so helpful if they released the resources specification page from the MV help file so that everyone can be sure they're doing things correctly.
@BlackRoseMii
Perhaps soon you will have to choose which is the main project and which is the side?
@Marquise*
No, don't run yourself ragged. And that bedbug infestation almost sounds like something out of a horror movie. The whole town? That's pretty bad.
@TherainED
Good luck with that lot.
My update
Still very tired, but I got somewhere on the skills problem.
I have, however, got myself into a bit of a mess. I want to have some skills with limited use i.e. you can only use them x times before you rest again at an inn. I want players to think strategically, not just spam their strongest skills. The usual limitation is x times per battle, but now I've got it x times before resting, it is important that the player has an easy way to see how many uses are left. I am in the middle of an ultra stressful attempt to get something sorted on this. It's the usual scripting problem - I don't know enough to understand the answers I'm being given. I am so confused, and cannot get this working.









