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Virgo vs the Zodiac
Cosmic JRPG where you play as a cute villain.

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[RMMV] My game is too hard, what do?

So, my game is hard right now, really hard.
I'm a fan of stuff such as Shin Megami Tensei (taking a lot of inspiration from Strange Journey/SMT IV) and Dark Souls, and I love battles with precise timings and the like, where you have to do the right thing at the right turn.

For that, I played around with the regular Guard mechanic in my game, making it so that you can block 90% of ANY damage, and return a counter attack at 100% chance.
There's a variety of both guards and counters depending on the shield equipped. There are DoT Burning counters, counters that heal you back, AoE counters... Well, a lot of them.

So, using the guard is actually useful, very much so. Lots of foes also prepare strong 2-turn attacks in the vein of Pokemon Solar Beam, basically screaming GUARD NOW.
To balance that, guard can only be used once every 2 turns.

Besides all that, using the equipment is also useful; equipment is the way to get new abilities as they don't come naturally through level up, other than being stat sticks.
The way stats are made, if you don't equip your new armor and shields found naturally, you'll quite possibly die. If you don't guard correctly, you'll die.

I've taken a lot of time to make each enemy behaving with its own quirks in battle, they'll rarely behave the same as other enemies. So, my system is really hard because of these details.

The thing is that I can't possibly convince people to use the mechanics the game offers!
I made some tutorial things you can access in the menu explaining everything about the system.
To avoid incomprehensible walls of text early on, I've added easily accesible elements that you pass by in almost every map that teaches you about relevant mechanics one at a time. The very first of these is telling you to use the guard... Some enemies will clearly say "foe is preparing a tremendous hit!" and you should guard in the next turn, right?

But people keep dying and complaining the game is too absurdly hard, and that I should make it easier. I know I've developed it, and I know how to easily get away with the battles without much harm... Foes die quickly as well, there's no grinding involved...

Sometimes even I die when I'm not paying attention to the battles! But I don't want to nerf my game so much because people don't want to use the equipments and the guard... Is there any way I can make it more obvious to everyone that they should use the guard/time it carefully? I'm not quite sure how to make a tutorial battle that doesn't feel stupid, though.

Screenshots below show how these mechanics are displayed on the game.

[RMMV] Help with MogHunter's interface plugins!

Hello!

Anyone uses Moghunter interface plugins and knows a little bit about coding to give me some help?

I'm desperate in here trying to deal with his HUD plugins right now and making them fit my game.

I'm using Variables HUD, Actor HUD and Gold HUD all together, but the thing is, I have the hugest trouble making all of the HUDs disappear when I want them to.
Both the Actor and Gold HUDs disappear nicely when I use the plugin command for that, but the Variables HUD doesn't.


I had to change some lines to make the Variables HUD stay visible whenever a message box is active (I did the exact same for Gold and Actor, because the plugin itself doesn't let me keep them visible through options or commands) but doing that on the Variables makes it so that whenever a message box is active, the HUD will show itself, even if the plugin command tells it to stay hidden.
Therefore, I can either have the HUD disappearing every single box (and coming back for a split second when some actor moves or turns around) or having it completely visible at all times (which is tremendously anticlimatic because there are many scenes in the game, especially the intro)



Apart from all that, using Variables HUD, Actor HUD, Gold HUD and the other Treasure HUD plugins all together with a constant 2x zoom on my screen and everything behaves VERY differently.

For starters, Actor HUD zooms in with the screen, but extremely blurred! This is unlike the Gold HUD, which zooms in quite nicely and fits the pixel art style of the game very well.
The Treasure HUD cuts part of the text and also blurs them weirdly, but shows icons perfectly. The Variables HUD, however, is always the same size, no matter what zoom I put in.


But the Actor HUD doesn't get entirely blurred, though. The HP/MP bars stay sharp and so does the States icon (which looks huge btw). Just the numbers and the HUD itself looks terrible. I managed to "fix" that by hiding the numbers and using the Variables HUD to display the images right on top of the Actor HUD thing, but it screws up when I play a screen shake or stuff like that.
This issue, though, is mostly passable, the real trouble is that god damn thing not being hidden through commands.


tl;dr 3 plugins from the same person that do basically the same thing behave completely different from each other and I need them to disappear through plugin commands ONLY. 2 of them do it perfectly but the third doesn't.

Second, somewhat ignorable issue: they all interact differently with the screen zoom and one of those looks terribly blurred.


I appreaciate any help with this. I'm stuck with this issue for months now and google has nothing on it.

I'm including a dropbox folder with all these plugins with the edits I've made on them as well as the zoom plugin.
https://www.dropbox.com/sh/p8lnqps7knebzp1/AACMw5Du4MvKd29cNa6w17Uba?dl=0

[Paid] Affordable pixel art portrait faces!

Hey everyone! I'm in dire need of money, so I'm offering very affordable prices for my pixel art faces! I won't do full busts, as I don't have the time (I'm working on my game as well, you can check more of my work here), so this offer is only for pixel art faces fitting RM ones. If you order a large bundle of portraits I'll give you promotional prices.

My rates:

15 usd per character + expressions
(this is the base pricing, and it may vary)
I accept payment only via paypal.

Example of the faces:



Recent comission:

PS: I work with anime art style, so if you want anything other than anime art is probably best if you ask for another artist, since this is my specialty.

[RMMV] Help with stat/formula balance!

So, I'm now working in the formulas for my game, Dreameerie. The thing we have right now is that characters don't increase in stats passively by level up, instead we give stats through quest completion (choices may affect which stats are gained), consumables scattered around dungeons and through upgrades on equipment.

In combat, the stats we use beyond Mana and HP are:
-Strength -> affects ALL basic attacks and Red abilities*
-Dexterity -> affects all Green abilities in addition to crit and dodge chance.
-Magick -> affects all Blue abilities (we'll add some more things here in the future)
-Physique -> reduces all damage.
-Recovery -> affects heals, lifesteal and such.
-Speed -> affects turn order and escape chance.


(RED, GREEN and BLUE abilities are those of 6 elemental properties which are used by all damaging abilities and weapon attacks. Each main stat is tied with two of those elements.)

However, we're a little worried about how to balance this out. So far our damage formulas are simple a.atk - b.def kind of stuff (we're still balancing the first dungeon) and we were considering perhaps using a different system. Something in which every ability has a base damage component which is only increased through stats, such as (60 + (a.mat * 0.75)) - b.def.

What do? Would using base damage for stuff easier to balance? What would you consider the best way to balance combat for the whole game?
Also, any other games which use a similar stat system and succeeded? I don't really know any.

[RMMV] Random encounter with foe appearing on screen!

Well, I'll start by saying I hate so much random encounters, mostly because they just get me by surprise in the worst timing and I get so annoyed feeling my game being blocked from me, but I was thinking in a system where the enemy will appear on screen in the form of a cloud with the "approach player" set. You can't identify the foe, but it's there.



(just a rough skeleton)


You can see the cloud on screen so you can go away from it if you want to. The foe would be randomized between the possibilities of that area, if you touch it. What do you think about it? I think it would make the battles be more varied and surprising from the beginning.

It would also help our artist a lot, since he wouldn't have to customize a foe sprite for each one of them.

A short note is that our enemies are all "nightmares" the dungeons can be set in any kind of place and theme, since they're 'dreamy-like' spaces and the objective of the dungeons is to achieve the Shrine, so the MC can pray with the "little nightmares" (an item) he gathered from the foes.

Would this work? Any suggestions? Would using a single cloud sprite for every possible encounter other than static bossfights bore the player?

Hallow

Hey everyone :3

I'm Nana, an ancient being, lurking around in this internet network waiting for the right time to rise and domain this kingdom- Nah, just a weird person that loves Alpacas.

I'm reaaally a noob in all of this game dev world. I did a Visual Novel demo in Renpy before using RPG Maker, and now I'm working more seriously as the writer of a project about, uhm, talking animals and stuff.

I hope to know more about you guys and the community, and learn a thing or two about RPG maker, in the process, if possible!
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