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RINE'S PROFILE

Game designer hopeful. Have designed several tabletop RPGs, and have long wanted to start into the video game space.

My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
Binding Wyrds
A modern fantasy game, delving into the shadows of the supernatural.

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[Scripting][RMVX ACE] Script Variables and Objects

I know, I figured out the self bit, issue was it was working in one part of the script and not another. I also want to do some interesting things with states, but I have no idea what their variables might be called or what is in them, hence why I was asking about some sort of reference guide to the various things in RPGMaker, especially in battle, and what variables they have.

I can likely figure it all out by trolling through the deeper parts of the code, but if there is an easily available reference it would be much easier.

[Scripting][RMVX ACE] Script Variables and Objects

More of a general question, does anyone know of a good listing of the various variables and objects in scripting at various times? I'm having a bit of an issue scripting due to not exactly knowing how to call certain things and what variables they might have. For example, I had an issue earlier today with a script not working...because in battle, after an ability is called 'self' refers to the battle script, not to the user of the spell. So self.remove_state(x) bugged out, but user.remove_state(x) worked fine. Are monsters stored as an array I can call with a script? How about states, what variables do they have?

Hopefully someone has an article or website I can check for these things ^^;

[General Design] What inspired your game?

@Red_Nova: If you're interested in RPG Horror that conveys that more 'terrified of going on' as opposed to outright body horror, check out Sweet Home, its the game that the RE team did before RE. You see a lot of the same tropes in it, and it is a very difficult, survival horror RPG...on the NES.

Binding Wyrds

Thanks for the compliment, but we'll see when things actually get implemented. Ambitious project I've broken up into chunks to avoid getting overwhelmed after all.

[General Design] What inspired your game?

Since we just had a rather large thread about ideas not being unique and such, I figure it would be interesting to see where people are drawing ideas for their current games from. So, what games inspired features for yours?

In example, for myself, the strategy and character/story events elements of Binding Wyrds are inspired by the Eroge/Strategy game Big Bang Age (NSFW if you go googling it). The mission to mission parts, as well as using R&D to craft items/upgrades are inspired by X-Com. Overall theme and world building are inspired by the various Nasuverse games (Tsukihime, Fate/Stay Night, etc).

What about you guys, where are you drawing inspiration from?

Edit:
author=Red_Nova
If you don't mind, Rine, I'd like to add on to the OP: What non-game medium's or concepts have inspired you?

Don't see why not add that as well.

What videogames are on your TO PLAY list?

*envies people with nice, short to play lists*

380 Unfinished games Not to mention the games hanging between finished but not complete...

On a shorter term scale, I want to finish Okami, RE4, and Saints Row IV, since I should be able to complete them as well.

ManorSShot.png

Yes, unfortunately RTP does little to convey modern settings :P At least I think the train stage comes close to what I actually want it to look like.

Whatchu Workin' On? Tell us!

Got the last blog of my current character crop out of the way, so that means I can go ahead and add to the list. Next update will be a pure content set, characters/missions/items/etc. I have over twenty characters sitting in my notebook crying out to be developed, so...gotta get to work.

Edit: Two hours of devving, an hour of debugging later, and we now have a pugilist mage who can summon gemstones. If she attacks normally while the gemstones are up, they are used up and deal major damage.

[Design/Marketing] Why so secretive?

And then after rave reviews, decided they didn't want to do it. Because Konami right now is absolutely determined to take everything good they've made and run it into the ground so hard they shave it down to a nub. /rant

[RM2K3] Balancing Skills

Just be careful about the timing, don't make the bigger spells too much slower. If you can get off three fantasy orbs in the time Youkai buster goes off once, and its only twice as powerful, that's a major issue. In addition, do remember that making the turns take longer isn't just slowing their DPS output, it is also reducing choice. You're not only removing the ability for them to do damage in that extra time, you are removing the ability for them to do anything else.

Bravely Default does a similar system very well, where you have to gauge holding turns to use huge combos at once, and sometimes going into debt on turns to get that bit of extra damage. Use it wrong though and you have several turns in a row where the enemy just wails on you and you can't heal. If you balance it well, a massive party heal could be balanced by the fact that the healer is essentially knocked out for the next turn, and can't possibly use it to cure status effects.