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Progress report from Hell
Interest Check for final leg of project
I realize that question is a bit stupid since the full game isn't done yet. I suppose what I'm actually asking is if 0.7 would work for 0.8, which is also a silly question since I can just go try that myself...
Interest Check for final leg of project
I'd be interested in the full game. Would v0.7 (and 0.8?) saves work, or would a new game be needed to be started because of different items/skills/others?
Dhux's Scar
I noticed a few untranslated bits, but they probably weren't very important. I didn't write them down, so I can't remember where they all were. In a town with a lot of guards, possibly after a cutscene, an unimportant guard speaks spanish. There's also an NPC in a cutscene near the end of B (the sky might have been visible or it might have been in a sewer) who has their speech translated, but not their name.
Final Fantasy : Worlds
Help with dialogue
Well, I edited it a bit. I left some awkward but technically maybe grammatically correct bits, but added some suggestions in square brackets.
http://rpgmaker.net/media/content/users/2158/locker/lusty_boffg_script_edit_wordwrap.txt
It doesn't seem like it keeps the "word wrapping," so copy & paste that into something that does to have an easier time reading it. I probably should have indicated where I made changes but I didn't think of doing that, which makes this a bit useless...
http://rpgmaker.net/media/content/users/2158/locker/lusty_boffg_script_edit_wordwrap.txt
It doesn't seem like it keeps the "word wrapping," so copy & paste that into something that does to have an easier time reading it. I probably should have indicated where I made changes but I didn't think of doing that, which makes this a bit useless...
End of the Road -- v1.6
I need a mathematical Genius (Rpg Maker VX "Generate Curve" mystery)
You could hide the different parts away from the table to make it easier, instead of trying to put it all in one cell. That imperfection might bother you though, so it could be a temporary solution until you can simplify it into one cell.
A suggestion I'd have is to allow the user to edit the coefficients for A's attack and B's defense. I don't know if you ever intend to make it public, but it might be useful even if it's just for yourself.
A suggestion I'd have is to allow the user to edit the coefficients for A's attack and B's defense. I don't know if you ever intend to make it public, but it might be useful even if it's just for yourself.
I need a mathematical Genius (Rpg Maker VX "Generate Curve" mystery)
post=98059
So far, the first formula works great if the line is straight, IE, the curve is 0. However, it doesn't work if the line is curved, but this is awesome progress! I haven't had a chance to try out the second formula. I'm a little unclear on the purpose of the second formula however. Do they both do the same thing?
Well, as I've said, it's only a rough estimate. The real formula probably uses exponents.
The first formula is used to calculate how much a stat is increased by at a certain level. The second formula adds up all the increments up until a certain level and the stat at level 1, effectively telling you how high a character's stat is at that level. The second one isn't needed if you simply add the previous level's amount and the current level's gain together.
Edit: I've managed to find this: http://etheon.net/public/dl/macl_complete.txt
It's apparently called the "Method and Class Library" and is for RMXP. I don't understand what it does, but if you Ctrl+F "Level_Generation" and scroll down a bit, it mentions curves and stuff. If it is about XP's parameter curves, if XP's parameter curves are the same as VX's, and if you can figure out what the calculations are doing, then
Editmore: The parameter curves from XP and VX seem to be the same, so yay.













