PAXNI'S PROFILE

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

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!

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.

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?

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?

RMVXA Switch Question

In my game, immediately at the end of the battle, I set a switch to be on. The result of that switch being on SHOULD be that all events I put a second page on should gradually change in opacity until they're erased. However, they stay until a break in dialogue, and THEN disappear.
I have each event that needs to disappear set as a parallel process, where the second event page includes the move route where the opacity changes and the events are erased. Still doesn't work. Ideas?

RMVXA Skill Creation

Hello.
In a game I'm creating, there's a spear skill called Jab where you're very likely to miss, but there's somewhat higher chance of doing critical damage. So, for regularly calculated damage, I used the same formula as the normal attack, and for the high chance of missing, I just made the success rate 25%. However, what I haven't been able to figure out how to do is implement the increased critical rate. Does anyone know how I would go about doing so?

RMVXA Event Question(s)

So, in a game I'm designing (demo to be up probably within a few weeks), there's a Legend of Zelda-esque tombstone (in that when you push it, a secret passage is revealed underneath). I was wondering two things about how to get that to work:
1. How can you get it so that an event can only be activated from one direction? Ideally I would have it so you can only push it from above, since below is where the patch of regular dirt is.
2. How can I get it so that there's actually a path underneath? Obviously the tombstone would have to be an event because it moves, but I'm not entirely sure of how to actually have a functioning passage underneath. The biggest problem with it is, if the tombstone event and the passage event have to be on the same square, but the tombstone moves, I can't see switches really giving me much use.
Any advice would be greatly appreciated.

Pictures (RMVXAce)

While I've gained a generally good understanding of mostly every function in RMVXA, I've yet to really figure out a simple one: pictures.
Specifically, making them appear on certain tiles.
What it is I'm exactly trying to do is, using the the blue torch in RMVXA's standard resources. The problem with that is, while I do have a picture to use and put on the blue torch (of course, with some tinting and lowered opacity), I can't seem to get the picture to appear actually ON the torch itself. Any help would be greatly appreciated.

RMVXA ABS (Action Battle System) Script?

Title. Has one been made yet? I know that a number of them exist for RMVX, but having already attempted to use them by plugging them into RMVXA, none of those that I've found work properly in RMVXA.
Thanks in advance.
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