QZPRODUCTIONS'S PROFILE
QZProductions
2421
Just a game dev who primarily uses RPG Maker VX Ace and enjoys writing and composing the most. I love horror games, adventure games, JRPGs, and practically any game with a compelling story.
A brief description of my projects:
Prom Dreams: A High School Love Story (Complete)
A high school dating sim with a dark twist. While you begin the game as a normal teenage boy looking for a date for prom, you'll quickly find yourself in the midst of a bloody, horrific mystery. Gameplay is primarily story and exploration driven, with numerous surprises for those who take their time to explore, with a touch of macabre adventure-style puzzles.
Turovero: The Celestial Tower (Completed)
A traditional JRPG that slowly unfolds into a deeper, darker mystery (I think this is going to become a theme with my games...). Play as four archetypal heroes ascending a mysterious tower to defeat an ancient evil, only for them to find that things aren't quite as they seem. Gameplay is a mixture of dungeon crawling and turn-based battles with plenty of environmental puzzles to solve, as well as a choice-driven narrative with multiple routes and endings.
A brief description of my projects:
Prom Dreams: A High School Love Story (Complete)
A high school dating sim with a dark twist. While you begin the game as a normal teenage boy looking for a date for prom, you'll quickly find yourself in the midst of a bloody, horrific mystery. Gameplay is primarily story and exploration driven, with numerous surprises for those who take their time to explore, with a touch of macabre adventure-style puzzles.
Turovero: The Celestial Tower (Completed)
A traditional JRPG that slowly unfolds into a deeper, darker mystery (I think this is going to become a theme with my games...). Play as four archetypal heroes ascending a mysterious tower to defeat an ancient evil, only for them to find that things aren't quite as they seem. Gameplay is a mixture of dungeon crawling and turn-based battles with plenty of environmental puzzles to solve, as well as a choice-driven narrative with multiple routes and endings.
Turovero: The Celestial ...
A dark fantasy RPG where truth and lies collide and nothing is as it seems.
A dark fantasy RPG where truth and lies collide and nothing is as it seems.
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Prom Dreams: A High School Love Story
author=Baaroon
Played it, liked it, but I think it could have left me more satisfied if the ending wasn't so tragic. Still, one of the best I've ever played. Hat's off to you. Took me some sweet 9 hours to complete, by the way.
Thanks! But, my friend, did you get the Good ending or one of the other two? Because rest assured only the Good ending is canon. You'll have to work for it, though! ;)
What are you thinking about right now?
I said I'd only start working on my next game after I've finished moving but what am I doing?? Constructing a fully functional cipher font AND playing around with character designs.
STOP IT, ME. YOU'VE GOT PACKING TO DO.
STOP IT, ME. YOU'VE GOT PACKING TO DO.
[RMVX ACE] Controlling variables using battle states
author=Gredge109
It depends if you want the check to be conducted in or outside of battle. Personally, I think you should use a battle event for this.
Go ahead and get this script.
https://yanflychannel.wordpress.com/rmvxa/utility-scripts/base-troop-events/
Put it in your game. Then, the first slot in your Troop in your Database will be dedicated to the "Base troop events", meaning that every battle in your game will reference your Troop 1 event pages. This is handy for all sorts of things, such as regenerating health and mana per turn, customizing how poison works, and checking to see if a player character has died.
In your Troop #1, after you have added that script to your game, you can make an event page for combat which runs one-per-turn (will run at start of turn unless you click the box to make it run at the end of the turn) which can then be filled with condition branches.
If so-and-so is afflicted with Death, turn Switch 001 on, or change Variable 001 to whatever. If so-and-so is afflicted with Death, turn Switch 002 on, change Variable 002 to whatever. One of the things I did back when I experimented with perma-death, is I would make an end-of-turn check which checked to see if a player character was dead, and if they were, then I would remove them from the party.
Don't worry about this taking up time or slowing down VX Ace: VX Ace is a very fast and efficient system, and it will run the per-turn check without skipping a beat.
Oh nice!!! This might be just what I need! :D
I'm not doing permadeath; the idea is that each time a character dies it affects their morale or "Despair Variable", resulting in a greater likelihood that character will receive a Bad Ending. I'm assuming if I could check for a death state every turn, I could also check for HP > 1 each turn so I could use switches to keep the variable from going up every turn a character is dead. So something like this:
End of turn, if Actor X HP = 0, Variable X +2, Switch ("Actor X Dead") ON
If switch ("Actor X Dead") ON, the variable cannot be further changed.
If Actor X HP > or = 1 (after revival), Switch ("Actor X Dead") OFF
If Switch ("Actor X Dead") OFF, variable X CAN be changed when the death conditions are met again.
The end result would mean a change in the variable for each time a character dies without it changing for every turn the character remains dead. One instance of death = one change in the variable. Does that sound about right to you guys?
I'll play around with it and see what I can come up with. :V
[RMVX ACE] Controlling variables using battle states
author=BlackWolf1992
I believe you could use a conditional branch set to if Actor "<Actor 001>" is state "<Death>" and just have the game check that for every map. That may work.
But wouldn't that make it easy to artificially inflate the variable just by walking in and out of map areas? It also wouldn't count deaths where the character was revived before the battle's end I don't think. Ideally I'd like to make it one death = variable +2 (to use an example, there would be other ways to increase the variable as well).
[RMVX ACE] Controlling variables using battle states
I'm in the barely-planning stages of my next game, a dungeon crawler with a branching story, and one of my ideas is for each time a character dies in battle, a specific variable tied to that particular character is altered, which in turn would alter the outcome of the story. Is there any way to make a "death" state trigger, say, a common event that could alter the variable in question? Or would that only be possible with scripting?
Thanks in advance for any ideas about this!
Thanks in advance for any ideas about this!
Game Devs: Let's Yell At Our Characters!
author=BlackWolf1992
Rikyu, I do not care if you have an I.Q of 314, when you sit there and insult me for not being as smart as you and being an idiot it hurts. I understand you do not know how to show emotions but could you at least try to be nicer to me? I mean, I created you and your mock religion, Rikyuism. The least you could do is say thank you, or even good job Wolf.
Rikyu: "Shut up Wolf."
She is so mean. D;
I feel u bro, my villain keeps screaming "YOU'RE NOT MY REAL MOM!!" at me every time I try to write her. >___>;;
Prom Dreams: A High School Love Story
author=ATTA
I don't like this game, I absolutely love it!
This is one of the best indie games I've ever played.
Story was mysterious and interesting, puzzles were smart and mapping was beautiful.
At first glance, characters appear one-dimensional: "brains and beauty" popular girl,
cute and polite girl that knows how to cook, school's sport star...
However, once you go deeper in a story you discover all of them have their secrets and are much more complex.
Thank you so much for making this amazing game and I hope I'll see many of your works in the future!:)
Don't scare me with that first sentence!! DX
But I'm so glad you liked it so much!! Thank you for the kind words! ;w; I wanted the game to masquerade as a typical dating sim before the Scary Bomb drops, so I'm glad you were surprised by the characters. :D
I do have more plans for games once I've gotten same IRL stuff taken care of, so I hope I don't disappoint! <3
Game Devs: Let's Yell At Our Characters!
author=Natookauthor=QZProductionsAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
LET'S YELL AT OUR CHARACTERS!

Game Devs: Let's Yell At Our Characters!
If you write stories of any kind, chances are you've got characters that you want to scream at because of how dumb they're acting, how awful they are, how much trouble they're causing you for one reason or another, etc. Well, here's your chance to get it all off your chest and tell your own game's characters what for!
The rules are simple: pick a character (or a few) that you've created or written for in one of your projects and chew them out. And just for extra fun, you can include other kinds of OCs, too, like novel characters or roleplaying characters, so long as they're original.
I'll go first. To the MC of Prom Dreams, Kyle "Being A Harem Protagonist is Suffering" Mason: LEARN SOME DAMN SOCIAL CUES. You're a gentleman and all, but for someone so popular with girls you have like zero idea of how to actually read them. Trust me, you probably could've avoided this whole mess if you just paid a little more attention. :[
The rules are simple: pick a character (or a few) that you've created or written for in one of your projects and chew them out. And just for extra fun, you can include other kinds of OCs, too, like novel characters or roleplaying characters, so long as they're original.
I'll go first. To the MC of Prom Dreams, Kyle "Being A Harem Protagonist is Suffering" Mason: LEARN SOME DAMN SOCIAL CUES. You're a gentleman and all, but for someone so popular with girls you have like zero idea of how to actually read them. Trust me, you probably could've avoided this whole mess if you just paid a little more attention. :[














