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[RMVX ACE] Facing some odd game design challenges
author=Marrend
Liberty suggested having on-map enemies as a possible alternative to random encounters. As for implementing level-caps, I saw your other thread. If it helps you, I took Trihan's suggestion, used SCRIPT and MESSAGE BOX event-commands to test before-and-after values, and did not get an error message.
*Edit: I... do have a game that uses "virtual" random encounters? As in, the encounters are not on-map, are still based on the number of steps taken on the map, but uses a slightly different random number generator to determine the number of steps that need to be taken.
1)Just tried it again. Still shows error. I am using a lot of scripts, may be its because of that. But the error line in part of the core script though. I really, really need this one.
2) Make an even to reproduce the random encounter mechanic. Will try that.
[RMVX ACE] Facing some odd game design challenges
author=LibertyI have been looking for ways to use varying level caps once conditions are met but have found none. Any ideas?
So redesign the battles a little - take the more xp, less battles but instead cut it back to only a certain amount of battles in the game. Or diminishing returns after certain amounts of levels. So say each level above the necessary in an area, the xp gets cut in half. Not hard to do if you use on-map enemies instead of random encounters.
There are ways to do this - it's been done before. Wyrm Warriors handles this by having a level cap - but after you get past a certain point, you're automatically upgraded to the level cap of the last area. So area one has a cap of 5 levels. In area 2 any character who has not reached level 5 is boosted to it and area 2 has a cap of 10 instead. It works out pretty well.
Also, have a way for people to know what weaknesses to exploit. If they don't realise that fire will wreck something, they won't use it. But if it's apparent that the best way to deal damage is to use that spell, they'll use it. This can be as easy as an actual enemy database or having the characters talk in battle or out of battle about enemies, NPCs that talk about weaknesses, books... physical stuff like blue animals being weak to ice. Let them know they can do it and take away their dependence on spamming attack by making it situational.
From the sounds of it, if they're using spam attack that seems to be an issue with how you set up your battles.
And I do use random encounters. Any work around?
[RMVX ACE] Facing some odd game design challenges
Warning! Monster of all text walls!
http://rpgmaker.net/games/7470/
This is an rpg I am working on.
Each time I play tested I have been able to get through each level with minimum grinding. To be precise I found that its a fun game as long as the player level and game level are the same, ie. game level 1 = player level 1, level 2 = player level 2.
The whole game was designed around the concept of customizing players stats, skill sets and managing the Will/MP gauge during battle, loosing a turn to regain some Will or planning a few moves or even battles ahead is part of the core game design. Me and a cousin (live tester) have found this to be really fun to use smarts to get trough. Keep in mind that cousin learned to play it that way by seeing me play it. It was not meant to be a very challenging games.
Now the problem is most other players (over the internet) have found it very hard in the beginning. Play through Which led them to grind a LOT. Players seem to not care about learning the enemies, using the skills provided or anything else but leveling up. They went into each area with about 5 more level then I intended them to. Which obviously made them over powered and eventually broke the game by taking 0 damage and dishing out one hit KOs, they even mostly increased the attack stat. They did no enjoy so much grinding or the game afterwards but everyone did it anyways, where as using ones wit was a lot more fun.
Another major issue was the frequency of battle. all game maps are 13 by 17. I play tested with a lowered frequency and more exp per battle but then the thinking few battles ahead dynamic does not apply anymore and it just becomes another rpg where all you have to do is press the attack button to get past the regular enemies till you get to a safe zone.
I see where the players are coming from, as a turn based rpg in general is where we button smash and grind regular foes and think hard while fighting bosses. But the "battle maps" in my game demands each battle to be thoughtful and lasts only about 2 minutes and then some other tasks such as a puzzle has to be completed before again playing a 2 minute battle map and each battle map starts with full hp and mp.
At this point although I love playing my own game I can neither figure out how to make players work for the game nor how to make the game work for the players. Its supposed to be a game where the player gets to play the game as they wish, and I honestly don't mind them breaking the game if they are having fun doing it, but they aren't. Yet that the only way they play. Neither do I want to level cap as I want players to be able to grind when stuck, but not all the time.
http://rpgmaker.net/games/7470/
This is an rpg I am working on.
Each time I play tested I have been able to get through each level with minimum grinding. To be precise I found that its a fun game as long as the player level and game level are the same, ie. game level 1 = player level 1, level 2 = player level 2.
The whole game was designed around the concept of customizing players stats, skill sets and managing the Will/MP gauge during battle, loosing a turn to regain some Will or planning a few moves or even battles ahead is part of the core game design. Me and a cousin (live tester) have found this to be really fun to use smarts to get trough. Keep in mind that cousin learned to play it that way by seeing me play it. It was not meant to be a very challenging games.
Now the problem is most other players (over the internet) have found it very hard in the beginning. Play through Which led them to grind a LOT. Players seem to not care about learning the enemies, using the skills provided or anything else but leveling up. They went into each area with about 5 more level then I intended them to. Which obviously made them over powered and eventually broke the game by taking 0 damage and dishing out one hit KOs, they even mostly increased the attack stat. They did no enjoy so much grinding or the game afterwards but everyone did it anyways, where as using ones wit was a lot more fun.
Another major issue was the frequency of battle. all game maps are 13 by 17. I play tested with a lowered frequency and more exp per battle but then the thinking few battles ahead dynamic does not apply anymore and it just becomes another rpg where all you have to do is press the attack button to get past the regular enemies till you get to a safe zone.
I see where the players are coming from, as a turn based rpg in general is where we button smash and grind regular foes and think hard while fighting bosses. But the "battle maps" in my game demands each battle to be thoughtful and lasts only about 2 minutes and then some other tasks such as a puzzle has to be completed before again playing a 2 minute battle map and each battle map starts with full hp and mp.
At this point although I love playing my own game I can neither figure out how to make players work for the game nor how to make the game work for the players. Its supposed to be a game where the player gets to play the game as they wish, and I honestly don't mind them breaking the game if they are having fun doing it, but they aren't. Yet that the only way they play. Neither do I want to level cap as I want players to be able to grind when stuck, but not all the time.
[RMVX ACE] reset max level or level cap event
is this a script call or has to be pasted in the script. If latter then how can I change the max level cap later in the game.
[RMVX ACE] reset max level or level cap event
author=Trihanerror at startup.
Just change the max_level property of the actor in question.
$data_actors[actor ID].max_level = whatever
'Game_Interpreter' line 1411:NameError occured.
uninitialized constand Game_Interpreter::ID
[RMVX ACE] reset max level or level cap event
I was hoping to find a way to control the maximum level that the player can reach when certain conditions have been met/with events.
[RMVX ACE] Tips for making title screens
Yes. I actually have trouble with title screens. Talking about the picture, not scripts or anything.
[RMVX ACE] Simplest action based battle system script
I just wanted to play around with a abs script and see if I can figure out something interesting to do with it.
[RMVX ACE] What types of games are easy to make?
[RMVX ACE] What types of games are easy to make?
I was hoping to know what types of games are easiest to make. The games that complete noobs, who can barely use the software and can do nothing else such as spriting or scripting, should be making. Take into consideration the availability of resources and scripts.
First things that come to mind are point and click adventures and traditional turn based rpgs.
First things that come to mind are point and click adventures and traditional turn based rpgs.













