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How would you rank the NES / SNES / PS1 Final Fantasy's in increasing difficulty?

Reason I'm asking is that I've suggested to my older sister that she might like to give the Final Fantasy series a try as she played Super Mario RPG and didn't think much of it's plot and story compared to how much she paid for it. I can see what she was getting at as I paid the NZ $80 for it too, and with all the noise which I'd heard about it, I thought it would've been better than what I experienced.

I'm focusing on the early titles as I feel that back then the difficulty and expectations were "reasonable", unlike when it got to 10 and there were the challenges which came across as much as torture to me that I didn't even bother with them, like the Butterfly game and the dodging 200 bolts of lightning. Yes, I know that FF9 had the skipping rope game, but I knew all you got from it was a pointless key item so that could be happily avoided.

So having gotten all that out of the way, could you tell me if you think that this order which I came up with seems reasonable? I'm open to suggestions too, but I tried to rank them by easiest to hardest. This is based mostly all on the battle mechanics and the boss battles, but also taking into account the dungeons to some degree as well.

1. VII
2. VIII
3. VI
4. IV
5. I
6. IX
7. V
8. III
9. II


Any issues transferring files from Rpg Maker VX Ace from rpgmaker.web to the Steam version?

Just wanted to ask if anyone knows of any issues transferring a game from the version of Rpg Maker VX Ace from rpgmaker.web to the version off Steam?

It's just that I'm starting a new project, but I'm beginning to put money aside to buy a new laptop. I didn't want to put all that effort in, and then find out that it has complications with the old project.

If it does have issues, I'll just make graphics in the meantime until I get my new laptop and then I'll make headway on the project.

Can't even reach menu screen! "Cannot read property 'expParams' of null

Could someone please look at this error report for me please and tell me what's wrong?

My project was working just fine yesterday, haven't added any new plugins, etc, and now all of a sudden it won't even load. Trying to translate the error reports are usually beyond me, so could someone please explain what I have to do to fix the problem? I tried loading the backup from last night, and it had the same problem.

UPDATE:

Hey everyone, problem solved. Turns out that the actors file had become corrupted (don't know how that happened). Just a copy and paste job to replace it. Only wish that the error messages were a bit more straight-forward.

How much hand-holding is necessary?

In the game which I'm currently remaking, there are around 20 available characters who you can find and recruit, only three new characters join if the player doesn't do anything outside of the main plot line.

If the player doesn't explore, they'll be without a white mage, a boosted up white mage, elemental magic users, a thief, etc. Should I create a page for the game simply indicating the general location to find these characters and the type of character they are, or does this make things too easy? Not having the characters listed strongly encourages exploration.

Healing items are easy enough to come by as most enemies drop them, and if an early quest is performed MP restoring items can be purchased anytime outside of battle. I've also scattered healing items around in the dungeons so far, to try to compensate for those who haven't found the characters with healing abilities.

How to make regions passable/impassable via switches, is there a script for this? RMVX ACE

I'm making a VX Ace version of Final Fantasy VII and I'm trying to restrict the areas that the chocobos can go to. I can achieve this through switches and events, but I was wondering if there was a script out there which could check the following conditions.

  • SWITCH ON: Chocobo Mount
  • SWITCH ON: River Chocobo
  • Therefore allow region X etc, to be passable (For River Chocobo, shallow water)

I'm just concerned of the massive slowdown there might be when there's hundreds of these events all over the world map determining whether passage is permitted or not.

Is it possible to make a skill like "Blade Beam" in VX ACE?

I'm making a de-make version of Final Fantasy VII in Vx Ace, and just wondering how I could get the effect of Blade Beam, where it hits one opponent for normal damage and then all other foes get hit with an attack which is 50% of the normal damage output.

I've looked through the scripts available here but nothing seems to fit quite under the effect what I'm trying to get at.

A quick question about distribution packages [RMMZ]

This is actually a very small issue, I've got a solution but I was just wondering if there was some other way. (Don't say deleting the resources which aren't used, I've already considered that).

Okay, this game "Every Vote Counts" was made in Rpgmaker MV, but I've upgraded it to Rpgmaker MZ. When I made the distribution package, it wouldn't make one, as I was telling it to exclude unused files, which it apparently had a bit of an issue with.

I then tried it again telling it to include all files, and it did it no questions asked. I just know that this makes an inflated file size (it's still lower than the original though).

Just wondering if anybody knows of any other approach I could take? I can only assume it had this issue because the game was originally made in Rpg Maker MV?

Need help with a battle arena setup - RMMZ

I'm trying to make a battle arena much like in Final Fantasy VII, and I think I've got it rather well set up.

General procedure of how it operates

  • Common Events which contain enemy troop lists of every random encounter in the game - Divided into the areas they appear in

  • An enemy from the first area is picked at random. There is a lose battle condition to restore your party should you lose.

  • A common event runs a random status infliction. BP is then allocated for the status.

  • The next list of enemies is then played, etc.

  • If all rounds are completed, a BP multiplier bonus is given.


The problem is that it keeps on counting a victory as a loss in the battle. A switch is turned ON when having lost a battle to let the series of common events in the battle arena to know not to continue. Labels then bring the event to a close.

I've tried other approaches to this, like having it check that every character is knocked out, but it still ignores this. It counts it as a loss, even though each character is perfectly fine.

My only guess for what's causing this is the use of Common Events. It doesn't seem to make any sense otherwise. Otherwise I'd just take the approach of an extremely long event which has all the common event information inside it. Maybe just keeping the status effect one in there to try to compact it a little.

Does anyone have any ideas on what would be causing this, beside this? It seems to be playing by it's own rules here.

Getting three screenshots out of a one map game

Asking because I'm working on a simulation game (which is a bit of a first for me) based off the old game, Capitalism. Basically, buy resource manufacturing facilities and then sell the finished products, and beat the AI to the end goal.

Just fishing around for ideas as I know that three screenshots are the minimum requirement for submitting a game here, but it becomes a little challenging when it's only one map, and quite a tiny one at that, almost as small as a map can get. It's just a short game, will probably take about half an hour to play at the most.

I was thinking of dialogue showing the requirements for purchasing one of the facilities, an image of the shipping screen (it's nothing fancy), and possibly the screen which will show how you stack up against everyone else.

Does removing a game remove it's profile page as well?

Didn't really know where to put this as this is a bit of a weird/uncommon question.

Some might know that I have two games called "A Celestial Weapon" here, one being the original RM2K3 game, and the other being a remake and expanded upon version in MV. The reason I'm asking is because I'm planning on putting the MV version on Steam sometime soon/later this year, but I'm aware of the complications which could arise having the original here, as well as the MV Version (I'll change it to Commercial setting when it gets to Steam, and remove the download) as I don't want the public to get confused that I could be ripping off the original when in actual fact I'm the same guy who made both of them.

So to make this a bit more clear and avoid confusion, I'm thinking of removing the original game sometime soon. Just wondering if removing the game will remove it's profile page as well?


Cheers