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Main and sub weapons
I am making an RPG, and each of the three characters has a physical weapon (a sword, a bow, and a boomerang-like weapon, respectively), and a weapon to cast spells with (a harp, a flute, and a crystal, respectively)
No idea how to make an event...
No idea how to make an event...
No idea how to make an event...
Main and sub weapons
No idea how to make an event...
So I got my cold open scene set up, but I have no idea how to use the event editor.
The basic script for this cold open:
Pikachu calls for Ash twice (I'm using his pre-X/Y cry for his "voice")
Ash arrives and assures Pikachu he would not miss an episode of "The Song Mage Chronicles" (the show the player is controlling) for the world.
Knock at the door
Ash: Come in?
Misty, Brock, and Dawn arrive.
The gang has a little banter
Pikachu notices the show is about to start
The gang gathers around the TV, and we finally see the game's title
The basic script for this cold open:
Pikachu calls for Ash twice (I'm using his pre-X/Y cry for his "voice")
Ash arrives and assures Pikachu he would not miss an episode of "The Song Mage Chronicles" (the show the player is controlling) for the world.
Knock at the door
Ash: Come in?
Misty, Brock, and Dawn arrive.
The gang has a little banter
Pikachu notices the show is about to start
The gang gathers around the TV, and we finally see the game's title
Should the last boss be super challenging?
Atmosphere does help (example: Ganon in the Legend of Zelda: Ocarina of Time) but have it drag on too long and the controller/keyboard/handheld/phone/what have you may go flying against the wall
My keys to a good boss fight:
--Make it challenging, yet appropriate for that point (a six hour final boss is overkill)
--Make it fun in some way (This is one reason why I love the Zelda series--many of its bosses are fun to fight)
--Keep it simple, silly! A boss need not have fifty forms and a billion HP (unless you just want him/her to)
My keys to a good boss fight:
--Make it challenging, yet appropriate for that point (a six hour final boss is overkill)
--Make it fun in some way (This is one reason why I love the Zelda series--many of its bosses are fun to fight)
--Keep it simple, silly! A boss need not have fifty forms and a billion HP (unless you just want him/her to)
Main and sub weapons
Is it possible for characters to have a main and a sub weapon that they can switch between? If so, how do you do this?
Should the last boss be super challenging?
A final boss should be challenging to a point--the characters shouldn't necessarily be lv. 99 and have the best everything, but at the same time, s/he shouldn't be a pushover, either













