Suggestions for the next RPG Maker

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CJthenewbie

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Battlebacks can't be changed from the software, aren't they ?

(Or I messed myself ?)

I hope I can change the battlebacks without script.

I think its more convinient.
 
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Engr. Adiktuzmiko

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huh? you can change battlebacks in VX Ace easily... you can set them by maps, or you can even use events to change them...

unless you mean changing them during the battle itself... which yeah needs scripts I think...
 
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orochii

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A "Script Input" option inside the features for everything. Like, I want this character to have "autoAsdf" as a feature (something game-specific), or a special formula for poison damage, then put it inside the script input feature. Dunno if it's a good idea, but it's something that crossed my mind just some minutes ago.

Salut,

OZ
 

AkiraKotatsuhime

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Nice to have: Self Destruction Skill


I don't understand that this is still absolutely impossible to do with the amount of skill customizing features Ace already has.


And I really don't want script stuff from users to do something simple like this, especially because scripts do not extend the editor to use new "imported" features directly.


Oh and: Ability to duplicate Actors/Monsters inbattle would be fun.
 
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Engr. Adiktuzmiko

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hmmm... you can do self-destruct using either common events or the formula bar of Ace... though it would be faster to use the formula bar...
 
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AkiraKotatsuhime

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I've read something about using the Formular Bar for it before.


But Self Destruction built that way is a complete Nonsense Skill, because nothing on the Battlefield is affected by the Explosion in any Way.


Additional Effects on other Targets that are not chosen by the Player are needed there.
 
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Engr. Adiktuzmiko

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huh? you can deal damage to enemies plus the user at the same time using formula bar

if you do something like:

a.hp -= a.hp; deal damage here

then it will kill the user and deal damage to the targets at the same time...

you can even add states using the default add states box of the skills...

if you want to affect the allies, then you can make up a common event and make the skill run it...

oh there, I have an idea! We need additional target scopes like ALL battlers etc...
 
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AkiraKotatsuhime

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Really? I can't remember that ";" is documented anywhere to be available in the bar and that I can set values in there ("a.hp -= a.hp").

But it's good to know.

I should have think about that the formula gets read with some simple eval().

It's logical, but quite confusing if you don't think that way.
 
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2d_quest

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Widescreen no black bars (this is the worst problem in RPG Maker hands down this must be solved and without blurring)

Set Any Resolution (allow someone 1920 by 1080 if they want it)

 

Showing Text

            -Show Text Window constantly displays and update a preview that displays below ok and cancel (preview is more accurate than the two guide arrows)

            -automatically correct text if a word is outside of the dialogue box margin it moves it down unless there are no more lines below.

            -spell check (I know it's not likely to happen but it would be nice)

changing priority without changing to a different event page

more self switches(at least twice as many)

eraser tool (deletes tiles without needing to find a transparent tile and delete box size can be adjusted, how come Field A1 has no transparent tile anyway this makes

                   erasing to show a parallax background impossible)

event trigger conditions (can check if switch/self switch is off, if a variable doesn't equal something, or if an actor is not present)

Battle

            I'm fine with the front view battle system, but I'd like to see the actor's back like in Phantasy Star 2 or 4 battle system.

            One advantage of this would mean the image of the enemies wouldn't have to change except for adding animation.

                        -enemy magic has a graphic like player magic

                                    -might be as easy as putting same magic graphics right behind the player's screen location and flashing the screen to show damage

                        -enemies animate rather than flash when attack

                                    -possibly also idling animation

                        -backs of players shown in battle

                                    -one player shown when ordering specific player, attacking, or being attacked

                                    -all players shown when not ordering specific player after turn is done

                                    -when enemies or player uses spell show that player and affected players

                                    -smaller animated graphic of player when player attacks enemy without using magic

autonomous move type

            move away

taller characters like in the XP Version (VX character top views should be more like their face graphic implies)

several tile layers(so you can delete what's on top without affecting what's below)

event trigger condition facing direction(either of player or event)

            - mainly for events like a player taking a key from a guard, and he would get caught if the guard is not facing away from them)

 

easier animation system

            -when on the map show animation should stick an animation to cords on the map currently it follows the view.

            This fix could inadvertently solve most animation problems though it would be a work around.

            -ability to set animation speed

            -map out tile animation like how you set tile properties in the database allow any speed and length of animation

 

multiple platforms (although it might add too much complexity)
 
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Engr. Adiktuzmiko

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AFAIK, there is a transparent tile in the A tileset beside the black one...

Events has by default conditionals for switches and variables on the side where the self switches are... if that's not enough, you can always do conditional branches...

One advantage of this would mean the image of the enemies wouldn't have to change except for adding animation.
actually, to animate it, you need to change it because the current enemy battlers in the RTP are all unanimated... and animating it is equivalent to needing to change the images themselves...

As far as I've tried, animations on the map is sticked to whatever target you set it to play in (like player or event), you can always use dummy events to create "locked" animations

ability to set animation speed is nice...

as for tile animation, you mean like editing how the animated autotiles (like the water autotile) works? that might be a really hard thing to do as autotile animation rely on the tilesheet image itself... unless you want them to make tile animation work like normal animations where you create one from a certain animation sheet, but then they would need to create more animation sheets... this might make the cost of the next one much higher...

as for widescreen/fullscreen blurring, I think it's tied with the resolution thingy... any low resolution game when run is fullscreen get's blurred because of the stretching... it's just not that much evident in new games since they are by default running on higher resolutions that aren't that much different from the FS resolution... so I think if they will allow higher res games, it will passively fix the blurring...
 
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Lorenze

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I would love to be able to play games in actual full-screen, not just a bigger window with black borders around it.

That's pretty much my only desire for the next RM.
 

2d_quest

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Battle background as a tile property in the database

This would allow you to have the battle background you want rather than the same one for the whole map or only what's preprogrammed.  Changing the battle background in code or specifying the battle background in room settings would override this. 
 

AkiraKotatsuhime

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So you... wanna set Backdrops for every single Tile? That sounds pretty much inconvenient.

I'd prefer to have a Comeback of RPG2000's Terrain Functions to define up to 9999 Values for the Terrain Tag,

everyone of them having some cool Options including Encounter Step Increase of Decrease, Vehicle Settings,

AirShip Landing and a BBack-Graphic.

That makes it simpler to create and easier to change Things later.
 

Engr. Adiktuzmiko

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I agree with above post... having them per tile is far inconvenient... I prefer the way Yanfly and I did it, that is battleback per region... though if they implement a per tile BB, I think it's better that the specified battleback per map is only used for tile that doesn't have a battleback specified rather than what you said about the map battleback overriding the tile battleback, because if they do that, then once I set a battleback for a tile, then all tiles on my map should have one and the map itself should have none which is far too problematic in cases that only a few on my tiles need specific battlebacks...
 
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2d_quest

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I agree with above post... having them per tile is far inconvenient... I prefer the way Yanfly and I did it, that is battleback per region.
I'm not saying you would have to define every one of the tiles.  I'm talking about having the ability to easily change, for any tile, the defaults for what battle background a tile loads in the database.  This would be very useful if you want to add your own backgrounds or change what background it loads when on a tile.  Using regions to do so definitely adds a lot of redundant work since you have to put down tiles and then regions and make sure they all match up.  Using regions is a good workaround, but it would be better if we didn't have use a workaround.  I think the program should streamline this.
 

ShinGamix

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Also why are regions only allowed up to 65 or 60 something in Ace? Why not have at least 999 available?
 

Engr. Adiktuzmiko

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It would be good if you read the whole post... I told there the reason why I don't want the per tile thingy, which is because you said that Map battlebacks will override the tile battlebacks...

 Changing the battle background in code or specifying the battle background in room settings would override this.
which is bad, since that would mean that if I have a single tile that I want to have a specific battleback, then I would need to put specific battlebacks to all tiles in that map and remove the map battleback...

It should be the other way around, Specific tile battlebacks should override the map battleback... which is also the way our region battleback works, if there is a region battleback, use it, if not then use the map battleback...

Right now, how yours work (based on you post) is that

Check map battleback -> if yes use it, if not check tile battleback

when it should be:

Check tile battleback -> if yes, use it, if not use map battleback
 
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ShinGamix

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I would like battle backs to be three layers behind and add two for the foreground!!! Yes  A foreground!
 

2d_quest

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It would be good if you read the whole post... I told there the reason why I don't want the per tile thingy, which is because you said that Map battlebacks will override the tile battlebacks...
I did read your whole post.  I just didn't mention everything.  So here's everything I guess.

Battlebacks

When you specify or change the battleback it does overide the autotile in the program right now.  That's how it would works with the current system.  I wasn't exactly endorsing so much as explaining how it would work if it's added within the current system.

No Transparent Field A Tile

001: Field A tiles have no transparent erase tile.  I'd attach an image as proof, but I'm sure how that works on this forum yet.  These are ones your first see when you make a new file.  They're 48 tiles in all 8 by 6 in the tile sheet I'm talking about.  The B tiles have one erase tile, but it can't delete the lower A layer tile.  An eraser tool wouldn't give us this problem and it would be much quicker to select. 

Show Animation

I was talking about when you use "show animation" in an event and you're not in a battle.  If you use "show animation" on a parallel process it starts out in the right place, but when you move around it seems to stick to the view rather than sticking to the location of the event on the map.  The useful thing about the animation normally used in battle is the ability to have more or less frames in an animation.  The animation sticking to the view isn't very useful when you're on the map unless you freeze the player temporarily.  If it stuck to the map location of the event, when not in battle "show animation" would be far more useful.

Animating Enemies

The battle system could be refined rather than scrapped by keeping the forward view.  Having both side and front view versions of battle would be great, though it's not likely to happen.  For front view you could use the current enemy graphics when they weren't attacking and add animation frames for the attack.
 

2d_quest

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File Menu Badly Needs These

#1.  Saves As

 helps making multiple versions to protect from errors

#2.  Recent File List

would make switching games quicker

#3.  Merge Game

makes a separate folder with the combined assets of two games and a file with the rooms, events etc... from both games.  This would only keep the first game's title screen and would do the same for anything else there can only be one of.
 
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