Tear Harvester Rhyme
you saw my profile

now you have to add +10 to all your enemies' parameters.
Subterranean Starfield
~kawaii style dungeon crawler~



Secret of the Necronomicon

This is because the second monster you come across can INTERRUPT your cast sequences by simply taking a turn, no matter how fast or how accurately you input the combinations for a spell.

Enemies will never interrupt your Rune casting. Combos will fail if you lack the required Stamina (shown as the number in the brackets next to the rune names), and that is likely the case.

Don't even give the player the option to perform those combos at the start. Your first battle is merely there to teach the player about basic fighting mechanics of "press a button, and you can attack", correct? If that's so, then you don't need to show the additional bells and whistles since it kind of makes the game come across as being more complicated than it really is.

I wanted to remove/hide the combo window for the first 2 battles, but I couldn't figure it out without breaking things ahaha

I'd even restrict some skills to certain levels or something, too. The way it's setup right now is bloated, and at the early stages of the game, you want to make sure the player can master basic actions before moving on to advanced ones, to prevent instances where players feel like they have way too much information at once.

There's a lot of things I wanted to try but couldn't, and one of them was starting the player with 2 chainable Runes, then moving to 3, and then 4. Due to how the combo skills script is coded however, once 2 are input, 3 and onwards will not be accepted, so I ditched it because I wouldn't be able to re-code it to perform as I wanted it to in time.

I do agree that I should've eased the battle system in, but I couldn't do it well enough due to the loss of time I could work on it ;w;
There's a lot of other rough edges I couldn't really fix up as well, such as enemy actions and ability variants. That said, due to the nature of this game I don't think I will revisit the game to improve upon it, but all this will definitely be a consideration if I make a similar system in the future!

A Fancy Little Adventure

That's likely due to my fault:
I did not provide much aid in setting up the project, and I had to be MIA for approximately half the event, which caused me to not respond to any questions Zero3D had about how my first half was made.
It's notably mechanically different from the standard RMVXA project and I think it's due to the lack of explanation I had bundled with my half.

Also, press F5 to full-screen and F6 to resize the window!

Secret of the Necronomicon

the ninja boss uses a magic attack that deals more damage than my maxHP. >.<

He always uses Charge before it
It's a Magic attack

good luck!

Secret of the Necronomicon

I'm really bad with stories though!

Swap in the Middle with You~

I used VX Ace

I have XP, VX, Ace and MV.

[RMMV] Images

For those who are encountering similar problems, this might be handy:

Your last example seems to be missing some parameters, so that can't work, anyway. For the first example make sure, that:
- Your given width (the first 128) and height (the first 192) aren't greater, than the source bitmap's dimensions. Otherwise, blt will silently fail.
- The bitmap has loaded, already. Usually this is done by loading bitmaps during Scene.create and rendering them in Scene.start and later. If you are loading the bitmap dynamically, you'll need to add a load listener, that will wait until it's loaded and draw it, afterwards.

The easier way would be to simply display another sprite on top of the background. Uses up slightly more memory, but you won't get any issues with asynchronous loading.

[RMMV] Images

Am I doing something wrong?
I seem to always land in trouble when I use bitmap.blt() in RMMV.

The below code will fail to produce the image, but the fillRect line works properly.
var bmp = ImageManager.loadSystem("ctbicon_a_0");
this.contents.fillRect(0, 0, this.contents.width, itemHeight, this._bgColor);
this.contents.blt(bmp, 0, 0, 128, 192, 0, 0, 128, 192);

And this line works for creating a sprite based off a bitmap.
this.hazardGaugeBack= new Sprite_Base();
this.hazardGaugeBack.bitmap = ImageManager.loadSystem('hazback');
I can then clearRect and fillRect on it, but
this.hazardGaugeFill.bitmap = ImageManager.loadSystem('hazfillempty');
var hazFillImage = ImageManager.loadSystem('hazfillnormal');
this.hazardGaugeFill.bitmap.blt(hazFillImage, sx, 0, sw, 16);
The moment I try to use a blt, it just won't work.
It's been driving me crazy because I cannot make anything with this! Please help ;w;!

Swap in the Middle with You~

XP, VX, VX Ace, and MV here! (no 2k/3 unfortunately)

Symmetry in Battle Systems

I don't consider inflated HP or stats asymmetry. (wow!)
Speaking especially as an RPG Maker user, our enemy AI likely won't be good enough for it to play with equal stats and provide an experience that would make the actual enemy satisfying to fight with; which is why bosses tend to have inflated HP, moves that are drastically superior, and sometimes even immunity of said conventional game mechanics.

Personally, I have preference of mechanics of the game affecting enemies equally (or almost equally) as the player - I really hate FFTA2's Law system and conversely really like FFTA's because of this (FFTA2 had Laws that apply only to your party, benefits and penalties alike, enemies are completely unaffected. FFTA had Laws applied globally, though some bosses do have partial immunity to Law penalties).
Reason being is, introducing mechanics, combos, and potential actions via performing them as an enemy provides the player with the thought
"Oh wow, they can do that! I wonder if I can do it too?"

and that may provide a nice baseline on how a player can learn how to form their actions.
Like, if you had 2 enemies - an Oil barfing Slime and a Flame Wisp. Letting the player observe and experience the receiving end of being doused in Oil and then subsequently Ignited by the enemy, they should see that combination, and think of their own.
One of the most rewarding bits of playing a game is mastering a game element, and turning it towards the enemy! I think that's important!

I think it's one of the reasons why Pokemon has so much possibility, like the guy who beats the elite four with a LV.01 Magikarp.

Pokemon's large amount of possibility is due to how each Pokemon's stats and skills are designed. Unlike Fire I, Fire II or Fire III, (almost)every move in Pokemon has a very specific and meaningful purpose. Very few of the moves in Pokemon are obsoleted by other moves, and while superior variations exist, they are not without notable demerits either. Couple unique and interactive skill effects with Pokemon's elemental interaction and additional effects from the Pokemon personalities, stats, and held item, each small facet of customization provides many possibility. This can be done asymmetrically, but I imagine it'd be harder to balance/create interesting as interacting with mechanics that are specific to either the player/enemy would essentially lock out that possibility with the opposing side.

Health bars in RPGs: an actual game design discussion

Talking about traditional RPGs: I don't see how not having a health bar could ever be a good, with a few exceptions:
1. Game is incredibly easy/casual, so it doesn't matter, anyway.
2. Game has different graphics for each monster, depending on how hurt they are.

I hate not seeing enemy health bars because I won't know how much health the enemy has left. Against regular encounters it doesn't matter as much, but against bosses it's the worst.
Not knowing the boss's health makes fights boring because you're just playing it safe until the boss finally dies. When you can see the boss HP you can start planning ahead and take risks once you see the boss is close to dying. It can also help defending against a boss when you know it has certain enrage points (75/50/25% HP).
When you die against a monster that doesn't show an HP bar you don't actually know how close you got to beating it, so you don't know if you were playing badly or were simply underlevelled/geared. When you do see the monster's HP bar and die against it, you can make a much better guess about what might've gone wrong. It's also much more motivating to retry a boss that you managed to bring down to a sliver of HP than being left in the dark about its HP.

That uncertainty is thrill to some players.