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ACESELRI'S PROFILE

As the Storyteller of the ACE Chronicles Series, it appears that the burden is upon me to retelling tales of various characters throughout time, space, and dimensions, and even tie in parallel universes and alternate realities.

Sadly, I must remain incognito as part of protocol.

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author=Brent
joined the rest of the ingrates, here, on RMN! :D


*scratches head* Do I... kinda count?
I had to shift into scout-class after keeping an eye on parts of the forums I posted in. Turned out that it's a somewhat good way to scope important info in game development, particularly when I have no experience in that field. Something like that isn't worth taking it for granted, and my characters are making a storm in the council, so I need to be more direct or I'll get hit with swords, magic, arrows, wrenches, railgun shells, or chainsaws.

Wich do you like best? 2k,2k3,Xp,VX

author=rabitZ
Haha I wasn't forcing your opinion or anything, sorry if it came out like that...
I just thought it funny that I was using the maker exactly in the "Vista" situation you were describing. :p


*shrug* I keep my ears open. Still, the VX can confuse me a bit when it comes to connecting a battle to an event, especially when it comes to a battle that does not invoke a game over if the party loses, but leaves out with a party with only 1 HP/MP. The 2k3 is more forgiving, especially when I could allow an item to be used by one person, but does not allow others even if they are of the same class. That's great for unique equipment.

I am still sub-standard in the graphics department, so making character sprites remain a pain.

Concept: Pixelation and etc

author=Vionneta
Is that a good thing? XD

I mean, I truly meant for the names to sound silly since most of them are puns.


After looking at the sprites... *shudders* That really is something. I need extreme guidance in pixel art and sprites, since I am only average in sketches, and undoubtedly horrible in computer-based art. I have various concept sketches on some of my characters in my roster, but almost never as a sprite for use in RPG Maker. I may have over 30 in record, but only a fraction are used in one story at a time.

As for the names, I am actually okay with it. My roster contains a wide array of unusual names... erm... Mind if I give a batch of the names as examples? It's going to get ugly once I start with a small wave of a list.

Wich do you like best? 2k,2k3,Xp,VX

author=rabitZ
author=ACEselri
XP... er... not good to use, especially when I am using a Vista operating system.
Haha, I am making my gam with XP on Vista...
Anyway, I prefer XP because I love the mapping mechanism and I like using the RGSS to fully customize my game.
Plus I have experience with C and Ruby programming and that helps with the scripting.

PS: If XP had VX's infoboxes and used RGSS2, that would have been awesome :/

I don't think that learning how to script is a huge ordeal.
You just new some basic notions, a logical mind, and the desire to learn.

You have a point... but I am still new to programming, let alone still researching. If I lack a certain skill, the progress is locked in, therefore my main project never begins until I understand the languages and logic. I even have to spend time organizing functions of objects in Little Big Planet 2, such as making indicators of how much an aircraft can take damage or how a ship attacks when it touches a weapon upgrade or how the ship is repaired with a repair item. Then again, that's a different story.

Besides, I am a bit stumped in HTML and XML in the first place, so that alone adds weight to my situation.

Gearing Up and Pace of Distribution

author=Corti
My plan:Giving every monster group a small chance to drop a piece of gear matching its level. I made myself an excel-sheet in which i enter a level and it returns the statvalues for all combinations of stats (atk,def,haste,crit). Its all calculated so that every combination is equally strong (as much as that is possible).

All my characters can use the same gear, atk for example improves melee damage, magic damage and healing. While dealing more damage and healing more is never bad, haste and crit lead to different playstyles. Taking a lot of "% chance on crit"-talents invite to give the best crit gear to a certain character for example.
Things like that exist for every character, so it will be a bit off a puzzle, combining characters, their talentsystem and gear for a more effective way you want them to be. Fast & Critting, slow hardhitting and almost invulnerable~

It's a nice way to plan... But since I'm under experiment phase, I have to deal with drop rates and equipment quality distribution once it's over and ready to start the main project. But then, I need to stick with a bit more finesse in combat, requiring a balanced party organization and know-how of various enemy attack patterns, especially those that can change patterns depending on status effect in place.

Regardless, I still have to craft equipment to either suit classes or test scripts, particularly using firearm weapons that can be augmented with ammunition accessories that slightly alters the properties. For instance, I can give a Rifleman class a bolt-action rifle, and only deals regular damage. The "Anti-Material Ammo" allows the rifle to deal damage without reduction from the enemy's defense stats, or "Incendiary Rounds" that can deal fire elemental damage, or "White Phosphorus Rounds" that can inflict "burn" status effect. But before doing that, I still need to know how to do scripting.

Multiple Antagonists

author=UPRC
I think I like the Golden Sun method too, which is what I use in Blackmoon Prophecy. I have three antagonistic forces (four at one point, but the fourth goes out of the picture pretty quickly).

Unlike what you describe, none of my three ever interact with one another. One is an evil empire (think FF6), one is a being who wants to take over the planet (no example needed) and the other is a race of cross dimensional beings that see YOU (the player) as a bad guy who must be stopped. They all have their own agendas and they don't overlap or anything until basically the end. I did this to leave the player thinking "which one of these three am I going to be left to fight with at the very end?"


The antagonist who opposes the protagonist due to the protagonist's negative background or reputation is probably one of the types I overlooked or forgot... That one I sometimes notice in novels... but there's one of them that still eludes my recollection.

Multiple Antagonists

This... is a hard topic for me to explain in words. Even when there's more than one antagonist, there must be something that can set them apart in a sense that their intentions are not so clean cut. I'll try giving out samples at the best of my knowledge...

There can be antagonists who looks upon the protagonist/ main character with contempt, as he/she is not convinced of his/her potential and needs to prove whether that person is not fit to go on with the quest or prove their conclusion wrong. This antagonist can be recruited at the right circumstances, becoming influential allies.

There are antagonists who are manipulative in some form or way. It can be a usurper pulling the strings that can instigate a war that spreads over the world, or an enigmatic being who controls the protagonist's destiny and guides the intended fate. In some case, the protagonist does not face that antagonist, rather the allies would do the work due any justified reason.

There's also antagonists who are focused on their self-focused intentions. Ranges from greedy tyrants to a vulnerable innocent turning into a cruel villain by an unfortunate incident. This feels like a textbook selfish villain, though, fallen by a hero, typical or otherwise.

And... uh... I'm going to need some time recollecting more antagonist archetypes. This may take a while, since I have played so many games through out the ages, starting from the age of the SNES and the original Game Boy.

*starts to contemplate*

Wich do you like best? 2k,2k3,Xp,VX

So far, I have tried the 2k3 and VX versions. VX carries a price that forces me to abhor it once the trial is over, despite its huge, untapped potential once the RGSS language is learned into fluency. In short, my judgment concludes that its drawbacks outweigh its usefulness. But that may change once I have enough understanding in computers inside and out that may exceed the capabilities of an engineer. I'm still struggling to get the idea about HTML and XHTML. If I can't do that, then RGSS language remains out of reach, since I tend to draw in past experiences to supplement it; a similar method I use in playing games, hence I can learn quickly at an earlier age and have increased chances of making good progress on the first run.

2k3 has improvements over the 2k, and a more comfortable customization. The SNES-like graphics are nostalgic at best. The side-view battlefield is what I need, but the ATB system fails me and I need that altered or overhauled to suit to my future projects. Its MP3 support is a need, but I still need help looping them effectively to be more efficient and professional. MIDI, I could craft, but I actually have to use 3 different programs to crop and loop it together as perfectly as I designed it. Even a .1 or .01 second miss or music gap is irritating and a gigantic obstacle to game development to no end, and MP3 files are the one of the worst ones to loop.

XP... er... not good to use, especially when I am using a Vista operating system.

The 2k is pretty much resilient due popularity and modularity, but lacks some interfaces and guidance that is the top priority on my future projects, therefore it is useless if it does not meet even a single requirement due communication barriers, so I'd throw it away in a day if that happens. Besides, I need skills of a computer engineer aid my understanding the computer down to its hardware and its most basic languages. It may be even possible to bypass or override the most effective firewalls and protection systems known to anyone once the languages the program uses is understood.

In conclusion, 2k3 and VX versions are the ones that are of use... only when I know how to alter the battle systems and scripts extensively in 2k3 and the financial issue and feasibility, and also setting Ruby/RGSS Language into fluency rivaling that to US English human language, is dealt with in VX.

In other words, they're nothing but double-edged zweihanders, useful for beating a knight to death rather than cutting through their armor, instead of single-edged katanas capable of slicing brick walls. Instead, I have to pick the lesser of two evils... two very moral-void, utilitarian, emotionless, living beings.

Share Your Skills/Battle Abilities and Battle Formulas.

author=Adon237
Are these real :/ ?
Because this is how the topic went down last time, people posting silly stuff like that....
Anyway.
The skills I develop are actual, and have to develop animations to suit it. It may not seem much, but I may need to alter it a bit just in case it needs balances.
A class that uses exclusively on speech-based abilities tend to be vulnerable to physical attacks while more resilient to most elemental magic and few status effects out of sheer psychological endurance or knowledge of magic cast by words. There maybe even an ability that can induce status effects pending on accuracy.

Rise of an Author

author=Pokemaniac
If you get into RPG Making, you're probably going to pour more time into it than you have with any games you play...
Could be... but there are times when life grabs me with a cane. School's coming in few months, and my priorities remain in the mud... very thick, sickly mud. O-O'

author=Feldschlacht IV
It sounds like you're leaning towards the newer versions. Which is fine! Play around with the ones you like until something clicks.
I guess... But once the trial ends, time to go to the older versions. Besides, it's best for me to leave the artwork to the specialists. If I do that and make my own music... Well, reminds me of someone can develop a famous game series alone (those who are aware of that would know). I don't like hoarding the credit; it's better when there's a team developing the game.
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