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.
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[RMMV] Using Yanfly's Move Route Core - Softlock when using MOVE TO: EVENT X
Hey all, so I'm trying to make an event where when an item is used, the player runs up automatically to the enemy event chasing them. For this I'm using Yanfly's Move Route Core plugin and using a "MOVE TO: EVENT X" script, however when testing this, the game softlocks upon collision with the enemy event. Checking the "skip if cannot move" box does not help either, and neither does making it "AVOID MOVE TO" or "CRASH MOVE TO". I'm assuming that the game is trying to get the player on the same tile as the enemy event rather than having them stop right next to the enemy event and that's what's causing the softlock. Am I just an idiot and don't know how to use the plugin correctly lol? Thanks!
Yet another music composer taking commissions!!
So I've been considering opening up music commissions for a while now and I just now finally scrounged up the confidence to do it. Yay I guess? :D;;
See the YouTube videos below for samples of my work; I have two full game OSTs under my belt already and I'm ready to get back into composing!
For inquiries, contact me through PM or through my Twitter, Tumblr, or email. Thanks!!
[RMVX ACE] Map skills to interact with objects - a better way?
Hey all, so my latest game has a system where each character has a special "Map Skill" that can be used on the map to, say, break boulders, light torches, etc. My current system TECHNICALLY works, but because it relies a lot on the correct collision between the player and the object in order to set a switch and variable that allows the common event to run, my beta testers sometimes struggle with getting it to work without a lot of readjusting the characters. So, it's playable, but definitely rough around the edges.
Essentially, Number Hotkey -> Common event -> if skill switches are on (usually by Player Touching the affected event), the skill triggers and the object is broken/burnt/etc. I can provide some event examples if needed.
What I want to know is whether there's a way to "interact" with objects in this way that bypasses the need for finicky and unreliable collision detection. While the current game is playable I feel like this would be a HUGE improvement on the map skills mechanic. Any suggestions would be appreciated!
Essentially, Number Hotkey -> Common event -> if skill switches are on (usually by Player Touching the affected event), the skill triggers and the object is broken/burnt/etc. I can provide some event examples if needed.
What I want to know is whether there's a way to "interact" with objects in this way that bypasses the need for finicky and unreliable collision detection. While the current game is playable I feel like this would be a HUGE improvement on the map skills mechanic. Any suggestions would be appreciated!
[RMVX ACE] Altering when buffs/debuffs end (after turn rather than after action)
GUESS WHAT IT'S ME AGAIN, this time I've got a question about buffs/debuffs. It doesn't look like there's a way to alter when stat buffs/debuff end, i.e. it defaults to ending after a character/enemy takes their turn. It's not like states where I can toggle this aspect. If I want the buffs to disappear after everyone's taken their turn, what kind of a script tweak could I make?
Thanks again! \o/
Thanks again! \o/
[RMVX ACE] In-battle common events keep getting canceled out by enemy death, help?
Hey it's me again \o/
So I've got some weapon unleash skills that work using Yanfly's attack replace and random skill evoke scripts, as well as calling common events to effect users' HP or MP. The skills in question are these:
a) A weapon unless that can cause instant death at the cost of half the user's Max HP
b) A weapon that inflicts normal damage but can randomly heal the whole party (+1/5th of the user's Max HP)
c) A weapon that inflicts triple damage at the cost of 1/5th of the user's Max MP
Which works fine most of the time, but my only problem? If the attack kills the last enemy in the battle, the common event doesn't get called, which means that the HP or MP effect will not occur. This is especially problematic for the 1st skill as the player could get away with all the benefits of the insta-death attack with none of the cost and I obviously don't want that, lol. I tried moving the death status inflict to the common event AFTER the HP blowback calculations, but I couldn't figure out a way to make sure it targeted the correct enemy.
So my question is, is there a way to force the engine to de-prioritize inflicting the death status effect until AFTER the common event is run? Or is there a way to force the common event to run after the last enemy has died?
Thanks :D
EDIT: Nevermind, I figured something out!
So I've got some weapon unleash skills that work using Yanfly's attack replace and random skill evoke scripts, as well as calling common events to effect users' HP or MP. The skills in question are these:
a) A weapon unless that can cause instant death at the cost of half the user's Max HP
b) A weapon that inflicts normal damage but can randomly heal the whole party (+1/5th of the user's Max HP)
c) A weapon that inflicts triple damage at the cost of 1/5th of the user's Max MP
Which works fine most of the time, but my only problem? If the attack kills the last enemy in the battle, the common event doesn't get called, which means that the HP or MP effect will not occur. This is especially problematic for the 1st skill as the player could get away with all the benefits of the insta-death attack with none of the cost and I obviously don't want that, lol. I tried moving the death status inflict to the common event AFTER the HP blowback calculations, but I couldn't figure out a way to make sure it targeted the correct enemy.
So my question is, is there a way to force the engine to de-prioritize inflicting the death status effect until AFTER the common event is run? Or is there a way to force the common event to run after the last enemy has died?
Thanks :D
EDIT: Nevermind, I figured something out!
[RMVX ACE] Battle message for status effect nullification
Quick question, is there any way to make the ActionFailure vocab (or even a custom phrase) appear when a status effect gets nullified by, say, a piece of equipment the actor is wearing? Right now it doesn't display any message at all when the effect is nullified and it just looks weird. Not a game breaking bug or anything but I'd like to at least have the game acknowledge it worked LOL.
Thanks!
Thanks!
[RMVX ACE] Reinstalling VX Ace on a new computer
I know I just made a post not too long ago but Google is failing me in this; I bought RPG Maker VX Ace from the official website (not the Steam version) and want to reinstall it on a new laptop I'm getting soon; will I be allowed to do this or can each activation code only be used once? (Sorry if this is dumb orz)
[SCRIPTING] [RMVX ACE] Delay button input on choices?
Hey all, so one of the biggest complaints about my previous game was that it was way too easy to accidentally select choices without being able to read them first. I've tried adding a delay between the dialogue and the choice menu popping up, but that doesn't seem to help too much. Is there a way one can disable button inputs for about 1 second when the choices pop up? This would give the player a window to actually be able to read the choices before selecting one and hopefully save people a lot of frustration. :) Thanks!
[RMVX ACE] Custom battle transition help?
Hey all, so I'm fiddle farting around with the battles for my next game and Google isn't being very detailed in its results when it comes to custom battle transitions for VX Ace. I found a few scripts (particularly for using the map as a battleback) but I'm still not sure how I can get them to do what I want it to do. See below for a concept I made of what I want the screen to do before a battle begins:
I'll also settle for a simple screen darken rather than a wipe if I need to. Any help on this would be much appreciated!
I'll also settle for a simple screen darken rather than a wipe if I need to. Any help on this would be much appreciated!
[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!