STORMCROW'S PROFILE

>look StormCrow

You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.

I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.

I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."

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Engine Tips, Tricks and Bits (of information)

I just did my first tiny little itsy bitsy baby bit of scripting that was not based on someone else's well-documented script or someone else's advice. I'm proud at my baby step accomplishment, but more importantly, someone else might find this useful.

In VX Ace, if you go to line 195 or so of Game_Player and change

@encounter_count = rand(n) + rand(n) + 1

to

@encounter_count = n + rand(n) + 1

it will guarantee that you can walk AT MINIMUM the number of steps you enter into the "Steps Average" box in Map Properties before you have a chance of getting a random encounter. This prevents the "encounter, two steps, another fucking encounter" phenomenon from ever happening.

If this change broke anything else, I haven't found out yet. Oh, sorry if someone already posted this hint/tip, did not read thread thoroughly.

[RMVX ACE] Help with Falcao ABS and Kread-EX Cannibalism

I love Falcao's ABS. I have spent many painful hours learning to use and even (GASP!) slightly modify it for my as-yet unhosted, unpublished cyberpunk ABS game Night City.

But in my opinion, it really is best to think of it as another engine all together. Once you install Falcao's scripts, you're not running RPG Maker VX Ace; you're running Pearl. That is, in my opinion, the proper mind set. This means you need to make certain concessions. I would not expect Falcao to cooperate with any script that modifies Scene_Battle because Pearl does an end-run around Scene_Battle and does not use it for anything.

Maybe someone else here can actually help you.

Road To Paradise - The Dragon

Only Forest and Flame dragons get AoE breath. Frost and Sky dragons get harder hitting but single-target breath (this is like in D&D where some dragons breathe a cone and some dragons breathe a line, but it's not really analogous to it because my dragons don't correspond to D&D dragons; alignment-from-birth is stupid racist BS).

I have never tried a playthrough where I made heavy use of Tailslap, I generally only used it when Claw, Claw, Bite and breath were both on cooldown. On the other hand I had Teos cast Entropy whenever I had the chance. It's almost as efficient at taking out a dangerous enemy quickly off the board as Reave Soul as it hits for -25% HP every turn for three turns. That means by the time it's run its course, the enemy is down to a quarter of its HP, although I never had an enemy that was Aging survive the three turns it lasts, because they took damage from other sources.

But good games (IMO) have a wealth of different strategies, including some you might not anticipate, so that's why it's great to have playtesters who will try strategies you never even thought of. : )

I'll mull over the blind choice of dragon.

Swap in the Middle with Two

I've had the same concern, unity. Not for myself--I like to think I could figure out just about anything given documentation and time, although that would be precious hours squandered--but for anyone that's actually new, or newish.

On the other hand, yeah, I've seen plenty of previews of first halves that I'd be stoked to receive.

My own firstie is all RTP pretty much (as an actual deliberate artistic decision, thank you, not out of laziness or even to make my mystery partner's life easier) plus a very bog standard Yanfly Engine Ace infrastructure. Whoever gets it, the only thing they'll have to puzzle out is where to take the characters and story (and in the spirit of the event, they're free to scrap the characters and story, obviously, tho that would make me sad).

QUERY: personally, I don't have the time (okay, actually I am questionably blessed with tons of free time but I just am not gonna spend it this way) but are we supposed to check out the unassigned first halves as they come in or not?

kory's title had me immediately intrigued; wtf is wrong with me

Road To Paradise - The Dragon

author=Dyluck
I got a "RGSS player stopped working" error twice, and both times it happened in battle while I was choosing skills for the dragon (fire).

First off, thank you for playing, kinda flattered that you took an interest, not gonna lie.

Anyway, I have no idea why that happened. I completed four or so playthroughs as Flame Dragon Izuno without once encountering that error with the exact same combination of scripts that are in the project now. In this case, I don't know what the RGSS Player's problem is, so to speak. :\

The exposition dump by the Time Dragon is intentional. An overwhelming number of unknown proper nouns is thrown at the player, yes, for sure, but I thought it was balanced by the fact that they then immediately recruit party members that put those proper nouns in context through more natural dialogue, at least the ones that matter. I wanted to give the impression of entering a complicated fantasy world in media res without the typical "and this is the story of the world so far" expository crawl by a detached narrator.

@Kumada:

Yes, there is a known bug where enemies that die to any form of DoT (Entropy is the most conspicuous, certainly, but also On Fire!!, Poison, and Acid Arrow) visually remain on the battlefield after they are dead. I will look into it, but I was aware of it upon release and considered it moderately low priority, since it's purely aesthetic: the enemies are dying exactly when they're supposed to, when damage over time is processed at end of turn, but they're not disappearing.

author=kumada
Longbow deals damage based on "STR + DEX", but there's no STR stat. I'm guessing it's attack + dex?

Yes, it's a holdover from when Attack was called Strength because D&D. I'll fix.

author=kumada
Man, I was not expecting it to be canonical that the people in this world have chibi anatomical proportions. That is mindbendingly horrifying, that everyone on the high-fantasy side of the setting has these balloon heads and tiny bodies and everyone thinks it's normal.

in this case your nightmare fuel is my XD

I think the catty exchange between O'Hara and Lydia about this is my single favorite piece of dialogue in the game so far (although the last two lines of dialogue before the Boss of Episode is a close second). I definitely knew from the beginning that I had to lampshade the difference in graphical styles immediately, and that way it could be a gag and people would not assume that I was blind and did not see that different graphical styles existed and actively clashed.

author=kumada
-So, if you try to parlay and you were in dragonform originally, you end up in battle in your humanform without your equipment.

Yes but I think the game makes it explicitly clear that's a risk you're taking with the way the choices are phrased.

author=kumada
Having an in-combat transformation would help with things like this. It would also make Izuno a little more mechanically interesting and versatile, if there's a way to code it.

It's totally doable (for me), he's just not old enough yet. It was an ability I was planning on giving him when he hits oh somewhere around Level 15-20 in the second episode. Around Level 20-25 (2nd or 3rd episode) I plan on giving him a passive that lets him (whilst in dragonform) absorb the element that he's initially resistant to (Flame Dragon would be healed by fire attacks, etc.).

Anyway, yes, in this case, even though "naked" Izuno is no slouch as a human Sorcerer (especially if Teos throws a Haste on him and he's throwing around Acid Arrows and Force Darts like nobody's business), I did think some players would probably parlay the first time, lose the battle, reload the save, and say fuck it and charge in as a dragon the second time. Which is fine.

author=kumada
-Ah. Can't return to town once you're in the tower. I wish I knew that going in, as I would've bought only healing potions instead of this 20% exp ring. It also makes the gold you pick up in the tower a little less than useful.

There are a fair amount of healing potions to find in the tower on top of the ten you get starting out, and the save point at the entry gives a full heal. I was wondering earlier how you found the Golden Serpent ring in the tower so early on. I completely forgot you could even afford one in Veridian City. The gold is certainly useful this episode but if all goes according to plan (HA! HA!) you'll get to keep it to spend it in Episode 2.

Anyway, on the topic of healing, Teos' Regeneration is surprisingly powerful once you get it going. One good strategy is to have him Haste himself and then he can pass out two Regens a turn.

author=kumada
-Final boss wasn't too tough, but I think it helped that I stun-locked him for a couple of rounds early in the fight. I'm not sure how the mechanics work for everything behind the scenes, but the feeling I got while playing is that everything was broken, and thus everything was balanced. Like, I can give Izuno haste and more or less confirm lockdown on a single enemy by turn 2, but if that enemy is a dodgemonster, or has an automatic counter, or any number of other things, or if I whiff a round of tailwhips, then all bets are off. The level of challenge felt solid throughout the game, and all abilities felt circumstantially useful, and most equipment was side-grades. This is a style of game design that I really like.

Well firstly, thank you very much and thank you also for the super-detailed feedback. : )

Anyway, you're basically right. A lot of player and enemy abilities are what would be considered "broken" in a super traditional jRPG, but they're actually all just really powerful yet roughly in balance. And some of the less overtly broken abilities have niche uses (casting 'Slow' is not often a good use of Teos' turn)

You lucked out if you stunlocked the Lord of the Tower though.



He has 75% resistance to Stun so you essentially rolled a 4 on 1d4 twice in a row there.

I don't think you ever mentioned, what kind of dragon were you? I'm guessing Sky Dragon because you mentioned stunning enemies frequently, and Lightning Breath is a guaranteed Stun on most enemies whereas Tailwhip is just a weak physical attack with a relatively small chance of inflicting Stun, but I dunno.

last but least, just because I recall you being a bit of a completionist in your feedback on other games, did you ever find the secret boss in the basement?

Fatal

this is relevant to my interests. i don't really subscribe to things (i get too many notices as it is) so i'll check back on this occasionally and when there's a download, add it to my playlist.

gsgeargerergrge.png

holy shit that's awesome and terrible

Road To Paradise - The Dragon

Ok, there's not too much content there at this point so you'll probably reach the ending the next time you play it. I'd clock the entire Episode at 1-2 hours depending on how long it takes you to navigate Voidsreach tower. For me it's closer to 1 hour but I imagine for someone who did not BUILD the labyrinth it's probably closer to two.

Randomly:

* Yeah, the first few maps have Disable Dash on, pretty standard, nbd.

* That is actually how I wanted Izuno's HP to work. A mere human shell cannot contain the vitality of a dragon! etc.

* Yeah, that unequip thing...I'm not so happy with. I might be able to event a workaround but it would involve conditional branches for every single piece of equipment equippable by Izuno in the entire game and since I haven't made six sevenths of the game yet...yeah, I hope there's a script that can solve the problem. Then again, Izuno in human form is best played almost entirely by casting his spells so his weapon, at least matters very little to not at all. And do note that his (first?) ring slot does not get unequipped when he turns into a dragon because a dragon can wear one ring on its tail XD

*"Talking to the woman in the library is weird. She says there's a set of books that came in, goes off (presumably to get them?), comes back, aaaand nothing. Was there supposed to be an item given here?"

Yeah that is kind of awkward. I'm probably just gonna remove her little walkabout as it serves really no purpose. I think my initial thinking was that she was "showing" them the section of the library she was talking about (I hope to make more of the library interactive in later episodes if there are later episodes which will depend on how this one does) but as the screen doesn't follow her nor do the players...yeah. That's dumb, I'll fix it. I could fix it by popping in a scroll map and/or move player event command but I'll probably fix it by just having her stay put. This was one of the first events I 'programmed' after not touching RPGMaker for literally 5 years lol.

*"It's weird that to depart the island you go south and then fly off to the north. I thought the game had glitched the first time I saw it."

I just did that because I thought it was kind of pretty but yeah I could see how it could look weird. Wouldn't be a big deal to change it, I'll just create some watery scenery south of Timekeep for Izuno to fly over.

* "Claw should probably be the first ability instead of Breath. That would make mashing out physical attacks a little easier."

I think the battle system I'm using actually defaults your selection to whatever you did last turn rather than whatever is first in the list, but I'm not positive.

* I will check to see if the golden serpent ring is bugged. Okay, it actually isn't. It's only a 20% increase, though, and by default the XP system in RMK is exponential so...it actually makes sense that as you gained levels you would be getting less percentage points per battle as a percentage of XP towards next level even if you're getting more XP as an absolute value. Make sense?

I hope u are enjoying the characters as well as the setting.

n e way, I could probably address everything you brought up so far (except the unequip thing) in about one hour but until the Swap In The Middle event is over I don't really have that hour to spare. Happy to update Episode I to v0.8 as soon as the Swap In The Middle event is done (or sooner, depending on how hard the first half I get is to finish). : )

honestly i'm just relieved that i got a playable build out after so many misfires

okay, third time's the charm

jeezus h. okay let me see if i can fix this.

Road To Paradise - The Dragon

DEBUGGIN

First, thank you for your interest, secondly, more importantly, thank you for your patience. This is easily the rockiest launch I've had in (WAY TOO LONG TO ADMIT THE ACTUAL NUMBER) years.

I have obviously tested it to the point where I have started and finished games as each of the four breeds 20 times each. I have no idea where the "failed to run bitmap" error is coming from. Let me look into it. Shit is baffling.

I yanked the download for now. Since it's happening for everyone, even me.

I got this helpful info from an anonymous tipster:

"I ran into the same bitmap error that Bulma did after choosing forest dragon, and I think I found out what's wrong due to this handy article.

https://forums.rpgmakerweb.com/index.php?threads/script-cache-line-106-rgss-error-failed-bitmap.20493/

Basically something on the map up the stairs to the north might be corrupt; an image, a sprite, I dunno. So theoretically, all you have to do is find the corrupt file and replace it with an clean one. Good luck, I look forward to playing as a forest dragon. I don't think I've ever heard of those until now."

The corruption is happening during the compression/encryption process because the unencrypted game runs fine. I am not sure how to fix it. I will try to see if a version w/o the RTP included, a non-encrypted version, or both fixes it. Beyond that, I'm at a loss. The only graphics present on the map where the crashbug occurs are:

* The Default RTP 'Dungeon' Tileset.
* $Teos Char.png
* The second guard on the sheet from DSChara_20.png
* Underlair.png as a 'parallax background'
* The PC sprite which obviously is not corrupted because the first map does not crash.

I have no idea how or why either of these things would be or get corrupted.


EDIT: I found the problem, and fixed it.