how can I make something like talking to one character, and a parade happens.
that's a cutscene event.
you won't be able to understand them in a game maker program without understanding them outside it.
say, how would you perform the same action if you were a movie director?
figure it out, then learn the code, and translate it into VXA... it's the same procedure, you just speak out different orders, to events instead of actors.
how ould I create a weapon per character that isnt overpowered or underpowered in any system
depends on the general lore and art of the game.
my method? I set up an upper and lower limit for every other aspect.
how much is "too much"? 1000 damage? then cap at 1000.
balance everything out so that it rarely gets to 1000.
if I have multiple intermediate steps in an aspect (say, skill power), I take the average and divide by the amount of steps, then notch the values up or down a bit randomly to add some variation (usually 2-5%)
sometimes it can be as easy as saying "how many crazy flashy bits of energy is it logical to shoot out before this enemy would be supposed to go down"?
does it look cool if this character takes down an enemy with a quick 3-shot burst? then adjust the burst to 1/3 of the HP, give or take a point or two.
I strongly suggest you freeze the idea of
making a game for a while, and get to learn
how to program.
And I mean program, not code. Coding is writing a program.... programming is finding the solution to the problem.
Any language would do, as long as you learn how to dissect a problem and translate it to a set of short simple instructions.
you figure that out, you figure out the very world around you.