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MVLYPICS GAMMAK EVENT

I find myself wishing I didn't have class so I could gam mak more easily. Ah well. Best to do the most with the time I have, I suppose.

Who knows, whatever I make certainly will be far from the worst at the very least.

The MVLYMPICS!

I regret to inform that between family obligations tonight and not being able to figure out where on my computer my screenshots have been put (damn you, Windows 10), I will likely not be able to get my submissions in on time.

The MVLYMPICS!

Question regarding the bossfight. What party of PCs are we expected to take as a "given" against the boss in question?

THE MVLYMPICS! {Sign Ups Ended}

While I do find myself wishing it was a larger event, akin to the VXA Nugget Crash Course, sign me up. I can probably try something this weekend.

Light, Medium, and Heavy Armor: A Conundrum

Okay. A comparable lurker here, but I feel I might as well add my own commentary here.

On whether metal is harder to enchant, or vice versa: You're looking at a question of worldbuilding, not game design there. How magic works in your world is going to be up to you, if you wish to go into detail. However, keep in mind that once you establish rules for the universe's metaphysics, you're going to have to follow them most of the time, with room for one, maybe two justified exceptions if you can make them plot points.

Now, onto the question of the actual post. How to go about differentiating armor types: without knowledge of what your game is being made in, I can only make wide generalizations, but I will endeavor to give some examples of how you can vary equipment aside from the more standard "DEF/MDEF" or weight-based routes.

1: Elemental resistances. This is viable in RM in general, but more effective in VXA since you can specify numbers. You can largely leave it to the special equipment, or you can go out of your way to make it so all equipment has some form of general properties, such as the aforementioned fire/electricity weaknesses. Keep your equations in mind, however, and note that in RM, resistances are one of the things that are factored at the end of equations.

2: Extraneous stats. This is more of a RMVXA-specific factor, but if you want to use some of the EX or SP parameters, this is as good a place as any to use them if you don't want to limit them entirely to accessories. Say, heavy armor is more properly reinforced around the vital regions and thus gives critical hit resistance, or a certain robe has some sort of lattice worked in that makes casting more efficient, have it reduce the wearer's MP costs. This suit blends in with the terrain, person wearing it is less likely to be targeted. So on, so on. Use the rules of the world you set up to justify it if you need to. RMVXA gives a lot of properties to its user, and you're not going to run out soon--and even pre-VXA RM had enough options that you could have some side-benefits.

Regrettably, this is about the most I can say on the topic unless you can give more information about the game in question here. If you give more information on the game, its characters (thematically and mechanically), and possibly how things work in the world you've set up (you -have- gone through worldbuilding for your game, right?), I am certain that there will be more people willing to help you on the issue.

Yet another newbie

Hi. I'm a new guy here. Well...sort of.

Got acquainted with RPG Maker a long time ago, way back with RM2K and so on. However, it's only recently I've taken initiative to seriously go through the game making process.

Anyway, this had led me to RMN, courtesy of the encouragement of someone I know in an IRC chat. Attempted the Crash Course Nugget, but failed to get the game completed on time, much to my frustration.

As such...no free copy of VXA. Or anything resembling such. So I guess I'll just have to settle for making stuff primarily in VX until then.

Anyway, obligatory first post, so do what you will to the newbie.
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