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[Ace] Moving PartyCom/ActorCom

Thank you SO MUCH again Makoinfused - it was actually your instruction and using the word "anchor" freed up my mind and I realized that I needed to fix Yanfly's Battle Script in conjunction with the default values. SO-

It totally works now.

I am helluva excited and I think you a hundred times over for you help. Totally appreciate it.

[Ace] Moving PartyCom/ActorCom

author=MakoInfused
Your problem lies in the fact that those windows are in a viewport. The viewport is called "@info_viewport". You can look up "viewport" in the help file to find out more information about them.

Essentially though, you're going to need to change the viewport that those windows are created with, otherwise it's impossible to move them (to the location you desire) because they will always get cut off. You can try setting the viewport for those two windows to "nil" that might do it.


You are - Amazing!

That is just about what I needed. I still can't figure out how to keep the BattleStatus window aligned with the bottom of the screen (as it is by default) while allowing the other windows to go up and over that one. But I'm working on it and experimenting. But I think you wholeheartedly for pointing me in the right direction.

BTW, Someone elsewhere mentioned not knowing what I meant by "up". The enemies are up and over the the Battlestatus window. That what I want to do for the Actor and Party Command windows. Right now there is window overlap and I'm trying to avoid that. So I hope that clarifies things for those not sure of what I'm attempting.

[Ace] Moving PartyCom/ActorCom

Hey everyone, I hope you can help me.

First, I want to mention that I am uses a few plug-ins but the the pertinent one for what I need to do is Yanfly's Battle Engine and Yanfly's Battle Command List.

Now, that said, What I want to do is move the Party Command and Actor Command windows so that they fit UP and OVER the battle status windows (which now have actor's graphics thanks to Yanfly's script).

I want to fully extend that window (which I know how to do) so that you see the actor's faces all the time during a battle.

What I can't seem to figure out is how to move the Party and Actor Command windows out of the way. I can move them up but then they get cut off...

Does anyone have a script or know a way to accomplish what I need?

To be clear what would happen is the player would come into the battle, and because of Yanfly's battle script they'd skip the "Fight/Escape" portion and they'd be greeted with the actor's face and the Actor Command window over that window - flush to the right of absolute right of the screen. (the default with has been extended through Yanfly's Core Engine).

If I'm not being clear let me know I'll try to get as specific as possible.

Ruby Chronicles: Dimension Theory DEMO

I've only played a bit of it, but I wanted to come forward and say that I really appreciate the amount of DIVERSITY in your cast. In fact, that was one of the things that made me want to play the game.

That said some of the visuals feel a bit off, although I understand that you're going for a particular "style". But the Title Screen isn't exactly clear to read (a lot of colors and they're all fairly bright so that the "New Game" etc. options options kind of blend in a bit.

Also the Main Menu Screen looks nice but it feels a bit...like the Title Screen. A lot of color without a a really cohesive elements that ties it into the message/window system. I think that may be the biggest issue - those two things don't seem to go with the rest of the game.

That said - wow! I really love the pacing and set-ups you have for the intro. From what I've seen thus far I think you have a certain knack for crafting a narrative. The characters read clearly they don't feel totally wooden or stereotypical - you can tell that these are people you'll need to "get to know" and I like that. They seem much more rounded than many RPG characters.

I also think you've used the generator faceset feature of VX Ace BETTER than anyone I've ever seen before. They really work with the window system you've set up. I think that shocked me a bit - most folks have faces from the generator that LOOK like faces from a generator. Yours all have good variations so it feels more harmonious.

As for the battle system - it isn't bad , I'm getting used to it so I don't want to judge it after only having like 3 battles.

Anywho, just wanted to leave a message and urge you onward! You have something really unique going on here. ^_^

Delete Thread *Problem solved*

I found a suitable workaround for what I needed to do with a bit of script tinkering.

Schuld (English Translation)

That game was crazy and frustrating. For what it was I didn't actually find it too short at all (although I can see it seeming that way if you play it all at once).

Man, did some of those action puzzles kick my arse -_-

Still, I agree with Drakov. I'm really glad that you take the time to translate these, AznChipmunk. I hope you do more trans-projects from Kelven in the future.

His games are always completely unpredictable in a good way.

Familiar.png

That cross will come in handy for warding off vampires.

Melon Journey

That was completely adorable! I liked how the world had it's own vibe and everyone had a little bit of personality for a kind of sandbox world. Good stuff =D

Online Forces

Jesus Christ, what happened in here O.O

Battle System Balance

Hey all. I've been doing quite a bit of research and reading but I haven't found a solution to a particular issue:

I understand that your typical RPG battle system is a big dice roll. A game of numbers and formulas. Is there a particular formula set out there or do most people
just play with things to see what does and doesn't work.

I ask because I want to be sure that things are balanced and then from there and THEN I go in and start tweaking to make things interesting or challenging. Should there be certain numbers I keep in mind?

For example. should I approach things based on levels? Where Character A possesses stats X,Y,Z at level 1 so I should plan enemies and accessories based on the most likely levels a character will have by the time they reach those enemies or weapons/armors. Should I always think of Character A, in that scenario, as potentially always reaching a base level progression (say level 5) by a point or should I plan a bit under (assume that they'll be level 3 instead of 5) or a bit over (assume they've been grinding and reached level 7 rather than 5)

I'm not planning a fancy battle system. Just something typical with enemies and characters possessing different attributes and such to throw in a bit of strategy flavor (I know some people aren't into that kind of thing, and that that's okay).

Any pointers from veterans or "those in the know"?
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