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MARCUSSS'S PROFILE

Hi I am a games developer (currently Lead Tester) from Czech Republic.
RPG Maker is one of my favorite game engines and I have long since wanted to make a game in it.

At the moment I am in the preproduction phase of project named "Cornerstone" - classic jrpg with (I hope) interesting battle system.

For that I'm searching for a programmer/scripter to help me create this battle system and a vertical slice for testing the game mechanics.

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[Request][Unpaid][Programmer/RGSS scripter] Combat System

I'm currently in the preproduction phase of my RPG Maker VX Ace project "Cornerstone" (WIP project name).

PITCH

For this project I need to create a prototype of the battle system, test it and eventualy create battle system itself.

Because mine programming skills are laughtable at best, I need someone to help me with this prototype. The position is unpaid, because I myself will work on this project in my free time.

I personaly have only little (but some) experience with RPG Maker, but I have a lot of experience with game development. When the work on the project is started, I can promise a clear comunication and stable work progress.

More documentation for this project is finished and can be disclosed to person(s) interested.

Event player touch problem

author=Shoobinator
If the spot that you need to stand on does not move, you can use a parallel process event that keeps setting the player's X and Y position to 2 different variables and then checks to see if the player's coordinates matches the spot's location.
How do I do that?

UPDATE: Never mind, got it! Thank you...:)

Event player touch problem

Positioning has no effect.
Switch A is only condition needed.

Event player touch problem

I meant it as a general reference.

Event player touch problem

Situation:
1) Player is standing on the EVENT A. (its set to execute on player touch.
- Event A is inactive, because it's switch A is OFF.
2) Another EVENT B changes state and switches switch A on.
3) Problem:

EVENT A doesn't execute - player is already standing on the EVENT A and it doesn't count as PLAYER TOUCH.

Please, how do I get the event to execute if player's already standing on it?

Is there the way to change "passage" options for each tile on the map specificly?

On VX ACE:

Is there the way to change "passage" options for each tile on the map specificly?
And also, what are "regions" for?

Is there the way to change "passage" options for each tile on the map specificly?

s there the way to change "passage" options for each tile on the map specificly?
And also, what are "regions" for?

Dreamfall Chapters Kickstarter

Yes, I kinda assumed that in "videogames" part of the forums, there will be at least some gamers who know what The Longest Journey and Dreamfall is. Seems I was wrong (or those people just klicked the link to kickstarter).

But okay, I'll add some info.

Dreamfall Chapters Kickstarter

For those who know great adventure games "The Longest Journey" (1999) and it's sequel "Dreamfall" (2006) made by Funcom, there is kickstarter, made by studio created by it's designer and writer Ragnar Tørnquist, for much needed continuation (after the cliffhanger the second game had)

"Dreamfall Chapters"

http://www.kickstarter.com/projects/redthread/dreamfall-chapters-the-longest-journey

For those not knowing this franchise, know it's considered one of the best adventure game series in history - with deep and mysterious story, interesting worlds (yes, plural), mixing technology, nature, future, past, and spiritualism into unique mix, you can see nowhere else.
You should definitely try those games... but if you don't want to play old games, you can back the project anyway, for it will explain the story so far to you... though those who played it will have much more deep experience.

Flowchart based combat system

author=Irili
Okay, this was a lot more messy than I thought it would be, but here's what I came up with. I've got some explanation and comments about what's going on in the events.

https://www.dropbox.com/s/4y5vq2cy067t9f3/Event%20Battle.exe

That's very interesting, I may use some modified version of it somewhere. :)

------

But it is not what I had on mind.
What I want to create is something like... a comic gamebook.
Where instead of paragraphs descripting the situation, there is a picture depicting it - giving clues what each presented posible actions of player may end in which way.

If there is a pool right behind a Protagonist (who is in the middle of the fight) and one of presened actions is "jump back", player can anticipate this action will lead to the fall into the lake, which will get him into trouble ( -1 BP ).

Each picture would have its own possible actions (based on the picture) and each action would lead to its own new picture.
There would be either one really big flowchart with multiple points of entry (starting point would have a few variants so the fight would "look" different after few restars (looses, replays)) or there would be bigger number of smaller flowchart builds and they would randomly commence after specified situations - for instance if HERO/ENEMY looses health.

Example of second case:
Player chooses a right action and gets +1 BP. His BP count reaches 3. After each change in BP count a script checks if BP=3/-3 (for example). If not the flowchart build continues.
If it does equal 3 -> Enemy looses amount of HP (dependant on HERO's STR stat) -> Current flowchart build is terminated -> Randomly chosen flowchart build (which is different from the previous one) is launched and BP is set to 0.


Among actions player can choose in each picture there would be some depending not only on visual clues, but on some other variables like:

- characters strenght or dexterity = there can be % chance of success/failure depending on numerical values of those stats (if STR=5 there is 60% chance of acomplishing the desired action, if STR=6 it's 80% etc.)
- existance of some item in characters invetory
etc.

The main problem I see with this system is the INSANE amount of pictures you need for every one battle with different type of an enemy. It would go to hundreds.

There are two solutions I see:
1) Creating a game with only a small number of Battles. (that's my case!)
Then you can create each fight independently, maybe using a 3D modeling software to feature fighers as ragdols for skech. (my plan)
= Each fight would have its own set of flowchart builds - like 10-20 (or one big flowchart). Each fight would be unique, so it wouldn't get boring.

2) If you want a biger number of fights (like random encountres etc.) with lot of enemies, I would be thinking about creating complete 3D models of the HERO and each type of the enemy. Then creating pictures of each scene in the fight with different enemy models.
= All fights would be using same set of flowchart builds - 20+ (or one REALLY BIG) with only minor differences in some cases ("if enemy = giant turtle" action "kick the back" BP bonus = 0 ... or something). But I think it would get repetative after some time, but with enough flowchart builds it would take tens of battles until players could find "ultimate strategies" to win every fight.
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