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[RMMV] "Class level" and "total level"

What I think you're saying is possible without dabbling in too much scripting, though I don't know if it's exactly what you want. Like you said, keep the primary class as the switchable class. Then, for each character, keep an independent variable initialized as one that will represent the character's "general level". With a parallel / end of battle event you can check whether or not the character leveled up its secondary class, and if he did, increase the main class variable by one and increase its stats accordingly. It has the caveat of not being able to track EXP separately, but should be easy to implement.

As for changing classes in battle, you're going to need scripting for that one. I wouldn't even try if you're not experienced with programming and/or have no special desire to stay sane.

Commercial games and creativity

author=turkeyDawg
There's a difference between making a game for money and making money from your game.


Again, what he said. I don't think making your game commercial will inherently make it worse or more conservative; you just have to look at some of the most successful indie games out there: Undertale, Minecraft, The Binding of Isaac, Spelunky, Crypt of the Necrodancer... They weren't AAA style in any way, and yet they sold well. Hell, some of them sold so precisely because they weren't conservative.

Even if you are convinced selling your game in a "traditional" way would make it worse, there are ways around that: Itch.io, mentioned above, would be like making a game for free but guilt tripping allowing the players to make a donation. If you're serious about the project, Kickstarter might also be a good idea by virtue of getting people who like your idea to fund you so you don't have to worry about making back the investment so much. Or you could just make the game and decide whether to sell it or not after the fact.

Making a game meta but not too meta.

author=Darken
I feel like if I see another metanarrative explain to me I'm the REAL monster for killing all the digital mooks one more time I'm going to roll my eyes into a bowling alley. I think MGS2 was the only one that really pulled it off well but idk, all I ask for is nuanced messaging in the story telling. I don't want to be talked down to, I don't need to feel outsmarted, I just want a good story that's meaningful.


I think there is a problem a lot of metanarratives or deconstructions have, which is engaging in the very same behaviour they are critizing. For example, Spec Ops: The Line is a deconstruction of the military shooter genre, but at the same time engages in most tropes associated with them. So it tries to show that killing is bad and that white american male soldiers aren't superheroes that can do no wrong, but at the same time it gives no other option than to press forward and keep killing. Bioshock had the same problem, in the plot twist where it is revealed that you were being mind-controlled all along, and that was why you did everything you were asked to without questions. It tries to deconstruct choice in games, but because Bioshock is a linear shooter, that is a willing suspension of disbelief you have to make to play, making the reveal the videogame equivalent of "whoever that reads this is dumb".

Making a game meta but not too meta.

I agree with LockeZ, the problem is not in making a story too X, but about doing it wrong. Undertale, since you mention it, does the fourth wall breaking very well since it's a deconstruction of the RPG genre, and as such uses it to demonstrate things like how save scumming would be like for the people in-universe.

Your idea sounds perfectly fine, as long as it makes sense and is not just winking at the player and saying "Wow, look at how meta I am". For example, you could use it to talk about the themes of free will, predestination, or the nature of reality. Or use it to make bad jokes, I guess, but you should be careful not to make it your only punchline. Disgaea did a lot of fourth wall leaning with characters constantly referencing bosses with multiple forms, the heroes starting at level one and etcetera, but did it in between more regular kinds of humor so it didn't get tiring.

Ah, and one last thing: Do not, under any circumstance, make "Everything was a videogame and the characters realised!" the final plot twist. That is the meta story equivalent to "It was all a dream".

[RMMV] Change Actor Image won't work

A good workaround for whatever that's happening would be to make your player invisible and intangible at the beginning of the cutscene, then spawning an event that looks like him and manipulate that instead. It also has the benefit of being able to control the camera by making the player stand or move around as needed.

[RMVX ACE] Looking for font suggestions

Times New Roman is the best font ever easily readable and could be fitting to the aesthetic of your game, judging by the screenshot.

Splitting Probability

I think you're correct. The first number would have a 25% chance of happening, the second would have 0.75 * 0.33 =~ 25%, third and fourth 0.75 * 0.67 * 0.5 =~ 25%. Give or take a few decimals. Although not being able to directly assign random numbers inside a range seems kind of stupid.

[RMMV] Help with how to make an Event Jump?

The "Jump" command is an offset, not an absolute coordinate. Meaning, (22, 18) means that he's jumping 22 tiles to the left and 18 up, not jumping to the (22, 18) tile.

[RMVX ACE] Creating Persona's "One More!" Battle Mechanic

What plugins are you using? Which are you willing to use? What kind of battle system do you have? Depending of those the solution to your problem will be radically different.

RPG Maker MV - Copying text from converstions or urls or hyperlinking from speech text

"They never load"? As in, it redirects you to a blank page, or YouTube loads but the video is stuck loading? Could you provide a screenshot to clarify the problem?
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