DOING IT! - WEEK SEVENTEEN
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DOING IT!
Week the 17th.
Week the 17th.
DOING IT! is a community event ran each week where a prompt is given and those who wish to fulfill it post their work here. It is entirely optional, you may join at any time - even after a week has finished. Feel free to post as many pieces as you like. Feedback is encouraged.
DETAILED EXPLANATION/QUESTIONS/SUGGESTIONS HERE
RULES
- Post your work in the thread, preferably with some small explanation about it. Whether that be about any troubles you had fulfilling the prompt, how you went about it or how you think it turned out is up to you.
- Feedback is highly encouraged, but optional. No flaming please. Constructional critique is preferred. If you see a piece without feedback, consider leaving even a line about it. Keep feedback polite.
- Keep posts on/in topic. Try not to get too off-track, please.
- "Borrowing". As these threads may include both original graphical and musical creations please ask the creators instead of just adding them to your 'collections'. If authors don't mind adding full works, go ahead, but partial works are also encouraged. If someone states in their post that they do not want their work used, please try to refrain yourself from grabbing with your grubby hands. It makes you look like a fool and a thief when others' point it out. People have been given bad reputations and ostracized from communities for doing this.
- You may add to this topic at any time. A link to this and the other weekly topics to come will be added to the main topic each week. Feel free to add new work to any of them at any time.
If you have any questions, suggestions or ideas for prompts please see the
original thread.
ENJOY YOURSELVES!
PROMPT: A HELPING HAND
Sometimes when we work on a project we get stumped on how to go about doing things. So this week, let's share any current problems we're having. Let us also attempt to aid others with their issues and post past issues that we've fixed/overcome. After all, everyone needs a little help sometimes! So, let's give each other a little help.
Go forth and create!
Sometimes when we work on a project we get stumped on how to go about doing things. So this week, let's share any current problems we're having. Let us also attempt to aid others with their issues and post past issues that we've fixed/overcome. After all, everyone needs a little help sometimes! So, let's give each other a little help.
Go forth and create!
Previous Topics
WEEK THREE: GETTING TO KNOW WHO?
Glad to see this didn't die :) You had us worried there Liberty!
Ok, so I ran across a very simple mechanics problem, more of a road block, and I was just looking for some help to overcome it. Here we go: I've been pondering what to add to my final battle in my current project, I don't want it to be a lame just a bit more difficult battle I'm looking for a twist. I thought that maybe I would add in an ally to my boss that would only heal him, and the only two ways to get past that are to poison the boss or stun/paralyze the ally. Anyone have any thoughts on this, if you have something better I'd really love to hear it.
Ok, so I ran across a very simple mechanics problem, more of a road block, and I was just looking for some help to overcome it. Here we go: I've been pondering what to add to my final battle in my current project, I don't want it to be a lame just a bit more difficult battle I'm looking for a twist. I thought that maybe I would add in an ally to my boss that would only heal him, and the only two ways to get past that are to poison the boss or stun/paralyze the ally. Anyone have any thoughts on this, if you have something better I'd really love to hear it.
That sounds pretty cool, but can you just kill the ally? Or does he heal himself along with the boss?
Not sure yet :) I'm thinking about either letting you just kill the ally eventually maybe he has a lot of HP or something like that, or just making him only able to die if the boss is killed.
Evergaurd, make an ability that deals damage to a party member, then have the boss gain HP based on the damage dealt this way. The boss wouldn't "waste" a turn to heal, if that's what you're thinking. I know it's possible to do a HP absorption attack like this in VX with a simple check of a box in the skill database, but my memory on how to do this in XP is a bit fuzzy.
As for me, I have made several blogs (or maybe it just seems that way) on my projects as to what snags I have gotten myself into. What I'm perceiving myself doing is that I'm going to cease any and all development (read: cancel) of Legacy Reborn, and concentrate my thoughts and ideas on Matsumori Days. That is, once I finish my "research" of Hero's Realm...
As for me, I have made several blogs (or maybe it just seems that way) on my projects as to what snags I have gotten myself into. What I'm perceiving myself doing is that I'm going to cease any and all development (read: cancel) of Legacy Reborn, and concentrate my thoughts and ideas on Matsumori Days. That is, once I finish my "research" of Hero's Realm...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Everguard: maybe I just have a low tolerance for easy games, but that sounds like a better design for an early-to-mid-game boss than a final boss. It's not a bad start, but a good final boss should really have more than just one special thing about it. Do that and one or two other things for the boss's first form, then have it transform or power up somehow.
Personally, with my game, my problem is motivation. I can't start a game without a battle engine, and I can't bring myself to code a battle engine for a game that doesn't exist. You'd think I could find one that already does what I need, but no luck. The Yanfly Engine Melody already has support for area attacks with geometric areas of effect, like Chrono Trigger, which is an extremely appealing feature. But I want to modify Melody to also have Chrono Trigger style moving enemies - that is, enemies that constantly move back and forth according to a pattern.
Sadly I think this probably requires a complete working knowledge of RGSS and/or Melody. Both of which I lack the energy to read through, especially since I find it impossible to believe no one has ever designed an RPG Maker game with moving enemies before.
Anyone know of a battle engine that can pull this off without me spending a few months designing it? I suppose I would also settle for a good tactical RPG engine.
Personally, with my game, my problem is motivation. I can't start a game without a battle engine, and I can't bring myself to code a battle engine for a game that doesn't exist. You'd think I could find one that already does what I need, but no luck. The Yanfly Engine Melody already has support for area attacks with geometric areas of effect, like Chrono Trigger, which is an extremely appealing feature. But I want to modify Melody to also have Chrono Trigger style moving enemies - that is, enemies that constantly move back and forth according to a pattern.
Sadly I think this probably requires a complete working knowledge of RGSS and/or Melody. Both of which I lack the energy to read through, especially since I find it impossible to believe no one has ever designed an RPG Maker game with moving enemies before.
Anyone know of a battle engine that can pull this off without me spending a few months designing it? I suppose I would also settle for a good tactical RPG engine.
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