What is the most difficult thing you have made in RPGmaker?

CzarSquid

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Besides releasing a game. What have you added to your game that was a complete pain in the butt to solve. How did you solve it?

For me, the most difficut thing to get working right is making sure animations work properly with sprites. I'm not talking about characters walk cycles but custom animation that is bigger than the 32 pixel width. I can trick the computer by centering the image but it doesn't make it easier when you need 3 squares wide for a 2 square animation.

Also 'lost woods' puzzles. They are just time consuming to make to make and be decent.
 
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Bonkers

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Besides releasing a game. What have you added to your game that was a complete pain in the butt to solve. How did you solve it?

For me, the most difficut thing to get working right is making sure animations work properly with sprites. I'm not talking about characters walk cycles but custom animation that is bigger than the 32 pixel width. I can trick the computer by centering the image but it doesn't make it easier when you need 3 squares wide for a 2 square animation.

Also 'lost woods' puzzles. They are just time consuming to make to make and be decent.
For me the most difficult thing to implement was a teleport script.  During it's 6 month development with another person it did such strange things like corrupted save files and erasing any save file previous to it after the skill was used.

There was also making edits/custom graphics, that is just a huge time sink; particularly non standard sprites for Player characters.
 

Simon D. Aelsi

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A visual HP system using nothing but events.  Instead of hp in battle, the HP is displayed as pictures (a H.U.D.) and as characters lose or gain HP, the picture changes.

That was the most challenging thing I've ever done.  31 conditional branches using a common event, as well as the trigger, the Low HP alarm it went with (screen turns red, scary music plays) and its disarmament (tints the screen back to normal and returns whatever music was playing)

So one common event and 3 sets of events, one on each map.

And...

...custom graphics...
Pretty much this! X_________X
 
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seita

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Definitely the shop running system I recently posted in the screenshot thread. Pretty much everything is evented, apart from the placement menu and haggle windows I didn't know how to script myself.
 
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Matseb2611

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Really hard to pick just 1 thing here. Right now I can think of at least 3 that were quite challenging and time-consuming, but eventually turned out how I wanted them.

1) A chase scene boss (Inc 3, posted a video not long ago), which had the player change positioning in respect to the enemy, have a selection of attacks, and act a bit like a turn-based battle, except it was all on-map and evented, with parallax background scrolling to give an illusion of a vehicle chase. In addition to that, it had something similar to what Iron Croc mentioned above - using pictures and conditional branches to denote health for both the player and the boss. It was one giant autorun event that kept looping, with each loop representing a turn.

2) A boss battle where the boss had to possess golems (Atonement). There were 4 golems in battle and the boss kept constantly changing which one he'd possess. The one he possessed would look different and act different, temporarily acquiring new resistances and new attacks. Every couple of turns he'd change which one he possessed in a pattern. And all that also had to take into account if any of the golems got destroyed, so conditional branches were needed so that the boss wouldn't possess a KOed one.

3) A continuous street battle cutscene (Inc 2). Cutscenes can often be time-consuming to put together, and this one really took the cake, since the cutscene had you and sprites of all your party members moving along a city street and battling enemy groups on each junction. It was very time-consuming since I needed to keep track of the positions of all party member sprites to make sure they all kept up with the group and that none would suddenly get stuck by walking into an object. I could've just had the player sprite moving along the street, but where's the fun in that? It's so much more epic to see your whole team marching along the battle-infested city street and working as a team. :)
 
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I made a skill that heals all your allies, then uses the amount healed as a bonus for the user's next attack, all through events.
 

Zeriab

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Steamworks achievements. RPG Maker made what seemed simple to very much a huge bother.

*hugs*

 - Zeriab
 

CrazyCrab

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Hmm, I guess the building system would be the hardest thing for me - starting with an empty map, then as you use items you construct buildings, anything, anywhere. No scripts as Ive given up programming a long time ago, just a ''use an item on...'' and ''more switches'', other than that it's all evented with a bunch of branches.

Works pretty well, but ugh, I have a feeling that a script would be so much easier in the long run.

That said, I've learned a lot about eventing and stuff, so I guess it was worth it.
 

bgillisp

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A cutscene showing a princess' 14th birthday. It was tough because of all the servants and people that needed to be moving at once, and still end up in the correct final positions. Took forever to get a move route sequence that worked where none of them got stuck on each other and still ended up where they were supposed to be at the end of the scene.
 

Warpmind

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That'd be a completely Evented Point-Buy Character Progression System. No levels, just XP to be used for buying higher stats, spells, etc.

Yeah, no, I never finished that one; turned out to be too frickin' clunky when I got to the second character... :headshake:
 

ShinGamix

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Battle Dungeons!!

120+ scripts working seemlessly together

107 window skin choices

font select

customized the whole game just about. All kind of unique stuff for the game engine almost

***for RPG Maker VX Ace and didn't use Luna Engine as of yet.
 
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Hudell

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A very small feature from my game: The ability to throw a ball and have your dog go fetch it and bring it back to you. I don't remember exactly what was the problem, but it took me a whole day to script it in a way that the ball would bounce of walls and respect collisions and stuff.
 

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