NOVALUX'S PROFILE

Hey, Novalux here. I'm planning to make some games someday, if I ever get around to finishing them. I enjoy trying out others' games on rpg maker as well and writing reviews.

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Release Something: Gotta Go Fast!!!

author=pianotm
@Nessy
Moar stuffs! Attack animations shouldn't be so cute! AND OMG THAT FAIRY BATTLER IS FANTASTIC!
@Sated
I do likes me a good skill chain. LMAO at bitch-slap and diatribe!


@Novalux
I'm afraid what you've done here won't work. With just the game file, it has no way to search it's settings or file system. It can't be just dropped into a project folder either. You have go into your project, select compress file data, choose RTP or No-RTP and then it will create an executable that you can upload to the net.


@Donut
This looks so neat! But I'm not sure I understand? They're cute little animal sprites, but when they interact, they're human?


@Ziegfried_McBacon: I'm glad you enjoyed them! Thank you so much!


thanks for telling me that. kinda new at this.

Let's work on your game descriptions!

[RMVX ACE] [Eventing] Paralell Process Loop

So I want to run a paralell process event once and once only, as soon as a variable condition is met. But it keeps looping once the evnt is finished. Heres what I have;

Conditional Branch: Self switch B = Off
Conditional Branch: Var X = 18
Event
Self Switch B = ON
Exit Event Processing
Else;
Else;

Pointless Actions Review

author=Kylaila
Pointlessness, depression and similar are not all that compatible with the wonder of details and fun.
For the time I have been suffering from depression, I lost all sight of the fun details and went into tunnel view. Even the things I could identify as fun, didn't feel fun.

...
So you could potentially make it fun by playing with how you think actions are pointless when they are in fact not - and vice versa. How you feel you have no meaning when you actual create one in the world.



I had some of the same thoughts while playing. One of the problems with depression is that you overanalyze and oversimplify unconsciously, always getting tunnel vision from anything that suggests it. Trying to stuff the whole world into a formula. And when every single dialogue box follows a formula, it only serves to confirm your suspicions.
I found the game fun because it was so unexpected and random. I just kept thinking "why am I playing this?" With the implicit assumption that it didn't matter, and taking an amused attitude towards the game. I started off with rock-bottom expectations (humph... this is no real game) and became more impressed as new curves were thrown at me (a battle system? In an rpg? Well, in this rpg? Woahhhh.)

Void

Version 0.6 FINAL

Glad to see you finally completed it... If there is an end. And just saying, I would really like to see a cat ears version of that old guy in the bottom right. I was using him as a main character for a game I was making.

[RMVX ACE] Preventing a paralell process event from repeating

author=pianotm
Should be straight forward in any case. Erase event if you want to run once on the map, but want it to run again if you reenter. Set it to a switch if you want it to turn off permanently. If you want to turn off parts of the event, set those parts to switches or erase event.


Yeah I could do that but there will be multiple time-based events in one day and at least 14 days so I didn't want to create upwards of 100 different switches. I think theres a way to simplify this, though not sure how.

[RMVX ACE] Preventing a paralell process event from repeating

So this should be an easy fix, but I haven't messed with rpgmaker in awhile, so here goes;

I have a conditional branch for
if variable = 17,
then run event

but its paralell process I only want the event to run once.
I could turn on self switch A to get to another event page, but there are more than four other conditions like this I want under one event. Like if variable = 18, I want a different scene to run once and once only.

And in case it wasn't obvious I'm using a time-based system where events are called based on what time it is. Any general tips in this area or reccomendations for better sysytems would be much appreciated.

[RMVX ACE] New Game idea/help- Lackadaisical

Lackadaisical
is my working title.

The story is that a group of 4 adventurers, all siblings, approach the steps of a haunted mansion. There seems to be an unspoken leader to the group who keeps everyone together-but for all intensive purposes the group doesn't seem so dsyfunctional.One short dungeon-clearing montage later, they reach the top floor, excited and ready to battle the boss-man. He laughs malicously and the battle begins. In the thick of it, trading sword for sword, blow for blow.

And suddenly there's a thud.

The battle cuts out, and our self-appointed leader slumps to the ground against a wall, a thin trail of blood following him. The battle music stops. The boss waits for the battle to start up again- but something's different. Somebody's wailing in the corner, another is halfheartedly waving his sword, and the third person has fled the room. The boss is confused.

As it turns out, the three siblings were incredibly dependent on their older brother, sheltered from reality and shattered by the shock of a loved one dying. For a while after the disaster, they merely wander the castle grounds while the boss shoos monsters out of their way. He's thinks- this is how battles are supposed to go, right? What were they expecting? But he's disturbed, feels a pervese need to undo what was done, if only for curiosity's sake. And he's you.

As the dungeon's boss, you get to control the monsters, traps, and perils that await the adventurers, carefully manipulating the environment aroung them to allow them to proceed, eventually surviving outside hte castle. But it will be no easy task. All three siblings are broken, each in their own way, and will only triumph with a careful hand and a lot of luck.

Lets try some different scenarios:

1. You simply move all obstacles out of the way. Your adventurers might:
think they're impervious to damage
believe they can overcome any foe
turn to hopelessness from a lack of a challenge
see no reason to continue on, with nothing to do

2. Let them win every battle. They might:
Beleive they can't lose.
Stop trying as much.
Suffer from boredom.

3. Give them a constant ghost companion. They might:
Feel entitled to company.
Fear being alone.
Become attached to it like an imaginary friend.
etc.


So what we have here is essentially a parenting sim for extremely sensitive children (except that you're an evil boss, but whatever), where you want to help them grow up right but your choices don't always translate. Each character has a pre-set personality that will develop based off of their experiences and memories from the castle, what challeneges they have overcame and what they believe they can overcome.


I have two basic ideas of how you could do this:

The ghost-companion is the only way you can interact with the character or guide them along, and that the rooms, traps, monsters are set. You have to gain the trust of the characters, but can't let them depend too much on you.

Another is that as the boss you can change the layout and traps of the room, though this might jsut make things more complicated.


My problem is how does the player interact with the adventurer-characters as semi-AI? Through a ghost companion? Can the AI move on their own? What about other games involving mental health mechanics?

Any ideas?






Memories of Elefee Review

So, I want to apologize up front and say that I didn't get to finish the game. I got stuck leveling up trying to get through the mysterious forest.