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WHATCHU WORKIN' ON? TELL US!

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I'm working on devising a way to automatically scale enemy encounters so that I don't have to make a billion redundant copies to allow for different player levels and enemy concentrations.

The game is going to use an on-the-fly grouping event for enemies. In 2k3, I can have a bunch of enemies hidden that have no effect on the battle until they are called in, so my grouping woes are pretty much a thing of the past.

At first, I thought I could just set all of the enemy stat values to 9999 and then reduce them to 1, and raise them to the proper values, based on the party's level and the challenge level I assign for any encounter. The problem is that it works just fine with hp and mp (if I put in events to make sure healing skills don't blow through the evented hp ceiling, of course), but I don't seem to have direct control over the rest of the stats in the same way.

Skills, I can work around with switches. Just load every possible tier of skills for the enemy type, and let the check level event turn on and off the ones I want it to use.

The stats are the sticking point. I could pretend they are all throw away data. I could control damage resistance through damage types, which would still let the player's debuff skills function properly, but this would mean I'd have to scale the enemy abilities themselves to reflect different power levels. Also, no enemy could attack physically, because their atk stat could be very low compared to the player's level, so that trashes any notions of having skills or items negate critical hits, since they would be useless. I'd also have to put a hard limit on everyone's speed, to make sure the enemy characters still got a chance against higher leveled parties.

Oh well, I'll figure something out. (And yeah, I know the easy answer... use a "real" maker as opposed to 2k3... but part of the fun for me is circumventing the rules/limitations)

EDIT - If I spent as much time actually working on games as I do on trying to work LESS on games, I'd probably be much further ahead.
@Killer: You know you can just set the monsters stats in variables and make all the attacks switches. Basically on their turn they will use the switch as an action in matter and you can make your own algorithm for enemy attacking as well as one for party attacking. Neok is notorious of this, but I would heavily suggest using comments to make sure your eventing doesnt get sloppy or hard to understand.
Craze
why would i heal when i could equip a morningstar
15170
Killer Wolf, http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/enemy-levels/

Why are you using 2k3 when you want to do stuff like that?
Why are you unable to read entire posts?
Craze
why would i heal when i could equip a morningstar
15170
I saw that he didn't want to use a "'real' maker," but my point still stands.

I have no idea why people WANT to be such masochists. If you want to do cool problem-solving, learn to script.
Ashley_Lacure - I've gone the "every skill is evented" route before. The last time I was planning on updating this project, I modified the dbs to manually figure the "Dice rolls" for attacks and skills in such a way that I could have Passive Feats for the characters modify them. Then, I evented the enemy skills out, so that I could use all the Willpower/Fortitude/Reflex resistance save junk I was trying to shoehorn in there. I even went as far as altering the base values for the party's speed stat at the start of every battle to reflect who won their Initiative rolls, and who would be getting turns after the enemy.

I may have to go that route again to do this the way I want to, but by the time I had it running for a three on three battle, I really felt like it would have been a better investment of my time just to have started making a CBS.

It gives me something to think about though, thanks!

Craze - I have VX, I just haven't done that much with it yet. With 2k3, I know I'm already using a tool that someone else made (and translated, illegally), but with VX and XP, it just felt weird to me to make a game full of other people's scripts.

I know commercial devs do this too, how many games have a Havok license, or used Bink video compression, but it just feels weird to me - and I'm definitely not up to making everything for myself from scratch yet.

It is a bridge I will likely have to cross at some point.

Also:
Masochist to Sadist - "Hurt me!"
Sadist to Masochist - "No."
chana
(Socrates would certainly not contadict me!)
1584
author=Killer Wolf
Masochist to Sadist - "Hurt me!"
Sadist to Masochist - "No."

A great one, haha.
Since we finally finished most of the battle system layout and half of the actor database...



Had to work on his soon D:
Craze
why would i heal when i could equip a morningstar
15170
He kind of looks like he wants to cannibalize you.
I am working on optional content. I realized that, on my gigantic world maps, there are going to be A LOT of places that are totally optional to visit. I'm looking at 4-5 that will yield summons, 3-4 for random goodies/treasures, 2-3 for various side quests, and probably 2-3 more for other learnable skills.

Good thing the player will always know where they need to be going when I give them free reign because they'd be absolutely lost without it.
author=Craze
He kind of looks like he wants to cannibalize you.

8D
Just as planned
At the moment, mostly mapping and enemies. I'm actually really excited since this is the furthest I've gotten with game before and I'm doing custom graphics as well.
@q&p: Congrats on your progress. Hopefully we can see some screens in a bit.
Reworking the opening to my game because of a random bug that popped up from nowhere, since I have not touched that map in years.
treeghost
a lot better than being a wapanese kiddo
38


after a hour of editing

author=Archeia_Nessiah
author=Craze
He kind of looks like he wants to cannibalize you.
8D
Just as planned
Okay I gotta finish these before 9/10 PM EST (contest these are for ends at 11:59 but...allowing time for fixing broken things) but I am curious if the action in this sequence is clear enough to follow just from pictures.










(Painfully aware of shoddy art quality, but... I'll be lucky if I finish even these in time, let alone making them PRETTY.)


UGH I'M GONNA VOMIT EVERYWHERE
The lines are nice and dynamic. I can follow what is going on, but an extra panel of the pumpkin guy going behind the wall and perhaps one of the dog guy halting his pursuit may help to make things a bit clearer.
Just making and figuring out graphical bizz for Cpt. Loveless.

The crabs are up in the "air" because when I want to test a new sprite in-game it's easier for me to replace a file in the test "build"'s folder than to try and navigate Kazesui's labyrinthine code (let alone make changes or additions to it). The rest of the stuff I just paste into a screenshot so I can feel for how it'll "sit" with everything else in the game. The flourish thing on the HUD - I was just playing around with trying to make the HUD less boring and accidentally ended up making something very "real" looking. It doesn't really suit the game at all but oh well :<
I like it too, even though yeah the HUD flourish seems a bit unfitting!It still looks nice. In fact that all looks pretty cool. Especially interested in seeing how the first level bass ends up looking. I think the crabs are a little dark, but maybe try making them look more orange? Probably unrealistic!(Don't they only get that way after being cooked...?) I just think orangey crabs would look nice on the deep blue background.

author=Lucidstillness
The lines are nice and dynamic. I can follow what is going on, but an extra panel of the pumpkin guy going behind the wall and perhaps one of the dog guy halting his pursuit may help to make things a bit clearer.


I did exactly neither of those things, but they are both good ideas! Unfortunately just ran out of time... I submitted about EXACTLY when the contest deadline hit, and ended up having to cut the first frame in favor of something else anyways. OTL

If I'm lucky enough to make it into the top 8, anyone who follows said Ace cutscene contest might get to see the finished product! I hesitate about posting the end result anywhere until then.

A lot of the frame pieces ended up looking pretty neat, though!



I'm pretty happy about these two! A bunch of the others are...sloppy, to say the least.


Craze
why would i heal when i could equip a morningstar
15170
PentagonBuddy, that is indeed cool, even if you didn't get it all done. NOW PUNCH SOME MORE DEMONS

I am working on two element-based scripts for RPG Maker VX Ace; hopefully I'll finish them up today and tomorrow. (They don't require the other, but are designed to ideally work together.)

Elemental Merger will allow you to better control how damage types blend (so, for example, if you use Fire Spear on an enemy that resists Piercing damage but is weak to Fire, it will not only use the Fire-weak rate (which is what happens by default), but instead blend the two for balanced damage).

Elemental Equips allows for actors, classes, equipment and status effects to change how much damage an element does, how accurate it is, how often you can evade it or get critical hits with it, how much damage you deal with it on a critical hit, etc. What this means is that you can make passive abilities like Fire Amp from Persona 3/4, or make a status effect that essentially shuts down a foe's ability to evade or hit with Earth magic.

After I get those done, I'll probably start working on the Critical Suite, which will allow you to fine-tune how critical hits work in your game and apply special effects to them, such as making critical hits triple ailment success or having a special accessory that makes a character's critical hits inflict Stun.

Hoo-rah!