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Hopefully this is the right board. Might get back into RMing.. is MV worth it?

Yeah, I noticed that when compared to me running RPG Maker 2003. ..like wtf?

So save for the lag the engine is definitely worth it? Or should I go with Ace instead? (I also heard games converted to Android run slow af.)

MV Plugin that gives a limited amount of time to input commands during battle

I'm looking for a plugin that will cancel a player character's turn and move on to the next combatant (using a CTB system, btw). Just to elaborate a bit further this is how it works:

Turn order is currently Player A, B, Enemy. Player A's turn comes up and you have 10 seconds to input a command. You do so in 5 seconds and they execute. Next is Player B. They also have 10 seconds. You're unable to select the command you'd like for them to execute in that frame of time, so their turn is skipped/cancelled/lost/whstever, and it moves onto the Enemy. The Enemy also has a limited amount of time to inout commands, and so on and so forth..

So is there a plugin that would do just that?

Hopefully this is the right board. Might get back into RMing.. is MV worth it?

Long time RPG Maker '95/RPG Maker 2000/2003 user here. Infact, some of you may remember me from some years ago as Rowen/Adam Kadmon.

Anyway, I came across the RMMV trial and I've been testing it out for the past few days. The engine seems pretty solid with a ton of flexibility. I'm thinking about finishing a project that I started long ago and I'm having to decide between 2k3 or MV. Obviously MV would be the better engine, but for those of you experienced with 2k3 is it really? From my understand XP, VX and Ace had their share of issues, so does MV follow suit or have those issues been resolved?

FFESS38.png

Yeah, I had found his site after you had posted the chipset and his name. I appreciate the help though.

FFESS38.png

I know. I was going to give you credit for finding it.. I had absolutely no idea where I had originally found this chipset.

FFESS38.png

THANK YOU. I'll be sure to give you credit.

FFESS41.png

Oh, no.. This is a screen from an older version of the project. I just recently found some old resources. The gauge system is still in.

New targeting system for battles..

I've decided to make Chain Guards just another Enhancement ability for enemies. If this Enhancement is active on an enemy then the player's Chain Count must exceed the enemy target's Boost Count in order for damage to be inflicted. Boost Count can be reduced by Synergy abilities and Chain Breaker attacks, so it should be fairly easy for an player to get around this.

New targeting system for battles..

Not only would Chain Guards be active in Hard Mode, enemy A.I. would be a bit smarter, enemies would have access to additional abilities, and if the enemy is of a higher level than the attacking player character then damage will be reduced by a percentage based on level difference between the two. (The attacking player character does additional damage based on level difference if they are of a higher level regardless of Hard Mode being active.)

Most normal encounters won't have you fighting enemies with Chain Guards. Also, the defense modifiers that affect the damage you're able to inflict upon the enemy are Affinity Resistance (You know, elemental defense-type ish.), and Damage Resistance. Damage Resistance reduces total damage output by a percentage. This can be countered with a few methods, one of these methods being attacking with the Bypass Temporal ability active, which ignores Damage Resistance. So, this is why I think adding Chain Guards may be too much.

Looking for some help (spriting, bug testing, etc.).. Oh! BTW..

The thing is, I'm trying to make maps not only just worth exploring, but worth interacting with, as well. Maps are actually quite large, but I'm trying to give the player the same feeling as if they were exploring a dungeon throughout the entirety of the maps. I just feel as if I'm not tapping into that, and because of the size of the maps it was something I really wanted to accomplish to counter the fact that they are really huge.
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