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[RMMZ] Remove Attack (Skill 1) from an autobattler's list of actions.

Sorry to bump this thread after many weeks, and doubly sorry for not responding to you sooner, Marrend. Thank you for the suggestion!

Thankfully, it turns out the solution was much easier than I had realized: RPG Maker MZ has a function called "Attack Skill" that can be applied to an actor, class, or state. This allows the Attack command to be substituted with any other skill.



So with some tinkering, I set it up so that the Attack Skill matches whichever skill the AI character rolled for that turn, thus ensuring that it will always use that skill and not have to pick between Attack (skill 1) and the Skill that it rolled.

Astra Hunter Zosma

WOW! Thank you so much for the fan art! It came out incredible :)

I hope you'll enjoy the rest of the game when it's ready, too!

I have defeated Administration RPGMaker.net

I wish to become almighty.
It is important.
Thank.

Best Port for SimCity 2000

The version with Urban Renewal Kit that let you edit all of the sprites.

I remember back when I used to make games...

It may be just me, but I think RPG Maker Unite looks ugly!

I don't have much of an opinion on how it looks but the timing of releasing a Unity-based RPG Maker amid multiple Unity controversies is rather unfortunate.

Dev Log #2: Progress and Demo Feedback

Thank you both! And thank you for the reassurance as far as these systems go. I definitely want to improve on both of the things that I mentioned, but I also don't want to push them so far in the other direction that it changes everything fundamentally.

There's still plenty of class Sigils that will shake things up a bit. So maybe, for some players, it's a case of not having every mechanic available to you yet.

One of my goals has been to provide a tighter challenge than previous games. One of the biggest pieces of feedback I've gotten over the years is that my games are too easy unless playing on higher difficulties, so I kind of want to cut the fat on certain systems like hoarding excess items, or having too much healing available.
Zosma has been quite a tough game to balance! So I'm always looking for ways to make the experience as concise as I can for everyone.

At what point do you declare your project "finished"?

author=moam
tweaking and polishing every little thing before letting go and stepping down


A good strategy to help mitigate this is to do as little of it as possible until much later in development, especially for art and graphical assets that need to be updated. Leave as much of this as you can until near the end, and that way you can go back and update everything in one fell swoop. Ideally, try not to do this more than once or twice. Art evolution and code evolution will happen, especially if a game is in development for 2 years: you just need to anticipate and plan around it.

This is something that's helped me finish more recent projects: Organize the exact order you want to do things. Do system-level changes early, do everything else later.

shouldn't we have, like, at least an IGMC thread or something? am I missing anything?

author=kentona
I think you should make a thread


"Be the change you want to see in the gamedev scene"
- George Washington at the 1964 World's Fair

[RMVX ACE] Game Export issue

Those compressed .exe files that VX Ace produces are notorious for driving antivirus programs up a wall.

If you have an antivirus program, check to see if it's catching this file as a false positive. You can try disabling it temporarily and try extracting again. Failing that, try right-clicking and running as Administrator.

As a suggestion once you get it working: the best way to distribute a VX Ace game is to extract the files from that .exe and then zip up the files in a ZIP or RAR folder. It will save you and your players a lot of headaches.