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[EVENT] CHAIN GAME - RMN STYLE!

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I am in awe.

(I didn't think RPGMAKER.NET would have such talented artists)
Got inspired, so I did this queen sort of thing. But, I wonder, should the "face"s be bigger? They're rather small, eh? Or not? I dunno.



Also, I made no systemset. It's the one that DE made that was in the screenshot.
But I did make a picture for a Custom Message System, as I hate the deafult. And it made the faces look even smaller. xD

[


<3

EDIT: Yeah, Ginseng_Tea. There are so many awesome artists here, I mean, look at DE's stuff. *_*
BIT BONTONNN *0*
NECROPOLISSSSSSSSS *0000*
NIGHT OF MARIANNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN *000000000000*

There are so many beautiful games, I won't list them all. *u*
Mainly because I don't remember their names. >:
Y-Y

(Also, no one noticed miku in the last screenshot.)
Dudesoft
always a dudesoft, never a soft dude.
6309
Liberty, JosephSeraph, I love you long time.
Dudesoft
always a dudesoft, never a soft dude.
6309
Is it alright if I change the name slot to above the text box? That way we can have changeable names.
Sure! It was supposed to be editted (with smallfonts n.11) in the picture itself (if you still want, i can do it for you) since it looks prettier. But if you think it's better, edit as you see fit. Actually i think it might become easier if it was just in-game "message" command text, so... Umm... Well, edit it! ^¬^
Dudesoft
always a dudesoft, never a soft dude.
6309


That looks alright, eh?
Dudesoft
always a dudesoft, never a soft dude.
6309
Kentona raises an important issue. Deckiller has (sorry buds for spoiler) plans to do in-battle scan / blue mage stuff. I'm not entirely sure how this would be managed, but I -can- imagine it will be a pain in the ass for later people to implement.

So, by Kentona's sage-like suggestion:

Have special event-based skills link OUT of battle. Have an easily copy-pasteable fork condition in the battlegroup set up to do this.

Basicly it would go as follows:
Skill "Gold Toss" is a skill that triggers switch "GoldToss"
In battle group "Batbots 3" have a fork condition activated if GoldToss is ON. Turn OFF GoldToss, Turn ON "GoldTossCalculator".
GoldTossCalculator triggers Common Event GT Calculator.
Do whatever you need to do, and close the event via switch turn off. Or something like that. Something easy so that no one else has to screw around to make your skillset work.

EDIT
Another option is to minimize on battle events altogether unrelated to story or one-time things.
Note though, some things aren't accessible from a common event (like the battle's particpants - Monster1, Monster2, etc..)

I think that you guys should strive to minimize the use of battle events
-OR-
make 8 template battle groups, one for each possible number of monsters, with all of the required battle events in them

Also, to help with balancing and testing later, de-couple any sort of Damage Calculation or targetting code OUT of the battle events and put them in a common event.

So, using that GoldToss skill as an example, where, say, you damage enemies randomly for 100-300 damage, instead of having Set X = random(100, 300) in every single battle event, have the battle event call a common event, and in that common event have Set X = random(100, 300).

Later, when you discover that 300 is PITIFULLY low, you can fix it by changing it in just one place.

EDIT:
and if you were REALLY forward thinking, you had already set a variable called HEROSLEVEL and set it to the caster of the GoldToss battle command, and then you could make a tiered damage calculation based on the hero's level.

EDIT2:
god the things I learned in hindsight after HR...
OHMYGAD a problem.
I like games where your intial max. HP is 15, and you finish the game with about 200... Oer possibly 999.
But.. I love small numbers. I think a whole lot of us do. What about it?

I'd hate a game where you start off with 400 HP. Especially when the max is 9999. (It's cool when you don't have a max, such as in Valkyrie Profile, tough.)
I'm not a fan of having to deal with making other's battle event-driven game mechanics work in my segment. Lord knows I had enough trouble in my own game! If somebody wants battle events like Scan, I'd suggest making it segment dependent. After Deckiller's segment you lose the Scan ability for instance (and regain it if somebody else wants to add it). It's pretty "have your cake and eat it too" at the cost of game integrity though.

If it's something simple like a template enemy group that you copy+paste into your enemy groups then I wouldn't object to it at least. As long as it
Kentona
Also, to help with balancing and testing later, de-couple any sort of Damage Calculation or targetting code OUT of the battle events and put them in a common event.

So, using that GoldToss skill as an example, where, say, you damage enemies randomly for 100-300 damage, instead of having Set X = random(100, 300) in every single battle event, have the battle event call a common event, and in that common event have Set X = random(100, 300).

Later, when you discover that 300 is PITIFULLY low, you can fix it by changing it in just one place.
Is like this!

*edit*
For numbers, I was just planning to play off of what everybody else is rolling with. I don't have any preference for this game.

Also VP's max health is 90k. You can hit it but damn it takes a while and a lot of Bracelets of Zoe
Dudesoft
always a dudesoft, never a soft dude.
6309
Maybe I'll just give the protagonist GoldToss, haha. Be done with it.

Low HP / High HP, same difference when you think about it. Just looks different, and there's more room for growth in larger numbers. I'm fine with low HP though if that's what people want. Doesn't bug me either way.
Dudesoft
always a dudesoft, never a soft dude.
6309
We will use AP instead of MP, you can make up your reasoning for that name however you like.
Ammo Points, Armor Points, Ability Points, Apple Points, w/e.
I'm doing Ammo Points, myself.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
So is the hero battle animation being kept or not?
I think lower numbers offer more room for growth because, well...

700* ------------------------ 90 000
70 ------------------------ 9000

*(I think this is Lenneth's initial HP)

Also, 9000 / 25 = 360, while 9000/ 360 = 25. (used 9000 and not 9999 for the sake of roundness.)
This means that with 25 starting HP, the player can have ip to 360x the ammount of HP he had at the beginning of the game. While with 360 (I think this is Alex' deafult), the player can only grow up to 25x.

Well, that's just me! If it bothers you, use high numbers instead!


EDIT!!!:
I personally like the battler animation a lot! I really love it, it's very very nice and original. If someone's got a problem in making it work or in editing his/her character, I can do it for him/her, np. I really love the battlers!
Dudesoft
always a dudesoft, never a soft dude.
6309
author=arcan
So is the hero battle animation being kept or not?
Yeah, I'll upload an example template for people to work with when it's ready.

Idea, why don't we just have 4 characters and all vote on ideas we pitch before I dig into my section?
Then no one has to worry about making some character up, it's all predetermined, and we can skip tricky things like party management and hero placement in the battlefield.
Decky
I'm a dog pirate
19645
My add-ons WON'T be hard to implement. Blue magic will be very simple. Just code a battle event....branch if skill already known...if not, then you learn it. That simple. People can come up with cool blue magic spells as they hand things off.

The quality of this thing will really be dependent on how well we coordinate and set each other up, so I will make sure what precedents I set are extremely straightforward.

Scan itself is amazingly easy, and honestly would be a huge benefit to anyone if we're making this a legitimate DBS game. It's really just a mater of copying and pasting, and then adding/subtracting variables depending on monster party size. I was gonna keep it to HP and weaknesses/resistances, but even weaknesses/resistances only would be beneficial.

Edit: If coordination of new party members will be a problem, then we could go with the 4-character approach, and each person in each chapter can add one secondary command to one character or something.
Because I want to worry about making a character up, and a person can make his/her chapter without even changing the party at all, so the making character thing is not really a problem.
You know, it'd allow for less freedom.... :I

EDIT: I see no problems in DBS customization on this project. I think it's awesome!
Decky
I'm a dog pirate
19645
author=JosephSeraph
Because I want to worry about making a character up, and a person can make his/her chapter without even changing the party at all, so the making character thing is not really a problem.
You know, it'd allow for less freedom.... :I

EDIT: I see no problems in DBS customization on this project. I think it's awesome!

I too prefer the "one character added per chapter". Early chapters will have generic soldier enemies to round out the party. We should have some sort of standardized stat outline to work with; we can bolster one stat at the cost of another, agility and defense notwithstanding since they're broken stats. I.E. your character can have higher HP but lower AP, to prevent people from making a pure badass without any tradeoffs. Or a character could dabble in high attack and magic but have mediocre HP and AP.
Dudesoft
always a dudesoft, never a soft dude.
6309
See, but the blue magic doesn't need to be a skill. It can be an item used during your chapter. Or in other chapters if the maker feels so inclined.