ESSENCEBLADE'S PROFILE
Essenceblade
19
Hai-ho! The name's essence.
I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.
I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.
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How would you handle multiple learned languages?
Ah, I've actually used this idea in my own game. What I've done is I've had a fairy / sprite type character act as a translator. Basically she is a descendant a race which speaks the language, before turning into a spirit as a fairy. But mayhap she's lost her memory with most of the language. Whenever there is dialogue, (say via npc) you get a choice at the end of the dialogue to have it translated. She takes over and translates the language (poorly). The only way to develop it is to socialize with the language speakers more. And I don't mean spamming enter at the same npc over and over.
Whatchu Workin' On? Tell us!
Created a character from a REFMAP base template style. This character is probably going to be a sub protagonist in my game.

Damn straight, she has a spear.

Damn straight, she has a spear.
Can someone help me?
First I need to know what image editing system to use. I use Character Maker 1999 so I'll be doing tutorials with that program. Need to make sure you're familiar.
A time travel system - To the past and present.
Of course in terms of side quest logic, I wouldn't create apocalyptic abilities or items. Simply persay, a "memory" take this as an example.
A person in your party is a bard. He never told you why he chose the way of a bard until you encounter it in person when you're in the past. You find out he chooses to become a bard because of his lost love. He and his love had an argument which then spiraled into them separating ways. To his digress, he sought to make up with her, only to find his love with another. He heard them conveying the words "The song of the lovebirds." and the two were playing harps in melody. In his sorrow, he began studying the basis and soul of music and its trend.
Now up until then, he hasn't thought to resolve his past and go in the endeavor, or even how his love met with another. As the party reaches the past, they discover the above story about their party bard.
This is where a series of cut-scenes and a "jigsaw" like convey commences. Allowing the player to his or herself fit the history events of a certain character together to their custom.
Obviously with the bard seeing the full concept of what was amidst, he feels slightly at ease (whether the ending be positive, or negative still) and visits the place wherein he saw his old lover.
Amongst it he writes a song into a cave wall about the Discovering a soothing truth.
Once the party return to that same area in present time, they read the same cave wall, and the bard obtains "A soothing memory". Which allows the bard to a new ability exclusively to them.
Or you could even use that Memory and visit a special temple or something which reforges it into a special Exclusive Harp or Flute, or something.
Nothing overpowering, while something worth doing, the best way for a justified side-quest. If the player gets some worthwhile information and something out of it as a nice momentum, that is a worthwhile side-quest.
A person in your party is a bard. He never told you why he chose the way of a bard until you encounter it in person when you're in the past. You find out he chooses to become a bard because of his lost love. He and his love had an argument which then spiraled into them separating ways. To his digress, he sought to make up with her, only to find his love with another. He heard them conveying the words "The song of the lovebirds." and the two were playing harps in melody. In his sorrow, he began studying the basis and soul of music and its trend.
Now up until then, he hasn't thought to resolve his past and go in the endeavor, or even how his love met with another. As the party reaches the past, they discover the above story about their party bard.
This is where a series of cut-scenes and a "jigsaw" like convey commences. Allowing the player to his or herself fit the history events of a certain character together to their custom.
Obviously with the bard seeing the full concept of what was amidst, he feels slightly at ease (whether the ending be positive, or negative still) and visits the place wherein he saw his old lover.
Amongst it he writes a song into a cave wall about the Discovering a soothing truth.
Once the party return to that same area in present time, they read the same cave wall, and the bard obtains "A soothing memory". Which allows the bard to a new ability exclusively to them.
Or you could even use that Memory and visit a special temple or something which reforges it into a special Exclusive Harp or Flute, or something.
Nothing overpowering, while something worth doing, the best way for a justified side-quest. If the player gets some worthwhile information and something out of it as a nice momentum, that is a worthwhile side-quest.
A time travel system - To the past and present.
I probably should've elaborated on the term of "classes" as I meant in two ways to be definite.
What I mean by class is a characters traits discoveries within themselves and their professions in terms of their behavior. Every personality in general has a class, "Silent" personalities can often bear "Blunt" or "Ignorant" class genres. Classifying a characters personality basically allows the player to adapt and understand what exactly that character was going through, And through gameplay or cinematics, may also open branches to new types of a characters behavior. Often called a Persona change. Be it minor of overwhelming.
As you earlier stated, yes. The characters are assigned a "class" that they choose to begin with, and by default, excel in that specific class. They can change classes, but their "true" class will be what they excel in. My plan is that you view past events whether it be in their childhood or a major event coursing them to choose the path they go down. Allowing them to see how and what made them choose a certain "class". You can partake in a side quest which allows the character to unlock an exclusive ability respectively for example.
What I mean by class is a characters traits discoveries within themselves and their professions in terms of their behavior. Every personality in general has a class, "Silent" personalities can often bear "Blunt" or "Ignorant" class genres. Classifying a characters personality basically allows the player to adapt and understand what exactly that character was going through, And through gameplay or cinematics, may also open branches to new types of a characters behavior. Often called a Persona change. Be it minor of overwhelming.
As you earlier stated, yes. The characters are assigned a "class" that they choose to begin with, and by default, excel in that specific class. They can change classes, but their "true" class will be what they excel in. My plan is that you view past events whether it be in their childhood or a major event coursing them to choose the path they go down. Allowing them to see how and what made them choose a certain "class". You can partake in a side quest which allows the character to unlock an exclusive ability respectively for example.
A time travel system - To the past and present.
author=Gourd_Clae
Um, sounds like a normal time travel game to me. Radiant Historia, Dark Cloud 2, and Chrono Trigger had pretty much what you described for the simple.
Same for elaborated. Though, I love time travel, so I'm not complaining. Just don't mess up your events by leaking things that shouldn't happen because you're dealing with time. Good to hear you were thinking about that. Good luck.
Funny thing is, I've played neither of them. It was just a thought. See I based my time travel on a major part of my story where I could really flesh out detail and meaning of it. Within that, it contains things like interesting discoveries about a certain characters classes. This is probably how I'm going to make the characters seem to have their story elaborated on, instead of random batches of text herein and hereout throughout the story. I thought experiencing it whilst in the atmosphere or the cutscene--and by that, I mean, area--will have a greater impact on the stories emotion sway.
I never really was a particular fan of characters having a past which you find out half way through the game, and the ONLY reason you know of this is because of cut-scenes and "flash backs". I though, why not experience this first hand?
what scares you the most?
I've done sky diving, ironic thing it was my first time actually being in the sky. First time on a plane and I had to jump out of it. It was for some sort of holiday event and I absolutely loved it. But there's always the worry about your parachute. That's what concerned me and I thought I was going to drop until I pulled like Incredible Hulk on the string which activates it. I opened it about 30% down of the journey down from the sky. It was interesting and you probably won't get another feeling quite like it.
...That's not to say I was crapping myself, falling at such a speed that the wind kind of disables your breathing.
...That's not to say I was crapping myself, falling at such a speed that the wind kind of disables your breathing.
Can someone help me?
Ah, that's rather easy, but you need to have some knowledge in terms of spriting and editing.
I assume the style you're trying to attempt is using the characters that you use on the map in battle too.
Tell me, what image editing system do you use? Character Maker? I can give you a tutorial via PM because this'll take awhile.
I assume the style you're trying to attempt is using the characters that you use on the map in battle too.
Tell me, what image editing system do you use? Character Maker? I can give you a tutorial via PM because this'll take awhile.
Can someone help me?
I don't quite fully understand what you're asking really.
What are you looking for exactly?
An empty template for battle characters?
A tutorial to make battle characters in a similar style to those you listed?
If you're looking to make your own custom characters, it's a different story but it isn't too hard.
What are you looking for exactly?
An empty template for battle characters?
A tutorial to make battle characters in a similar style to those you listed?
If you're looking to make your own custom characters, it's a different story but it isn't too hard.













