MANDOJETII'S PROFILE
MandoJetii
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Ben's First Adventure: Demo Mode/Arena Mode
@AnonR18
There is specifically no dialogue & the story is purposely left vague BECAUSE this is a demo. I don't want any spoilers before the commercial release, and I also don't want people saying to themselves "Why pay for the final version when the free demo is just as fun?" By keeping it vague, it forces people to anticipate the final release.
The game will be heavily story driven in its final form, so look forward to that. Thanks for the concern.
There is specifically no dialogue & the story is purposely left vague BECAUSE this is a demo. I don't want any spoilers before the commercial release, and I also don't want people saying to themselves "Why pay for the final version when the free demo is just as fun?" By keeping it vague, it forces people to anticipate the final release.
The game will be heavily story driven in its final form, so look forward to that. Thanks for the concern.
Please give feedback!
author=meteomageThe dungeons are designed so that some enemies will respawn when the player returns, allowing players to farm enemies for dops & experience, so the current number of encounters versus the final version shouldn't matter.
Once you go back and redo all your dungeons, that will affect how many enemies you encounter, which will change your level.
author=meteomageThat is a good point.
If you add treasures, that will affect your balancing even more.
author=meteomageI'm using placeholders so that I can focus on what's important at the moment. I'm trying to avoid the endless cycle of having to go back and improve older maps as my skills progress through the game making process. The main purpose of the placeholder maps in Demo Mode is to keep track of what will go where in the final version, not to make an accurate simulation of what will appear in the final game.
It's okay to use placeholders for some things, or go back and make some maps prettier, but not make a big chunk of your game and then go back a redo a lot of it.
Thanks for the comment! I appreciate any feedback I can get, be it praise or constructive criticism. Your comment helped me realize that the maps in Demo Mode were distracting people from the combat system (which I'm currently focusing on developing) inspiring me to make Arena Mode.
Actor Generator
@spottedeer
This code doesn't randomly generate character designs, it assigns a name, class, existing graphic set, & default equipment to a new actor. It can be used to mass-produce identical actors (for generic characters or pok*mon-like characters) or by adding random functionality, it can randomly create new party members using existing graphics. It doesn't work for events, just actors (though with enough tweaking it might be able to work for enemies).
If you're looking to make random characters for a crowd in MV, I would recommend SumRndmDde's Character Creator EX plugin. You can find a link to it on YouTube, just search "SumRndmDde character creator". You may need to figure out how to assign random variables to the script call, but you should be able to turn it into an NPC generator by assigning custom characters to unused actor IDs.
If you don't mind using pre-designed characters, I would recommend using events that have different appearances on different tabs, then use random variables to decide what tab to show. If you use this method, you may want to look into Yanfly's Self Switches & Variables plugin, which you can find on yanfly.moe. You could also have a single autorun event that uses multiple "Set Movement Route...=>Change Image" calls to assign different appearances to each NPC followed by an "Erase Event" call so that the event doesn't loop over again but will still assign different appearances to the NPCs every time you enter the map.
Sorry about the wall of text. My script here is just for making random actors, it's not a character generator. Thanks for asking though!
This code doesn't randomly generate character designs, it assigns a name, class, existing graphic set, & default equipment to a new actor. It can be used to mass-produce identical actors (for generic characters or pok*mon-like characters) or by adding random functionality, it can randomly create new party members using existing graphics. It doesn't work for events, just actors (though with enough tweaking it might be able to work for enemies).
If you're looking to make random characters for a crowd in MV, I would recommend SumRndmDde's Character Creator EX plugin. You can find a link to it on YouTube, just search "SumRndmDde character creator". You may need to figure out how to assign random variables to the script call, but you should be able to turn it into an NPC generator by assigning custom characters to unused actor IDs.
If you don't mind using pre-designed characters, I would recommend using events that have different appearances on different tabs, then use random variables to decide what tab to show. If you use this method, you may want to look into Yanfly's Self Switches & Variables plugin, which you can find on yanfly.moe. You could also have a single autorun event that uses multiple "Set Movement Route...=>Change Image" calls to assign different appearances to each NPC followed by an "Erase Event" call so that the event doesn't loop over again but will still assign different appearances to the NPCs every time you enter the map.
Sorry about the wall of text. My script here is just for making random actors, it's not a character generator. Thanks for asking though!
Forjerum - Create your MMO with RPG Maker VX Ace!
eng_stan.png
That guy is using "JaAm-speak"!
(i.e. He is talking in camel-case {random upper- & lower-case letters}.)
(i.e. He is talking in camel-case {random upper- & lower-case letters}.)
AllEnemies03_AngelArea.png
AllEnemies05_EXPstatue.png
Feedback
To-Do List
- Add intro message with basic explanation.
- Remove keys from shop.
- Change equip in chests.
- Lock Abomination's room so the player has to defeat the Super Bosses first.
- Add difficulty levels (later update).
- Other player suggestions.
Feedback
@Knightowl
The Fancy Feather is given to you as a random drop when you fight the Queen.
There are later areas (sort of) that branch out from the central area of the mysterious underground. Most of these are just boss rooms for the Super Boss class enemies, but there is also a boss dungeon where you can have rematches with the other bosses, this time accompanied by a Mini-boss. Each dungeon cell contains five chests.
That was kind of a holdover from testing. I'll keep that in mind for my next update.
I was thinking that putting high level equipment in the chests would make it too easy. There are cases where the characters can benefit from the Bronze equipment, such as a character that starts without a shield or with Plate instead of Armor. Maybe I'll change it to Iron equipment instead.
Thanks for your feedback!
I couldnt find the dancing feather. Where is it?
The Fancy Feather is given to you as a random drop when you fight the Queen.
Possibly make some of the areas 'later' areas, like half of them to be completed after the first half with the levels/equips in mind? Everything being generally the same makes it just get easier and easier without a challenge once you get to a certain point, and a boost in money/exp as you get to harder stuff would be nice.
There are later areas (sort of) that branch out from the central area of the mysterious underground. Most of these are just boss rooms for the Super Boss class enemies, but there is also a boss dungeon where you can have rematches with the other bosses, this time accompanied by a Mini-boss. Each dungeon cell contains five chests.
Take out the chest keys in the shop. It's good to chest key hunt from enemies and then open chests for the rewards, but when you get 1000g, you can buy 10 keys, and get at least one ring you can sell to get 10 or more keys and then it just is a chore to repeat that 'til you have enough money for everything.
That was kind of a holdover from testing. I'll keep that in mind for my next update.
Take out the bronze equipment from chests? Never can understand what the point of getting equipment everyone already starts with from a chest. If it's for money just give the money instead.
I was thinking that putting high level equipment in the chests would make it too easy. There are cases where the characters can benefit from the Bronze equipment, such as a character that starts without a shield or with Plate instead of Armor. Maybe I'll change it to Iron equipment instead.
Thanks for your feedback!













