LIGHTNINGLORD2'S PROFILE
LightningLord2
230
The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.
Search
Filter
Is it a good idea to start off by making a joke game?
Please, don't make it a JRPG/Animé parody! So many I have seen don't have any traits to them other than that, with the added bonus of parodying tropes that don't even exist to begin with!
Seriously, having some sideway humor about these kind of things is fine, but do not make it the main point of it.
Seriously, having some sideway humor about these kind of things is fine, but do not make it the main point of it.
The Luck Stat
What I mean with boosting everything is the problem with having a stat that boosts your damage capability and migitation at the same type - it makes the stat inherently better than those that boost only one of them. Plus, the faster leveling could let you make up for the lesser amount of other stats you have.
But yeah, this is possible to balance if it's harder to raise than the rest.
But yeah, this is possible to balance if it's harder to raise than the rest.
The Luck Stat
Where do I go to find a competent and informative VX Ace/XP/2003 comparison?
author=Sated
2K3 also splits actors and classes, Lightning...
I mainly used 2k, so I don't know all the differences from that to 2k3...
I'd say VX Ace as it has a ton of support in form of tutorials and scripts, but the other ones have really nice RTPs - XP has a cutesy artstyle for battlers and VX has my favourite songs.
[RM2K3] Armour Using % Of Current Defence
Is it a good idea to start off by making a joke game?
If you need inspiration for ridiculousness in your game, look here.
Is it a good idea to start off by making a joke game?
author=Mr_TagoMagoauthor=CashmereCatI was considering taking the dungeons and town layouts and such and just sticking them in this new game. The old one was stressing me out as I became too ambitious for my first game I think. With something sillier I'll be less stressed out since its not as serious and I'm more free to improvise and experiment.
You said you've already started a game. It depends how long you've started on that game. If you've got quite a ways through, then I would say keep continuing with that game, or if you don't like continuing with it, then wrap it up and call it a complete game and release it if you're satisfied with it. The feeling of releasing a complete game is gratifying :)
I'm pretty sure you don't feel like that because a serious game takes so much more work (making a silly game also takes a lot of writing effort), but because you dislike writing such games in general. A serious game can also be short and made quickly.
Where do I go to find a competent and informative VX Ace/XP/2003 comparison?
I haven't used XP and 2k3 for a while, so these might not be entirely correct:
Mapping:
-2003 and VX Ace have a simple tileset system with little extra features. 2k3 uses 16 bit graphics while Ace's are 32 bit. Also, VX Ace supports shadow effects.
-XP uses a three layer tile system, but otherwise, it's mostly like Ace.
Actors and Items:
-2k3 forces you to set traits and stats for each actor individually. Furthermore, you have to set for each piece of equipment who can use it. The same applies to items.
-XP splits actors and classes, letting you have different traits on actors and classes (an actor gains all traits from the class). Equipment and items are handled like in 2k3.
-VX Ace also splits actors and classes and adds traits that handle equipment proficiency - Weapons and Armors now belong to a category, which the actor/class needs to have a trait for to equip it. Items are always usable by everyone.
States and Buffs:
-2k3 has a variety of hard-coded effects you have to pick for your ailments. They're written out on the battle system by name. The menu can only display one ailment at a time. Stat buffs/debuffs scale with the caster and raise/lower the stat by a specific number.
-XP and ACE use traits to determine the effects of states. They're displayed via icons on the battle screen. Buffs/Debuffs are displayed the same way and raise/lower the stat by 25% or 50%. The menu can fit up to six icons by default.
Elements and Rates:
-2k3 uses Ranks to determine how resistant one is to an element or ailment. Effects that increase/decrease element resistance make you go up/down a rank. A weapon/skill can have any number of elements, which are seperated into weapon and magic elements.
-XP also uses a rank system like 2k3 does. However, there's no more distinction between weapon and magic elements.
-Ace makes you set up a custom rate for a state or element to determine how well the enemy, actor, class etc. resists it. The effects are multiplicative - a 200% fire rate actor with a 200 % fire rate armor will take 400% damage, for instance. Rates can no longer be negative to absorb the element.
Stats and Damage:
-2k3 uses Attack, Defense, Intelligence and Agility. Their effects are hard-coded into the system. Skill damage must be set by configuring Base Power, Physical/Magical effect and variance.
-XP and ACE use Attack, Defense, Magic Attack, Magic Defense, Agility and Luck. Only Agility and Luck have effects coded into them. Any stat, variable or condition can be used in the formula of a skill to code damage and even effects it does.
I can't fit any more into this post it seems.
Mapping:
-2003 and VX Ace have a simple tileset system with little extra features. 2k3 uses 16 bit graphics while Ace's are 32 bit. Also, VX Ace supports shadow effects.
-XP uses a three layer tile system, but otherwise, it's mostly like Ace.
Actors and Items:
-2k3 forces you to set traits and stats for each actor individually. Furthermore, you have to set for each piece of equipment who can use it. The same applies to items.
-XP splits actors and classes, letting you have different traits on actors and classes (an actor gains all traits from the class). Equipment and items are handled like in 2k3.
-VX Ace also splits actors and classes and adds traits that handle equipment proficiency - Weapons and Armors now belong to a category, which the actor/class needs to have a trait for to equip it. Items are always usable by everyone.
States and Buffs:
-2k3 has a variety of hard-coded effects you have to pick for your ailments. They're written out on the battle system by name. The menu can only display one ailment at a time. Stat buffs/debuffs scale with the caster and raise/lower the stat by a specific number.
-XP and ACE use traits to determine the effects of states. They're displayed via icons on the battle screen. Buffs/Debuffs are displayed the same way and raise/lower the stat by 25% or 50%. The menu can fit up to six icons by default.
Elements and Rates:
-2k3 uses Ranks to determine how resistant one is to an element or ailment. Effects that increase/decrease element resistance make you go up/down a rank. A weapon/skill can have any number of elements, which are seperated into weapon and magic elements.
-XP also uses a rank system like 2k3 does. However, there's no more distinction between weapon and magic elements.
-Ace makes you set up a custom rate for a state or element to determine how well the enemy, actor, class etc. resists it. The effects are multiplicative - a 200% fire rate actor with a 200 % fire rate armor will take 400% damage, for instance. Rates can no longer be negative to absorb the element.
Stats and Damage:
-2k3 uses Attack, Defense, Intelligence and Agility. Their effects are hard-coded into the system. Skill damage must be set by configuring Base Power, Physical/Magical effect and variance.
-XP and ACE use Attack, Defense, Magic Attack, Magic Defense, Agility and Luck. Only Agility and Luck have effects coded into them. Any stat, variable or condition can be used in the formula of a skill to code damage and even effects it does.
I can't fit any more into this post it seems.
What are you thinking about? (game development edition)
Did you consider making parallax maps? It can be quite hard to do the eventing for, but it's probably the easiest way to represent real-world locations by simply using a photo/drawing of the place as a map.













