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(RPG maker - gen) what version do I pick for this concept?
If this idea could be executed by replacing the "dead" state with a "pacified" or "tamed" state, then, I think this concept could be applied with relative ease. All RPG Maker products allow a certain amount of customization in regards to state application text. The earlier makers, such as 2K and 2K3 might have a separate entry-box for the "dead" state application text, but, I certainly don't specifically recall.
hello world!
[RMVX ACE] Independant party member movement.
author=dnel57
I just remembered when you mentioned multi party that Hero's Realm could separate parties by using keyboard like 1,2,3,4 or something like that to switch between parties. Been a while since I played it. I will check Yanly's script and see what it offers. Thanks.
Well, recall that Hero's Realm was made in TsuK3. The event-command that detects button input is widely different between the two engines. For one, Ace's event-command will only recognize the symbols of "A", "B", "C", "X", "Y", "Z", "L" and "R". None of the number-keys are associated to those symbols via the Input module, and I have no idea how one might go about associating them, as the Input module is one of those hidden-from-view classes.
[RMVX ACE] Independant party member movement.
author=dnel57
I just want each of the three characters of that party to be able to move independently.
Isn't that exactly the definition of a multi-party dungeon, though? Like, I'm beginning to recall a few dungeons in Wild Arms that forces the party of three to split up and move independently of each other. I don't recall if there are specific switch-points in that dungeon, or if there are places that are locked off until one party reaches a switch, or what-not. However, the underlying mechanics of using some kind of variables to keep track of coordinates and Map IDs would likely still be needed.
*Edit:
author=TRIDIUM
Isn't there a Yanfly script of that?
I'm aware of the party system script? My brief experience with it is that the system creates a temporary copy of the party, mostly so that the "Revert" function works as intended. I would not say it would necessarily help with a scenario where various members of the party move independently of each other.
Though, wait. Maybe check out Zorga's Sweet Middleground 5 - The Cave. It has a system set up by which there are two characters that move independently of each other. As I recall, the player moves Antigone as per normal, and moves Vincent by holding down... either [CTRL] or [SHIFT], and using the arrow buttons? I don't quite remember. Though, there is also a system in place by which one cannot leave maps unless the pair are a certain distance (or less) away, so, keep that in mind.
[RMVX ACE] Independant party member movement.
The basic premise of a multi-party dungeon would indicate that the game "remembers" the position of the other parties when the context of the game switches between parties. Which translates to using a set of game-variables (one variable for the x coordinate, one variable for the y coordinate, one variable for Map ID) and one event (per map?) for however many different parties the characters split into. To say nothing about keeping track of who's in what party. Forcing who goes where might be the best option, but, for something like FF6's multi-party dungeons, you might need a few extra variables to keep track of ID's. Or, maybe you use game-variables as their own array to keep track of the marching order of the various parties?
Getting everyone back together would likely indicate maybe a short cut-scene, as the separate party events move into the "main" party, and the characters are added back to the "main party".
Setting things up so that a switch is active only when a party is standing on it can be tricky. Like, it's one thing to set up an event page to trigger with "On Hero Touch" with a priority of "Below Hero". "Hero", in this context, generally refers to the player-character. However, if you've set aside specific events on each map in the multi-party dungeon that could contain a party, you may be able to use a Conditional Branch to determine the location of those events versus the location of the switches that would need to be stepped?
Getting everyone back together would likely indicate maybe a short cut-scene, as the separate party events move into the "main" party, and the characters are added back to the "main party".
Setting things up so that a switch is active only when a party is standing on it can be tricky. Like, it's one thing to set up an event page to trigger with "On Hero Touch" with a priority of "Below Hero". "Hero", in this context, generally refers to the player-character. However, if you've set aside specific events on each map in the multi-party dungeon that could contain a party, you may be able to use a Conditional Branch to determine the location of those events versus the location of the switches that would need to be stepped?
2023 Gaming Diary
I think my updates from this point forward are just gonna be "hey, this is a cool/neat thing that happened". Saying that...
Tales of Arise - Completed!
I pushed finishing game pretty hard. Though, the game threw what felt like a point of no return every other event, or something. So that might have had something to do with it!
I'm not sure if all the plot-twists they threw down at the end-game were entirely necessary. Though, when I saw what the Renana surface actually looked like, I thought there might be some kind of terraforming project going on. This didn't seem the case at all, and more like just one greedy/voracious spirit that can only consume astral energy, leaving gargantuan amounts of hallowed... things in it's wake.
Of course, even if the spirit, and those that blindly followed it, is banished, the effect they had on Renans and Dahnas alike have been felt for the past 300 years. It might not be an easy road to recovery, but, when are such things ever really easy? Totally outside the scope of the game, though.
I forgot to check what my clear game save time was, but, Steam has me recorded with 51.9 hours of play-time. Which is probably close enough for the purposes of this thread.
Tales of Arise - Completed!
I pushed finishing game pretty hard. Though, the game threw what felt like a point of no return every other event, or something. So that might have had something to do with it!
I'm not sure if all the plot-twists they threw down at the end-game were entirely necessary. Though, when I saw what the Renana surface actually looked like, I thought there might be some kind of terraforming project going on. This didn't seem the case at all, and more like just one greedy/voracious spirit that can only consume astral energy, leaving gargantuan amounts of hallowed... things in it's wake.
Of course, even if the spirit, and those that blindly followed it, is banished, the effect they had on Renans and Dahnas alike have been felt for the past 300 years. It might not be an easy road to recovery, but, when are such things ever really easy? Totally outside the scope of the game, though.
I forgot to check what my clear game save time was, but, Steam has me recorded with 51.9 hours of play-time. Which is probably close enough for the purposes of this thread.
New to RMN?
author=orcaproductions
some things: how i can find the correct forum to post a thread about games needing guides/walktrhoughs?
There wouldn't be a forum thread concerning guides. They would likely be posted on a gamepage-by-gamepage basis. A game developer could opt to create a "Guide" or "Help" tab on a gamepage and have one there. Whereas a regular user may opt to submit one as a media object.
author=orcaproductions
How i can find a place to chat about the whole "black screens in sidequest pages when i click in one to see more in depth" in games made with rpgmaker mv?
I kinda feel this kind of thing would still be on a game-by-game basis? Like, even if one does contact the developer of the code/system to fix the issue, any fix they could apply will not automatically apply across to all games that include the code/system.
Apon the Brow of Tomorrow, Clear
author=Frogge
Its okay, Libby and I work on the same wavelength of “do it 5 years late, but finish the community game eventually” so I know this will be done at some point
Christmas Card 2022 release date for 2027 confirmed. XD
Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
Apon the Brow of Tomorrow, Clear
I'm almost afraid to ask about where this is at, but, this page has been silent since pretty much the latest call for maps. I can't help but to think it's another bust.














