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Conditional branch to check if the game was loaded
So I got an interesting bit of critique for my project, which I would like to address, but I need to know what my options are.
In my game, you save the game by going to the washroom, you get one message explaining that your health and magic are restored, but your TP has been lowered. Then the player is asked if they wish to save. After that, the game returns, the player walks out of the bathroom and does a pose for a few seconds to the fanfare from Metroid Fusion.
Saving can be seen at the beginning of this video. Note that the visuals are different now and that the loading/saving bar has been decreased. I have those there because I think it looks cool and I also have a community art aspect of the project I'll be recruiting for soon! The beginning of the game also had it's difficulty toned down a bit to make it so the player wouldn't have to go and save often, which just took up time.
The critique I want to address
I want to make this process faster, but I want to keep the character doing the pose to the fanfare, it's just a bit of an homage to Metroid. I'm thinking the smartest way to address this issue while satisfying all parties is to have a conditional branch of some kind check if the player has loaded the game.
That's what Metroid does, you don't have to sit there and watch Samus as the fanfare goes when you save a game. This way, I can still have the effect I'd like (posing/fanfare on load game) but then save the player more of their time if they just want to save, making the process more streamlined.
So, is there any way I can have a conditional branch used after the save command that will check if the player has just loaded a game?
I'm a bit married to this idea, but I'm not opposed to suggestions. If you guys think I should do the saving a different way/have something else you think would be better, by all means; shoot!
In my game, you save the game by going to the washroom, you get one message explaining that your health and magic are restored, but your TP has been lowered. Then the player is asked if they wish to save. After that, the game returns, the player walks out of the bathroom and does a pose for a few seconds to the fanfare from Metroid Fusion.
Saving can be seen at the beginning of this video. Note that the visuals are different now and that the loading/saving bar has been decreased. I have those there because I think it looks cool and I also have a community art aspect of the project I'll be recruiting for soon! The beginning of the game also had it's difficulty toned down a bit to make it so the player wouldn't have to go and save often, which just took up time.
The critique I want to address
author=blackalchemist
just one tip: when you character does a little dance in the start of a level, make it a little faster.
I want to make this process faster, but I want to keep the character doing the pose to the fanfare, it's just a bit of an homage to Metroid. I'm thinking the smartest way to address this issue while satisfying all parties is to have a conditional branch of some kind check if the player has loaded the game.
That's what Metroid does, you don't have to sit there and watch Samus as the fanfare goes when you save a game. This way, I can still have the effect I'd like (posing/fanfare on load game) but then save the player more of their time if they just want to save, making the process more streamlined.
So, is there any way I can have a conditional branch used after the save command that will check if the player has just loaded a game?
I'm a bit married to this idea, but I'm not opposed to suggestions. If you guys think I should do the saving a different way/have something else you think would be better, by all means; shoot!
...
author=nhubi
Desert Ostrich? I understand that name due to what happened to her after launch, but that wouldn't have been in the minds of the engineers when they designed and named her.
Actually it's explained at one point later in the game that the government/military had planned to keep the airship floating above the said desert, which is part of why they coined the name.
author=nhubiAll but one...
(and yes all boats are she).

Theodore No Tugboat Densetsu.
Edit: Just in case you're interested in seeing, this was the original drawing I had conceived the Desert Ostrich in: http://th07.deviantart.net/fs70/PRE/i/2012/038/d/3/legendary_legend__desert_ostrich_by_adamsakuru-d4oziot.jpg
[Poll] Super Nintendo Vs. Sega Genesis
I have to agree with UPRC, but to the credit of SEGA games, they did sometimes have AMAZING composers like Yuzo Koshiro. Streets of Rage and the Shinobi games had excellent music.
But there are far more Super NES OSTs I appreciate.
SEGA knew how to talk up their technology, but most genesis games didn't utilize it to that point.
But there are far more Super NES OSTs I appreciate.
SEGA knew how to talk up their technology, but most genesis games didn't utilize it to that point.
ChiP_Storm.PNG
author=JosephSeraph
Looks really cool! :D
Thank you! I popped by your page. You're a pretty talented pixel artist.
Windows XP users, looks like we just got tossed into the sea.
I love 7 now that I've used it for a few years, but XP is still my favorite. Everyone went on about how 7 had a compatibility mode but I could never seem to get the damn thing to work.
[ACE] Forcing all enemies to target the last target in common event?

I wanted to imitate SMT IV's info window, which would come up after certain attacks/things happened with notices like "Attack lowered" etc. To achieve this, certain attacks actually had their secondary processes of doing things like adding a state or a buff/debuff in a common event that would result from the skill use (which would follow the info window).
The problem I have now encountered is that I did all the testing for some of said skills with only one enemy in the troop. When there are more enemies, this leads to a problem; I have to try and force all the enemies to give the last target the state/buff/debuff in the common event. But since the attack would have only been performed by the one enemy, only one would have a proper last target to do this to while every other enemy would go for the wrong actors (or for the first one if they haven't attacked anyone yet).
I thought of an interesting solution, but I need some help:

Here's what I would like to happen: After the process of the info window, it will check to see if the first enemy is there, if it is, then it will give the last target that any enemy of the troop had attacked the state and exit the event processing (repeat conditions is the first enemy is dead, or second, and so on). However, the problem comes up that if said enemy hasn't attacked any of the actors, they won't have the right index for the last target.
I'm not sure if this is possible, but I was browsing RPG Maker Web and came across this topic: http://forums.rpgmak...arget-question/
This piece of script is mentioned;
battler1.last_target_index = battler2.last_target_index
I'm curious if it's possible to use a script command before the force action command to make it so that the last target attacked would be the last target that any enemy of the enemy troop had just attacked? I figured if there was it would be sort of similar to the script mentioned above.
Boss.PNG
author=Ratty524
I'm totally digging the windowskin.
Thanks, man! It's an edit of the retro windows from Kirby's Super Star.
I'd really like some feedback/comments on my game so far!
Thank you for your time, Unity! Responses left hidden;
Edit: Also, did either of you find the NES cameo and sidequest?
I'm going to address the tutorial issue with what you guys have suggested. I'll give the player the choice of seeing the basic controls or not, and also asking if they want a basic explanation of the battle system in the first fight.
I think what I'll do to address the speed of the saving process is remove the Metroid fanfare bit/breaking the 4th wall animation for if the player doesn't choose to save. That would speed things up a bit for if the player just wants to heal. I could also possibly change the fanfare to something shorter/quicker. If I did both of those that would shave off a few seconds and make it less tedious.
The random anime girl is just a place holder picture. There is an image pool where selected pictures would be shown there. I want to turn that aspect of it into a community project where I get other artists on RPG Maker forums to drawn pictures depicting events in my game in whatever style of their choosing. They could also link to their site/blog and would be in the credits.
There actually isn't a shop in the first chapter, in the final area of the first chapter there is an enemy who drops one rarely, but I'll maybe have the player start out with a few or something and include it in the sidequest reward. I'll also make the starting enemies a little less stronger.
As for the style differences, I'm having my friend Kaitlyn draw them because I quote like her drawing style. I gave her more creative freedom in how she stylizes the characters so they are sort of different on purpose. But if enough people find it bothers them/it's weird for them more than anything, I will have my friend also do the battle images to make it more consistent.
Thanks for addressing the issues with the skills, I'll try and balance them out more in terms of damage/hit rate/etc. I'm just always a bit paranoid that I'll end up making a skill 'too good', do you know of any good rule of thumbs for making balanced skills?
I have actually never had Joe's move miss (as I set a hidden state to temporarily remove misses/evasions) but I know how to solve that!
I will change the battle BG lines to dark grey, and if that doesn't look that good then I'll redo the lines to be thin.
The platform script can be found here, but be forewarned it will cause issues with your game. Nothing too big, but if you didn't notice in my game, there is an issue with NPC's interacting with the character. They will also face a different direction before actually facing the character;
http://www.rpgmakervxace.net/topic/6948-arc-engine-realistic-platform-system/
As for your music comment, I completely agree with you. And that's something that I will be doing a lot of over the course of the game. I have a lot of music I plan to use (a lot from lesser known games), specifically in cases where I feel the music would actually fit a situation/battle/etc. in a JRPG.
I think what I'll do to address the speed of the saving process is remove the Metroid fanfare bit/breaking the 4th wall animation for if the player doesn't choose to save. That would speed things up a bit for if the player just wants to heal. I could also possibly change the fanfare to something shorter/quicker. If I did both of those that would shave off a few seconds and make it less tedious.
The random anime girl is just a place holder picture. There is an image pool where selected pictures would be shown there. I want to turn that aspect of it into a community project where I get other artists on RPG Maker forums to drawn pictures depicting events in my game in whatever style of their choosing. They could also link to their site/blog and would be in the credits.
There actually isn't a shop in the first chapter, in the final area of the first chapter there is an enemy who drops one rarely, but I'll maybe have the player start out with a few or something and include it in the sidequest reward. I'll also make the starting enemies a little less stronger.
As for the style differences, I'm having my friend Kaitlyn draw them because I quote like her drawing style. I gave her more creative freedom in how she stylizes the characters so they are sort of different on purpose. But if enough people find it bothers them/it's weird for them more than anything, I will have my friend also do the battle images to make it more consistent.
Thanks for addressing the issues with the skills, I'll try and balance them out more in terms of damage/hit rate/etc. I'm just always a bit paranoid that I'll end up making a skill 'too good', do you know of any good rule of thumbs for making balanced skills?
I have actually never had Joe's move miss (as I set a hidden state to temporarily remove misses/evasions) but I know how to solve that!
I will change the battle BG lines to dark grey, and if that doesn't look that good then I'll redo the lines to be thin.
The platform script can be found here, but be forewarned it will cause issues with your game. Nothing too big, but if you didn't notice in my game, there is an issue with NPC's interacting with the character. They will also face a different direction before actually facing the character;
http://www.rpgmakervxace.net/topic/6948-arc-engine-realistic-platform-system/
As for your music comment, I completely agree with you. And that's something that I will be doing a lot of over the course of the game. I have a lot of music I plan to use (a lot from lesser known games), specifically in cases where I feel the music would actually fit a situation/battle/etc. in a JRPG.
Edit: Also, did either of you find the NES cameo and sidequest?
Post an insane lie about the person above you
Amy was unnecessarily rude to me when she attended my sleepover where we eat raw meat and drink chocolate syrup straight from the bottle. She made racist comments about my mother on her blog.
Hey there, what's up?
Thanks, guys!
I could try and help out with that! I don't consider myself a very technically skilled pixel artist but I I was recently chosen to do the pixel art for a mobile game being made to promote a music festival and also to animate a commercial for a friend. I'll see what I can do, I've never made a tutorial before.
I could try and help out with that! I don't consider myself a very technically skilled pixel artist but I I was recently chosen to do the pixel art for a mobile game being made to promote a music festival and also to animate a commercial for a friend. I'll see what I can do, I've never made a tutorial before.













