NEVERSILENT'S PROFILE
- Silence is silver, speaking is golden -
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
-------------------------
Loyal Master of the Wind fan!

Mia & Amalie will save us all!
Obey the Tezkhra!
Damsels of the world, join the Mayhem!
Proud member of the Flowey Fan Club.
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
-------------------------



Loyal Master of the Wind fan!


Mia & Amalie will save us all!
Obey the Tezkhra!

Damsels of the world, join the Mayhem!

Proud member of the Flowey Fan Club.
The Book of True Will
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
Search
Filter
Make a Map!
Sorry, I don't really agree with you there, LockeZ. A mausoleum doesn't necessarily have to look even (at least, on the inside). On the contrary, some types of mausolea were intended to be somewhat confusing irregualarly shaped (think of the Egyptian pyramids, which were essentially mausolea).
The first layout would probably be better suited for the Dome of Order since it's very symmetrical and regular, while the second layout would be great for a volcano-themed dungeon.
Personally, I think all three layouts are well-made, but the general idea behind the third one is best for the mausoleum (although some changes to the form might still improve it). That's just my opinion, though.
The first layout would probably be better suited for the Dome of Order since it's very symmetrical and regular, while the second layout would be great for a volcano-themed dungeon.
Personally, I think all three layouts are well-made, but the general idea behind the third one is best for the mausoleum (although some changes to the form might still improve it). That's just my opinion, though.
HONEY, I'M HOME!
No idea how to make an event...
That is a pretty unspecific question. It would help if you could add some screenshots or describe what the screen is supposed to look like the moment the opening scene starts, and what it should look like at the end of the scene.
Other than that, if you're having trouble with the event commands, try making a separate test project to experiment a bit, and read some tutorials on eventing. Experience is the key.
Other than that, if you're having trouble with the event commands, try making a separate test project to experiment a bit, and read some tutorials on eventing. Experience is the key.
The Second Region and Beyond!
Always a pleasure. I'm excited to see how it turns out.
Exactly this. The actual amount of "regions" doesn't really matter that much, as long as they feel somehow connected through the gameplay.
author=Marrend
Maybe there's a task in region 3 that takes you to region 1 or 2. Maybe the first person/thing you find in region 2 makes you want to go back to region 1. Maybe there's something in region 1 that you can't do a thing about until you get to region 3. You know, stuff like this.
Exactly this. The actual amount of "regions" doesn't really matter that much, as long as they feel somehow connected through the gameplay.
WYRM WARRIORS! Design a Dungeon!
Unity, since you're the one who's actually behind this project, you don't have to ask me for permission to change things. I was merely giving a suggestion for a dungeon, so please do with it whatever you think works best. I have complete faith in you. ^_^
LockeZ, I second your suggestion.
LockeZ, I second your suggestion.
WYRM WARRIORS! Design a Dungeon!
Required Dungeon's Name: Sleeping Mausoleum
Diamond Element: Diamond of Apathy
Description: A relatively small, dark and dusty underground dungeon with a few secret treasure chambers. The boss room is quite easy to find, but to actually fight him the party must find a special key first. To get this key, they must find their way through a more or less typical medium-sized maze. The special thing about this maze is that it is slowly but surely getting darker in there until the screen turns completely black. If the player doesn't manage to find the exit before that happens, he could either be kicked back to the maze entry or have to face a mini-boss, after which the process is restarted.
Monsters: The Mausoleum is populated by nocturnal creatures like wildcats, large moths and bats. And, of course, skeletons and other undead.
Boss: The boss is an undead mummy preserved inside a massive sarcophagus. To open this sarcophagus, the player needs the key from the maze.
The mummy shouldn't be too strong, but have a nasty ability that deals damage to multiple targets (two or three, but not the entire party) and has a chance to put them to sleep. Also, the mummy should regenerate a small amount of health every turn.
Diamond Element: Diamond of Apathy
Description: A relatively small, dark and dusty underground dungeon with a few secret treasure chambers. The boss room is quite easy to find, but to actually fight him the party must find a special key first. To get this key, they must find their way through a more or less typical medium-sized maze. The special thing about this maze is that it is slowly but surely getting darker in there until the screen turns completely black. If the player doesn't manage to find the exit before that happens, he could either be kicked back to the maze entry or have to face a mini-boss, after which the process is restarted.
Monsters: The Mausoleum is populated by nocturnal creatures like wildcats, large moths and bats. And, of course, skeletons and other undead.
Boss: The boss is an undead mummy preserved inside a massive sarcophagus. To open this sarcophagus, the player needs the key from the maze.
The mummy shouldn't be too strong, but have a nasty ability that deals damage to multiple targets (two or three, but not the entire party) and has a chance to put them to sleep. Also, the mummy should regenerate a small amount of health every turn.
The Second Region and Beyond!
I agree with Locke's point in general and do think having some more locations in the first region that can't be accessed until later in the game would be a good idea. However, having separated regions makes it easier to get an overview for both players and developers, and it gives a better impression of the size and diversity of the world. Only one single region might make the world map look somewhat cluttered and undersized.
Anyway, I do still have an idea for another (more simple) dungeon that could possibly fit in here. I guess I'll just post it in the "Design a Dungeon" thread and see if it's of any use to you.
Edit: And done.
Anyway, I do still have an idea for another (more simple) dungeon that could possibly fit in here. I guess I'll just post it in the "Design a Dungeon" thread and see if it's of any use to you.
Edit: And done.
Wyrm Warriors
So, I just tested version 0.07 and thought I'd give some feedback and point a few things out:
The way the characters play into all situations (opening chests, comments before and after battles etc.) is handled just great. My favourite character so far is Kathleen. Sure, she's an over-romantic oddball, but she's just so nice and funny that it makes her very memorable. Rackward is a lot of fun, too.
- The moment when the king appears in the opening scene looks weird because his character graphic is already visible before the light animation is shown.
- After the king disappears again, a textbox saying "Aremen Castle" appears in the upper left corner (probably due to the player being transferred back to the ruined version of the castle again)
- Shouldn't the mass HP restoring item be named "Star Stealing Mints"?
- Super small typo: The info text of the knight in the lower right room of Aremen castle downstairs should say "... your Warriors will have their levels raised...".
The battle system is awesome, especially with all the passive abilities. Also, having multiple battle themes makes normal battles feel a lot less standardized. Most battles are a bit easy, but since it's the introductory part of the game, that's no real issue. The mandatory boss is not extremely difficult, but still challenging enough to feel like a real threat. I'd say the battle balancing is very fine.
However, Andri still seems pretty overpowered, considering his skills are highly effective on nearly all early enemies, cost little SP and deal good damage to the whole enemy party.
Also, I think it would be cool to rename the items that raise stats permanently, too.
Well, that's it so far. Keep up the good work!
The way the characters play into all situations (opening chests, comments before and after battles etc.) is handled just great. My favourite character so far is Kathleen. Sure, she's an over-romantic oddball, but she's just so nice and funny that it makes her very memorable. Rackward is a lot of fun, too.
- The moment when the king appears in the opening scene looks weird because his character graphic is already visible before the light animation is shown.
- After the king disappears again, a textbox saying "Aremen Castle" appears in the upper left corner (probably due to the player being transferred back to the ruined version of the castle again)
- Shouldn't the mass HP restoring item be named "Star Stealing Mints"?
- Super small typo: The info text of the knight in the lower right room of Aremen castle downstairs should say "... your Warriors will have their levels raised...".
The battle system is awesome, especially with all the passive abilities. Also, having multiple battle themes makes normal battles feel a lot less standardized. Most battles are a bit easy, but since it's the introductory part of the game, that's no real issue. The mandatory boss is not extremely difficult, but still challenging enough to feel like a real threat. I'd say the battle balancing is very fine.
However, Andri still seems pretty overpowered, considering his skills are highly effective on nearly all early enemies, cost little SP and deal good damage to the whole enemy party.
Also, I think it would be cool to rename the items that raise stats permanently, too.
Well, that's it so far. Keep up the good work!
[RMXP] Changing Event Name
I don't really know much about scripting, but depending on what exactly you want to do, you could either just transfer the event to a different position where the player can't see it any more, or you could try using the Erase Event command. I'm not sure if that would work though, but it couldn't hurt to try.














