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Conditional Skills Concept
Thanks! I'll have to check out Divinity and see if there is anything I can learn from those games.
I personally believe that random encounters aren't all that great. Battles should be more scripted, avoidable, or affected outside of battle (preemptive strikes). Experience should also be gained from other things aside from battle too. Complete a side quest? Here's some exp. Solve a puzzle? Here's some exp.
The problem is going to be coming up with all the different variables and combos.
Edit: ok. Had a chance to check out Divinity. Thanks for the tip! There's a bunch of combos and seeing that this can be done gives me a little hope!
I personally believe that random encounters aren't all that great. Battles should be more scripted, avoidable, or affected outside of battle (preemptive strikes). Experience should also be gained from other things aside from battle too. Complete a side quest? Here's some exp. Solve a puzzle? Here's some exp.
The problem is going to be coming up with all the different variables and combos.
Edit: ok. Had a chance to check out Divinity. Thanks for the tip! There's a bunch of combos and seeing that this can be done gives me a little hope!
Conditional Skills Concept
Appreciate the feedback. I thought about trying it out, but the only problem is that it would be a haul to make a system like this (including some plugin commissions). I wanted to flush out the concept a bit more before moving forward.
As for the negative outcomes, the battle system I have in mind has 6 characters, only 3 can be in battle at any given time. Characters can be subbed in during Battle. Giving a shock effect is especially effective against synthetic enemies, but creates a consequence by limiting close range attacks. Other status effects would have this same pro and con.
Players can reasonably guess certain outcomes, but won't know for sure unless they try them out.
As for the negative outcomes, the battle system I have in mind has 6 characters, only 3 can be in battle at any given time. Characters can be subbed in during Battle. Giving a shock effect is especially effective against synthetic enemies, but creates a consequence by limiting close range attacks. Other status effects would have this same pro and con.
Players can reasonably guess certain outcomes, but won't know for sure unless they try them out.
Conditional Skills Concept
Greetings,
I had an idea for a battle system and wanted to see if you think it would be fun or annoying. I'm not worried about the feasibility yet.
I want attacks to change depending on certain conditions, specifically status effects. For example, if an enemy is on fire (status effects) and is hit with a concussive attack, the fire damage would spread to nearby enemies. Another example would be if an enemy is in a shock state (electric status effect), then close range attacks like punches and swords would result in shock damage on the player. A third example could be if an enemy is frozen, laser attacks refract and hit nearby enemies.
I guess what I'm asking is would this make battle exciting and fun to experiment with or obnoxious and cumbersome. My game is in a near future/sci fi type setting. Battles will be far less than typical RPGs but longer and more intense.
Also, do you have any examples of combinations that I could add to my list? Appreciate your help.
I had an idea for a battle system and wanted to see if you think it would be fun or annoying. I'm not worried about the feasibility yet.
I want attacks to change depending on certain conditions, specifically status effects. For example, if an enemy is on fire (status effects) and is hit with a concussive attack, the fire damage would spread to nearby enemies. Another example would be if an enemy is in a shock state (electric status effect), then close range attacks like punches and swords would result in shock damage on the player. A third example could be if an enemy is frozen, laser attacks refract and hit nearby enemies.
I guess what I'm asking is would this make battle exciting and fun to experiment with or obnoxious and cumbersome. My game is in a near future/sci fi type setting. Battles will be far less than typical RPGs but longer and more intense.
Also, do you have any examples of combinations that I could add to my list? Appreciate your help.
[RMMV] Making Battler's Disappear
Good call. I definitely need to play around more with the Yanfly plugin library. I feel like with bigger and higher quality battlers, some of the action sequences may look silly. However, I did locate a script that allows more frames per movement instead of the default 3. This could accomplish what I'm looking for as well.
[RMMV] Making Battler's Disappear
Appreciate the response! I'm going to try this out and get back to you.
Appreciate the help. I've been trying to experiment with different options to make this look better.
Appreciate the help. I've been trying to experiment with different options to make this look better.
[RMMV] Making Battler's Disappear
I have looked high and low for this answer. I know it exists, but I can't seem to find it. I am using Yanfly Battle Core and I'd like the sideview battler to disappear after stepping forward. The reason being, I am hoping to use animations that contain the battler to create fun and exciting attacks that exceed the 3 frames allowed on the battler sheets.
Here's how it would look:
Battler steps forward and disappears
Animation plays
Battler reappears and steps back.
By extension, I'd like this to happen with the animated sideview enemies too, but one thing at a time.
Is there something I'm missing in the battle core?
Here's how it would look:
Battler steps forward and disappears
Animation plays
Battler reappears and steps back.
By extension, I'd like this to happen with the animated sideview enemies too, but one thing at a time.
Is there something I'm missing in the battle core?
[RMMV] Noob mapping question
This is insanely helpful. I don't think XP had this feature, so I feel less noobish than I did before.
Also, this is a great feature.
Thank you so much!
Also, this is a great feature.
Thank you so much!
[RMMV] Noob mapping question
I'm actually a bit embarrassed for asking this, but I can't figure it out. I was a heavy XP user over a decade ago and now am using MV. Essentially, I am having autotile issues. I'm using Pop! Horror City tilesets and I am looking to make a building like the below image.
The autotile is BELOW the building. Here's what happens when I do it:
What am I missing here? Sorry for the newbie question.
The autotile is BELOW the building. Here's what happens when I do it:
What am I missing here? Sorry for the newbie question.
Getting emotion from 2d characters
Good points.
I'm not looking for a specific answer for me in particular, I'm just looking for dialogue on the subject.
Music is a good point too. It's definitely a mixture of elements. I think back to Chrono Trigger. Each character had a theme, unique character animations, and pretty good dialogue. No face sets (except in the menu).
Are there Sprite templates that lend themselves to better, unique animations?
I'm not looking for a specific answer for me in particular, I'm just looking for dialogue on the subject.
Music is a good point too. It's definitely a mixture of elements. I think back to Chrono Trigger. Each character had a theme, unique character animations, and pretty good dialogue. No face sets (except in the menu).
Are there Sprite templates that lend themselves to better, unique animations?
Getting emotion from 2d characters
First time posting in a long time. I just got done playing Eastward and one thing that game did so well was creating lovable characters who display emotions. They did so by making every character unique and creative sprite animations. Other retro games have done this as well (Chrono Trigger comes to mind).
The main question I have for the community is are there other methods to accomplishing this. Do animated face sets do the same thing? Is it realistic to make creative sprite animations using a sprite template? How would you like to have characters express emotion in your games or what other 2D games have done this well?
The main question I have for the community is are there other methods to accomplishing this. Do animated face sets do the same thing? Is it realistic to make creative sprite animations using a sprite template? How would you like to have characters express emotion in your games or what other 2D games have done this well?















