PAXNI'S PROFILE
Paxni
14
Well, given that I'm on this website, you're probably safe in assuming that I use RPG Maker. Notable VX Ace. I've yet to finish any projects, but the one that I am currently working on is called Cinericus. Though it's still in the developmental stages, I'm hoping to release a demo eventually.
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Good Parallax Mapper Wanted
Yeah, the underwater structures seem kind of superfluous to me so that's a level of detail that I'm probably going to not expect of an artist. The above-water is what drew me to this, and that seems (at first glance) to be a matter of tile mapping as in the engine, but just with many additional details that the engine does not support. As far as the scripts go, I'm able to learn how and where to use them properly but I figured I would get a mapper's opinion before committing myself to a certain way of doing things.
Good Parallax Mapper Wanted
In this case I'm willing to use whichever the mapper is the most comfortable with--I want to make that job as simple for them as I can. Also, my experience in parallax mapping is minimal, so I'm equally willing to listen to the mapper's recommendation of which is easiest to use for me. As far as Gimp, I do already own it so no worries there.
For further info, the graphics I will be primarily using will be those found in this thread (obviously with appropriate credit given to the creator). Many examples of maps made with these tiles appear throughout the thread and the style I'm going for is something for similar to that because frankly those maps are beautiful. Just to clarify in case you're unsure of whether or not you're capable of doing what I'm asking.
And the thing is, I will give you detailed descriptions of maps you need to make, where you come in is basically making it a reality and peppering it up with just visually stimulating things here and there so that not every map is an expanse of one kind of land.
For further info, the graphics I will be primarily using will be those found in this thread (obviously with appropriate credit given to the creator). Many examples of maps made with these tiles appear throughout the thread and the style I'm going for is something for similar to that because frankly those maps are beautiful. Just to clarify in case you're unsure of whether or not you're capable of doing what I'm asking.
And the thing is, I will give you detailed descriptions of maps you need to make, where you come in is basically making it a reality and peppering it up with just visually stimulating things here and there so that not every map is an expanse of one kind of land.
Good Parallax Mapper Wanted
I've been working on designing a game in RMVXA for the better part of three years now and in terms of story, it's completed. What I need, however, is someone to make attractive maps for me. Here's some more info on the game itself and what this job would entail:
The game is called Cinericus. It takes place in an entirely original world with spanning and developed myths, lore, etc. This game in particular (though more taking place in this world are possible in the future) focuses on the power struggle between two nations, one of which is populated by humans and the other by beastmen. The main characters are three beastmen who found themselves as enemies of both their home nation and the nation of humans that wants them dead, and so they flee to lands that for the better part of fifty years have been thought barren. From there, the plot unfurls as all of the secrets behind villain's motives become known, as well as the knowledge of just how real the gods are.
So here's what I need from somebody who would be willing to take this job:
-obviously since I'm requesting Parallax Mapping, you should probably already have Photoshop/Gimp/whatever.
-I have a list of free-to-use resources bookmarked that I'd like you to use (more information can be provided if requested).
-You actually will not have to design an overworld. The players will not at any point have to walk across any of the three main continents in an overworld-y way. You will however, as the most major things you will have to do, design three very large cities, a sewer system (does not have to be very large), a fair amount of smaller, less-important towns (I'm estimating 10-15), one massive dead/ruined forest scenario, one large ruined city, a pretty large number of random dungeons (thematically varying--for the most part ruins, castles, cave systems, etc.) and heaven (Caelus) and hell (Ad).
Anybody who takes this job will be given full credit for their effort in both the opening and closing credits. This is not a commercial game, therefore payment will not be initially given to volunteers. However, upon the release of the game, a paypal account will be set up where supporters of the game can donate. Profits will be shared equally among all people involved in the game (currently this is two: myself and a composer).
Things this game already has (to seem more credible for those of you on the fence):
-a completely finished storyline, down to every detail--characters, events, etc. all done.
-developed lore and mythos--every nation's history is large and spanning and makes the country overall seem very realistic.
-developed characters--similar to above, all of the characters have been carefully thought out and planned to make for enjoyable characters. Any player could find at least one that they empathize with or relate to.
-a nearly completed soundtrack. Yes, the entire soundtrack of this game is done, aside from songs for the opening and closing credits.
-many unique mechanics that make it feel like a fresh new take on the classic turn based RPG.
What this game still lacks:
-maps (this is where you come in!)
-some sprites (I am designing these)
-some faces (also designing these)
-a few other miscellaneous graphics that the game can survive without until further notice.
So, if you're interested, reply here or message me for more details. As well, I should clarify that if multiple people would like to collaborate on this project, I am all for that. However, know that whether it's one person or three people, you all must have some degree of flexibility with what I'm looking for in this game.
Thanks in advance!
The game is called Cinericus. It takes place in an entirely original world with spanning and developed myths, lore, etc. This game in particular (though more taking place in this world are possible in the future) focuses on the power struggle between two nations, one of which is populated by humans and the other by beastmen. The main characters are three beastmen who found themselves as enemies of both their home nation and the nation of humans that wants them dead, and so they flee to lands that for the better part of fifty years have been thought barren. From there, the plot unfurls as all of the secrets behind villain's motives become known, as well as the knowledge of just how real the gods are.
So here's what I need from somebody who would be willing to take this job:
-obviously since I'm requesting Parallax Mapping, you should probably already have Photoshop/Gimp/whatever.
-I have a list of free-to-use resources bookmarked that I'd like you to use (more information can be provided if requested).
-You actually will not have to design an overworld. The players will not at any point have to walk across any of the three main continents in an overworld-y way. You will however, as the most major things you will have to do, design three very large cities, a sewer system (does not have to be very large), a fair amount of smaller, less-important towns (I'm estimating 10-15), one massive dead/ruined forest scenario, one large ruined city, a pretty large number of random dungeons (thematically varying--for the most part ruins, castles, cave systems, etc.) and heaven (Caelus) and hell (Ad).
Anybody who takes this job will be given full credit for their effort in both the opening and closing credits. This is not a commercial game, therefore payment will not be initially given to volunteers. However, upon the release of the game, a paypal account will be set up where supporters of the game can donate. Profits will be shared equally among all people involved in the game (currently this is two: myself and a composer).
Things this game already has (to seem more credible for those of you on the fence):
-a completely finished storyline, down to every detail--characters, events, etc. all done.
-developed lore and mythos--every nation's history is large and spanning and makes the country overall seem very realistic.
-developed characters--similar to above, all of the characters have been carefully thought out and planned to make for enjoyable characters. Any player could find at least one that they empathize with or relate to.
-a nearly completed soundtrack. Yes, the entire soundtrack of this game is done, aside from songs for the opening and closing credits.
-many unique mechanics that make it feel like a fresh new take on the classic turn based RPG.
What this game still lacks:
-maps (this is where you come in!)
-some sprites (I am designing these)
-some faces (also designing these)
-a few other miscellaneous graphics that the game can survive without until further notice.
So, if you're interested, reply here or message me for more details. As well, I should clarify that if multiple people would like to collaborate on this project, I am all for that. However, know that whether it's one person or three people, you all must have some degree of flexibility with what I'm looking for in this game.
Thanks in advance!
Stat Distribution
Mapping Advice/Request (VXAce)
Hello friends!
I've realized recently that my tragic flaw as a developer is that I usually don't make very visually appealing maps. My storylines are usually great (//strokes own ego)and I can figure out the mechanical aspect of design well enough, but my maps just plain aren't good, which is probably an experience thing.
So, I'd like one of two things to happen for any kind folks out there who have a talent with mapping. I'd either
1. Request some sort of "mapping crash course" (and before you say anything, yes, I have looked through the tutorial section)
or 2. Request an experienced mapper to design a couple of areas to just get the ball rolling, so to speak.
I've realized recently that my tragic flaw as a developer is that I usually don't make very visually appealing maps. My storylines are usually great (//strokes own ego)and I can figure out the mechanical aspect of design well enough, but my maps just plain aren't good, which is probably an experience thing.
So, I'd like one of two things to happen for any kind folks out there who have a talent with mapping. I'd either
1. Request some sort of "mapping crash course" (and before you say anything, yes, I have looked through the tutorial section)
or 2. Request an experienced mapper to design a couple of areas to just get the ball rolling, so to speak.
Party approval rating (VXAce)
author=LockeZ
That's not really what he meant, byro. He's talking about the game keeping track of how much each party member likes you, based on the things you choose to say or do during conversations and cut scenes.
You have three issues here, as you noted: creating the stat, changing the stat in events, and making the stat mean something.
Fortunately, creating the stat is extremely easy: RPG Maker already has a thing called variables. You would just store each character's affection stat as a variable. One variable per character. You can name the variables things like "Alistair Approval" and "Morrigan Approval" but the player won't ever see the names. They're just there to help you keep track of which variable is which.
I would personally make the variables all start at 0, since that's the number that all variables start at anyway at the beginning of any game. That means that 0 will be a neutral approval rating. Then every time the player does makes a choice in the game, you can check in a conditional branch to see if Morrigan is on the team, and if so, you can reduce the Morrigan Approval variable by 9. And possibly show text on the screen: "Morrigan disapproves (-9)."
To make things depend on the stat, you'll probably want to use conditional branches. For example, in a cut scene, you can make Morrigan say different things depending on whether she likes you or not. Since 0 is the neutral approval rating, you can see if she likes you by checking to see if the Morrigan Approval variable is greater than 0. Something like this maybe:
Conditional Branch - variable Morrigan Approval > 0
Show Text: "I suppose I can keep following you around, for a little while."
Else:
Show Text: "If this sort of nonsense continues, I might just retreat back to the wilds after all."
End Conditional Branch
You could put other things besides just text in the conditions - maybe she gives you items if she likes you, maybe she leaves if she doesn't like you. Maybe if you talk to her while the variable is above 100, she'll sleep with you. Whatever.
To make things like her combat stats change based on the approval rating will be more complex. It's certainly possible, but try to get this much working before going to the more complex stuff.
If any part of the above doesn't make sense, let me know. Steam refuses to log in so I can't open RMVXA to give you actual screenshots.
Ah, thank you for the help.
I do have a few questions, though:
1. In the talk of variables, I understand that I would probably need to put it in the actor's note box, but the actual language of what I'd need to put is where I'm lost. I know that it would likely encompass the words "variable" and "Leo's (or any other actor for that matter) Approval."
2. Would the conditional branches you mentioned just be worked into the base event itself. Like, say you have the choice between something simple like "I'll help you" and "I won't help you," in the conditional branch already created by the choices command, would I just have the conditional branch for any actor that would be affected by this directly after the decision you make or would it have to be worked in somewhere else?
Party approval rating (VXAce)
In my upcoming game, Sellsword, I thought I'd try something different for an RPG Maker Game. I wanted to have a party approval rating à la Dragon Age. Since there ARE decisions you make in the context of the game, I thought it would be fairly simple to just implement in the events themselves the coding to increase or decrease a stat based on the decisions you make. The problem lies in the face that I
1. Don't know how to create such a stat.
2. Don't know how to make it mean anything.
Ideally, I'd have you get rewards for making certain characters happy (i.e. at 50% approval the warrior gets an ATK bonus or something).
Anyone have any ideas/the ability to write up a script for me?
1. Don't know how to create such a stat.
2. Don't know how to make it mean anything.
Ideally, I'd have you get rewards for making certain characters happy (i.e. at 50% approval the warrior gets an ATK bonus or something).
Anyone have any ideas/the ability to write up a script for me?
RMVXAce Menu Shop Question
RMVXAce Menu Shop Question
In the context of my game's world, having merchants around would be quite silly. So, where there be a way to add a shop accessed through the menu? It would function exactly the same way as a normal shop would, only it would be able to be accessed from the menu at any time. Anyone know how to go about doing this?
RMVXA Script Request
Well, in my game, Cinericus, I've come to the realization that the characters only find themselves in about four different towns throughout the game (not counting the two where they're being hunted down). So, rather than have to have the player use money to buy weapons and armor, I thought, why not have a system where you can upgrade the currently equipped weapon and armor? Does anyone know of any VX Ace scripts like this (yes, I did look through the script section)?
Here's an example of what would happen:
In the menu, there would be a selection labeled "Upgrade" or something. When you hit that, then select the character who you would want to upgrade, you would be taken to a screen similar to their equip screen. So if the character I picked was Varrun, a Paladin/Defensive Tank, I would select his armor then spend something along the lines of 200g per point of defense added to it, where I could also up thinks like the evasion rating, buffs to stats, etc.
So, any ideas?
Here's an example of what would happen:
In the menu, there would be a selection labeled "Upgrade" or something. When you hit that, then select the character who you would want to upgrade, you would be taken to a screen similar to their equip screen. So if the character I picked was Varrun, a Paladin/Defensive Tank, I would select his armor then spend something along the lines of 200g per point of defense added to it, where I could also up thinks like the evasion rating, buffs to stats, etc.
So, any ideas?













