KRIMSONKATT'S PROFILE

KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
Hey, the name's KrimsonKatt and I'm just a random catgirl surfing the interwebs. I am an indie game dev and have been developing games since 2014. I am the creator of the Chronicles of Chronicles Series which features over 50 planned projects made in multiple different media formats. I love playing video games, particularly platformers and RPGs, and my favorite series include Xenoblade, Kingdom Hearts, Hollow Knight, Persona/SMT, Fire Emblem, NieR, Bravely Default, Octopath, Kirby, Zelda, and Castlevania. I also like anime, manga, drawing, writing, comics, animated movies, marvel, music, etc. In other words, I'm a complete nerd. I have many games currently out and in the works. Here is a list of them:

Released Games
-Zero Gear Fighters
-Crypt Challenge
-Meteo Chronicles (Demo Ver)
-Chronicles: The Lost Page
-Elzakalas: Beyond the End (Demo Ver)
-Noel and the Tower of Doom

Games in Development
-Chronicles Meteorfall
-Crypt Challenge DX+

Planned Games
-Yume Nikki: Azure/Vermillion Re:Union (Adventure)
-Spirit Roamer (RPG)
-Lost Anima (RPG. finished ver of SS/DAO)
-Chronicles Genesis (RTS/RPG)
-Chronicles Tactics: Realms of the Unreal (TRPG)
-Chronicles Calamity (RPG, inspired by FF8)
-Chronicles Calamity: Chronosapience (DLC)
-Chronicles: A Buried Tome (SH)
-Chronicles II: Zero Gear Saga (RPG, 1st remake of ZGF)
-Chronicles II: Trail of Blood (DLC)
-Zero Gear Fighters ReBorn (RPG, 2nd remake of ZGF)
-Chronicles III: Ascension (RPG, 1st remake of DA)
-Zero Gear Fighters 2: ReAscension (RPG, 2nd remake of DA)
-Chronicles: The Last Dragon's Elegy (EP/ARPG)
-Chronicles: The Last Dragon's Elegy - Definitive Edition (DLC)
-Chronicles: The Last Dragon's Elegy - Dark God of Destruction (Premium DLC)
-The Last Dragon's Elegy (Movie)
-Chronicles Black (RPG, inspired by SMT)
-Chronicles: Dark Conquest (RPG)
-Chronicles Leigonfall (RPG/SEU)
-Bioplasm (EP/ARPG)
-Generic Quest: A Realm Reborn (RPG)
-Chronicles Rebellion (EP/ARPG, inspired by MMZX)
-Chronicles: Grimoire of the Grail (RPG)
-Reflective Dreams (RPG, inspired by Persona)
-Chronicles VR: Abyssal Song (VRRPG)
-Chronicles VR: Sylvian Melody (VRRPG)
-Chronicles Tactics: Convergence (TRPG)
-Imprisoned Chain (Survival RPG)
-Chronicles: The Memory of Memes (RPG)
-133: Countdown to Destruction (AP)
-THE END OF CHRONICLES (ARPG)

I hope you enjoy playing my games!
Chronicles: The Lost Pag...
A tale lost to the sands...

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Secret Santa 2023 ::

author=Liberty
Krimson, I don't think people are going to buy expensive games for others. Probably aim for something worth less than $10-15 if you're going to put games on your steam wishlist?


I'm down with anything, but I know me saying that is hairpulling for those looking to gift so I'll say that any fanart is appreciated, no matter how good or bad YOU think it might be (I appreciate anything! :D )

But if you're up something else, I'm down to party. XD
I honestly appreciate anything.

I understand people aren't willing to pay a ton of money for a game. I far more expect a review and/or fanart than a game purchase. The steam stuff is only for a last resort if nothing else can be done in time. However, this is the season of the steam winter sale so most games go massively down in price during this period of time. Secondly, plenty of games on my wishlist are not that expensive and are within the $15 or less range. There's just a lot of expensive games also on there because my steam wishlist is primarily for me to track what games I'm interested in. Since you can't have multiple wishlists, I can't have a second wishlist specificly for this event and fully fill it with inexpensive games. As for the art, other kinds of art are good as well. I was just stating what I would prefer in terms of art, not a definite thing.

Edit: Also I never said the fanart had to be "of quality." Any fanart is good as it's the thought that counts, not artistic skill.

Edit 2: Lol you spelled my username wrong in the first post.

Secret Santa 2023 ::

Yay! RMN Secret Santa! My favorite time of the year. Add me in please! I'm ready. As for the things on my gammak wishlist, it goes as follows:
1: Review and/or lets play of my games "Noel and the Tower of Doom" or "Chronicles: The Lost Page."
2: Fanart of any of my games or OCs. (original characters.) Would prefer if the fanart was from Noel and the Tower of Doom but Chronicles the Lost Page fanart is fine as well as long as you don't draw Treck fighting Karakal. (which is what I got last year)
3: If you can't manage either of those, you can always buy a game from my steam wishlist. My wishlist can be found here: https://store.steampowered.com/wishlist/id/KrimsonKatt/ My most wanted games on there are the Trails series, Touhou: Artifical Dream in Arcadia, Spark the Electric Jester 2&3, Record of Lodoss War: Deelit in Wonder Labyrinth, Freedom Planet 2, and Elden Ring.

[RMMV] What is a good dagger skill for a ranger class?

I already have a skill from thief that drains MP. (which my game called AP)

But for the ranger I went for something boring and generic since I couldn't figure out anything more unique.

Shave - Deal major dagger damage to one foe that always crits, but has only 50% HIT.

Not really that interesting or all that "ranger-like", but that's the best I could come up with as there's not really another skill (at least in the earlygame) that grants garanteed crits. This synergizes well with the Swordmaster's "Bushido Critical" passive skill that allows that class to gain +1 TP when landing a critical hit. The Swordmaster whole gimmick is that Swordmasters have some insanely overpowered skills, but must must charge up TP over a long period to time to make use of them. Similar to Cyan from FF6 but actually good since you can use the classes various equipable passives to speed up the TP gaining process. So if you combine Swordmaster+Ranger and give a character Shaver, Bushido Critical, and some OP Swordmaster Art like Hakagure or Flame Purge, maybe Bushido Charge to get a bit of leeway with TP, and then watch the sparks fly. Made even better with the Ranger's passive Eagle Eye a bit later in the game, which raises HIT by 100% making Shaver always hit and land a critical unless the enemy has some crazy evasion.

My game relies almost entirely on making good class and skill builds, so this is important to add more synergy between different classes like how you can combine Brawler and Paladin for neigh-invincibility through Pavice, Aegis, Elemental Bracer, DEF Boost, Great Guardian, Chakra, Unchained+No Equips, and Final Force or Dragoon and Freelancer for full elemental coverage against everything + mind charge to strengthen the dragoon's breath attacks. Or the incredibly busted Enchantress+Wizard lategame combo for ultimate magical DPS with Chainspell+Arcane Diffusion+Supernova.

[RMMV] Xenomic's Question Thread!

author=Xenomic
Much obliged for the help. I ended up dummying the move outright since I couldn't figure the ability out, but that coding might be useful for other ideas in the game~

Since I'm here, I have a couple more involved questions.

1) Summons. So, the idea I have is that you can equip summons (called Collabs in this game) to each character. Each Collab gives a set of bonuses, for example:

Imbue Element: N/A
Element Resist: Darkness (50%)
Element Weakness: Light (100%)
Imbue Status: N/A
Status Resist: N/A
Stats: -40 ATK, 20 MAG, 80 Max MP
Additional: 20% chance for magic attacks to do extra damage, up to 5 hits, Encounter Half

This is what one Collab gives. You can only equip them to one character at a time (i.e. you cannot equip this Collab to any other unit), which works nicely for the passives and such...however, I WOULD like to make them, ya know, Summons. And the method of which I think would help is to do it via like a Limit Break. I know there's a way to do Limit Breaks, and I'm probably going to go that route (every character has: their own Limit, potential Limits with other playable characters, and then the Collab Limit which may or may not vary depending on who has what (taking Fauna as an example, her default Limit would be Let Me Stay Here (and later she'd get Wrath of Nature), some limits she might have with others, if they have a full Limit as well, like say...Bijou, would be Agent 4'7" (it would take both characters with full Limit to use it, and I'd like to make it take up both of their turns, if I can with the CTB system), and then the Collab summon ability). I was trying to set it up so that when you equip a Collab, it gives the character the Collab menu (which I may not use) and then add the summon that way, but then everyone would get access to that. I could potentially have 8 different versions of the same summon and command, but that feels unnecessary and I feel like I could probably code around it??

2) Upgrading ability system. This one is more involved, but I was thinking of having a system where you can slot points into abilities and/or passives, which you gain X points after every level up, so you'd be limited on points. You can remove the points so that you can reslot it into anything else, but as an example, you could slot points into Fauna's Feel Better Beam (normally heals one ally's HP equal to 25% of their Max HP), which you could upgrade the healing potential (50% > 75% > 100%, but increases MP cost obviously), could reduce MP cost, or potentially add other effects (for example with Feel Better Beam, maybe it heals some status ailments on top of the HP heal, or maybe it heals a little MP?). How viable would a system like that be to do in this engine? I have all the skills already set up, so it's just a matter of figuring out how to do the coding for this.

If anyone could help with either of these, that'd be great!! Both are big parts of the game that I'd like to work on, and I feel it'd make strategies more interesting in the game too!


For summons, I know SRD (somerandomdev, previously somerandomdude or sumrdmdde) has a plugin for MV that uses summons. Though, I prefer the summon just being a basic skill and then for the "summon effect" (visuals) I just use Yanfly action sequences. For giving passives when the summon is equipped all you need for that is Yanfly's passive states and in the notetags give that particular summon a passive state that gives the effects you want when that summon is equipped. You can use TP as the summon cost and use Yanfly's TP Core plugin to manipulate how TP is gained. I'm not sure how to gain a skill when an item is equipped and lose it when it's not but there's probably a plugin for it somewhere.

For the "skill point system" there is no way to power up skills though a menu like in Final Fantasy X either in the default engine or through plugins. However Yanfly does have plugins for both MV and MZ which allow skills to "level up" when used enough times or via a script call. When a skill levels up using that plugin the skill gains extra power and features. That plugin might help with what you're trying to do.

But overall you seem to be trying to implement far too many ambitious mechanics into your game for it being only your second project. You should aim for more simple mechanics and not try to do all this crazy scripting stuff with complex moves and systems. There's plenty of interesting skills and passives you can already make with the default engine and a few basic plugins.

What exactly is and isn't allowed on this site when it comes to rips in our games?

author=fafraname
I've gotten to the point whenever I find a resource I want to use I add everything to a document I keep in the game folder so I can make proper credits at the end of a game.

Yeah, that's what I'm starting to do as well. Make the "credits" first before anything else and put them in a google doc/notepad document in order to keep track of who to credit. Then I add the credits both at the end of the game and on my game page on RMN/Itch.io so people don't need to play the entire game to see the credits.

[RMMV] What is a good dagger skill for a ranger class?

So I'm making the skills for my game (Chronicles Meteorfall) right now and I'm trying to figure out what the last skill for my ranger class is going to be. The ranger class in Chronicles Meteorfall wields both daggers and bows, so of course I need to have the class have at least one dagger skill to round things out. Problem is is that I have no idea what skill it should be! I know it has to be a physical attack, has to do dagger damage, and is not a status move. That's about it. A dagger attack that hits all enemies is too boring and is already filled by attacks from other classes. I need a unique sort of skill to stand out, but also something that's not too hard to make with the default RPG Maker MV engine. Anyone have any good ideas? Because I'm stumped.

[RMMV] What is a good dagger skill for a ranger class?

So I'm making the skills for my game (Chronicles Meteorfall) right now and I'm trying to figure out what the last skill for my ranger class is going to be. The ranger class in Chronicles Meteorfall wields both daggers and bows, so of course I need to have the class have at least one dagger skill to round things out. Problem is is that I have no idea what skill it should be! I know it has to be a physical attack, has to do dagger damage, and is not a status move. That's about it. A dagger attack that hits all enemies is too boring and is already filled by attacks from other classes. I need a unique sort of skill to stand out, but also something that's not too hard to make with the default RPG Maker MV engine. Anyone have any good ideas? Because I'm stumped.

[RMMV] Xenomic's Question Thread!

author=Xenomic
So a question for ye: DTB (aka Dragon Quest style or FFI/FFII), ATB (aka Final Fantasy series such as VI and VII), or CTB (aka FFX style)? Which do you prefer?

https://strawpoll.com/mpnboB8xJg5

Poll for those that are willing to let me know!

Also still haven't figured out how exactly to do the accuracy thing. Was also trying to get Counters working with Yanfly's Counter plugin, but that thing is weird and I don't really understand it lol. Tried to make it so that Counter activates against physical skills only (there was going to be Magic Counter and Evade & Counter too), but Counter activates against everything (also if I did just Counter Skill instead of Counter Skills, it would double counter in the same attack??).

And new question!! Using plugins and whatnot, what's the way of making it so that you can store how much HP each party member is healed by, and then later use that to do a damaging attack that resets the damage after using it?

I strongly prefer CTB. ATB is too hard to balance around and DTP is too boring and simplistic. Along with that, JUST having CTP is also too boring and not engaging enough for an RPG battle system. For the gameplay to be interesting with no unique mechanics you either need to make the game VERY tough or introduce some other mechanic, usually some sort of system to allow for extra turns. The games that have accomplished this goal the best are the Shin Megami Tensei series and their "press turn" system and Octopath Traveler and their "Boost/Break" system. Both are good in their own right, though press turn is more simple but more challenging while Boost/Break is more complex but less challenging. But both battle systems are pretty easy to balance around and make an engaging turn based experience out of and are easy to learn but hard to master. The quintessential turn based RPG battle systems IMO.

For both the accuracy and the "healing attack" thing you will need to do a bit of scripting using Yanfly's "lunatic code." First you will need the "base parameter control" plugin as well as Core Engine, Battle Engine Core, and Action Sequences 1-3. Then, you need to create a state called "HIT Control". In the state's notetag, you must insert this code:
<Custom hit Formula>
value = x + 100 - (100 * (hp / mhp));
</Custom hit Formula>
X is the base hit rate you want for your skill, aka the hit rate if you're at 100% HP. Then in the actual skill you make an action sequence. At the beginning of the action sequence you add the "HIT Control" state, and at the end of the action sequence you remove it so that the state only applies when the accuracy effecting skill is in use.

For the HP thing, you can try using this tips and tricks from Yanfly, which is for the bide status from Pokemon: http://www.yanfly.moe/wiki/Bide_(MV_Plugin_Tips_%26_Tricks)

How bide works is that a battler enters a state where they take in incoming damage. This damage is stored as a value and then released onto the enemy once the state expires. Here is the code for the bide state:
<Custom Apply Effect>
// Upon applying Bide, set the Bide damage to 0.
user._bide = 0;
</Custom Apply Effect>

<Custom Respond Effect>
// Check if the target took any HP damage.
if (target.result().hpDamage > 0) {
// If the target did, raise the Bide damage by the HP damage taken.
target._bide += target.result().hpDamage;
}
</Custom Respond Effect>

<Custom Remove Effect>
// Check if the party is in battle.
if ($gameParty.inBattle()) {
// Play animation 97 on the user.
user.startAnimation(97);
// Calculate the damage. The damage dealt is equal to 2x Bide damage.
var damage = Math.ceil(user._bide * 2);
// Get the group of alive enemies.
var enemies = user.opponentsUnit().aliveMembers();
// Loop through each of the enemies.
for (var i = 0; i < enemies.length; ++i) {
// Get the enemy.
var enemy = enemies[i];
// Play animation 107 on the enemy.
enemy.startAnimation(107);
// Make the enemy take damage.
enemy.gainHp(-damage);
// Prompt the enemy's damage popup.
enemy.startDamagePopup();
// Clear the results of the enemy taking damage.
enemy.clearResult();
// Check if the enemy is dead.
if (enemy.isDead()) {
// If the enemy is dead, make it collapse.
enemy.performCollapse();
}
}
// Reset the Bide damage value.
user._bide = 0;

} // Check if the party is in battle.
</Custom Remove Effect>

You just need to edit this code a bit to track healing rather than damage.
<Custom Apply Effect>
// Upon applying Bide, set the Bide healing to 0.
user._bide = 0;
</Custom Apply Effect>

<Custom Respond Effect>
// Check if the target healed any HP.
if (target.result().heal > 0) {
// If the target did, raise the Bide damage by the amount of HP healed.
target._bide += target.result().heal;
}
</Custom Respond Effect>

<Custom Remove Effect>
// Check if the party is in battle.
if ($gameParty.inBattle()) {
// Play animation 97 on the user.
user.startAnimation(97);
// Calculate the healing. The damage dealt is equal to Bide healing x0.5.
var healing = Math.ceil(user._bide * 0.5);
// Get the group of alive enemies.
var enemies = user.opponentsUnit().aliveMembers();
// Loop through each of the enemies.
for (var i = 0; i < enemies.length; ++i) {
// Get the enemy.
var enemy = enemies[i];
// Play animation 107 on the enemy.
enemy.startAnimation(107);
// Make the enemy take damage.
enemy.gainHp(-damage);
// Prompt the enemy's damage popup.
enemy.startDamagePopup();
// Clear the results of the enemy taking damage.
enemy.clearResult();
// Check if the enemy is dead.
if (enemy.isDead()) {
// If the enemy is dead, make it collapse.
enemy.performCollapse();
}
}
// Reset the Bide healing value.
user._bide = 0;

} // Check if the party is in battle.
</Custom Remove Effect>

Hope this helped!

[RM2K3] Where to unload my "H" Resources

Upload them on google drive and then share the link on your profile. Google Drive has no TOS blocking NSFW and won't go after you as long as you don't post illegal stuff. Google Drive also offers 25 GB free of storage space with no drawbacks, and if you run out you can just make a new account and start over. Inactive Google Accounts only started to be auto-deleted this year and won't ever be gone as long as you log in at least once every 2 years. They also will NEVER be deleted as long as you have a YouTube channel linked to the account with content on it or if it's a popular/well known account. (celebrities or CEOs for example)

Edit:
Step 1: Separate the SFW and NSFW assets into separate folders.
Step 2: Organize the folders and sort assets by type
Step 3: Zip both files separately.
Step 4: Upload both files to your google drive. (zipped files take up much less space than full folders)
Step 5: Click on the "share" button for one of the files.
Step 6: Turn on "link sharing."
Step 7: Make sure the share setting is set to "view/download only" for people who have the link.
Step 8: Copy and paste the link to your RMN profile or any other social media profiles.
Step 9: Do the same for the other zip file.
Step 10: Advertise that you have rare RM2K3 assets avalible for download and send people to your google drive link.