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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[Poll] [RMVX] [RMVX ACE] I MUST KNOW - Who are your favorite RTP characters?

What it says on the tin. Unless I've gotten terribly confused over the years, the Ace RTP brings back all our friends from the VX RTP, at least graphically, if not in the DB.

And yes, we all know that Don Miguel era Alex is the greatest and best, but he's not on the poll. : P

Big ups to Nessy, without whom this thread would literally not be possible.

Oh, I wanted to allow people to pick up to 4 choices but I didn't see where an option to allow more than one choice was allowed. Let me know if I'm being blind/dumb. This is in faceset/charset order btw.

Also, I know this is a relatively dumb thread but not, I thought, dumb enough for welp.

[RMMV] [RMVX ACE] [RMVX] [RMXP] Griping About Features Engines Should Have Built In

This is NOT primarily a help thread or a place for people to suggest workarounds, scripts, or plugins, to solve the problem. Don't get me wrong, that kind of thing is totally allowed and encouraged it's just...the main point of this thread is just bitching.

I remember hating that VX only allowed one tileset by relegating tilesets to the System folder inside Graphics, it seemed like such an enormous step backwards from earlier versions of the engine that had allowed you to have as many tilesets as you want. I'm sure there were workarounds and scripts for it at the time, but I was massively relieved when I got Ace and was allowed to use as many tilesets as I want again.

A better example, probably: why does Ace let you change each character's Max Level, but then not have that Max Level reflected in the parameter or experience curve configuration? I mean, realistically, the vast majority of games made in this engine, even the tiny percent that actually get FINISHED, are not going to be the kind of sprawling epic that actually takes you from Level 1 to Level Fucking 99. I generally set my level cap to 30, or to 60 if it's intended to be a full length project; even less or no levels at all for shorter/non-RPG projects (obviously). But anyway, to actually accommodate the max level you want in a game, you need to do a fair bit of awkward guess and check and really deform the parameter curves, repeatedly entering an incrementally less arbitrary value for Level 99 and fast/slow to see what that brings the maximum parameter to at the ACTUAL level cap of your game.

Example: Night City has a Level Cap of 30. I wanted my MC to go from 400 Max HP at Level 1 to 1600 at Level 30. To do that I had to trial-and-error my way to a Level 99 MHP of 2700 with the acceleration slider pushed all the way to fast to get the basic numerical progression I wanted, then 'cheat' a little bit to get round numbers at the start and end. It wasn't a big problem by any means, but with the number of projects I start, it's a pain.

ok, now u?

[RMMV] [RMVX ACE] [RMVX] Can't hurt to ask, has anyone made/found any Rick & Morty graphics?

As much as I hate leaving the body of a thread blank, I really can't think of anything more to add than is communicated by the title of the thread.

So I'll just reiterate: are there any Rick & Morty graphics around for VX, Ace, or MV? It's not like I'm planning on making a fangame in any of those engines, I'm not, I'm actually literally just curious, for once.

I assume there aren't any for 2k(3) because the show came out over a decade after those editors, but I know some people still use various versions of that engine.

The Best Battle Animations You've Seen?

I think this is one aspect of graphics/visuals that I don't see get a lot of discussion because it's not as make-or-break as maps or sprites, but what are some of the best battle animations you've ever seen, whether in RM games or commercial games? (Although the focus is slightly bent towards RM games since this is in GD&D.)

Vis-Nov-Make

Could anyone who's familiar with Degica's Visual Novel Maker software tell me all you can about its capabilities and limitations? I get the impression that it can be used to make (limited) RPGs or adventure games but I'm uncertain. I'm interested in the program primarily because of all of the gorgeous graphical assets available for it. As I've stated before, I'm not a huge fan of the VN genre per se.

I realize this is the second "tell me all about this program" thread I've made, and sorry. I'll try not to make a habit of it.

Anything I learn from y'all will be much appreciated, tyvm.

What are your favorite and least favorite parts of gam mak?

So, as a general statement, I once heard the key to not getting bored or burnt out when devving is to vary what you're doing when you start to lose motivation, and I think it's good advice. Like, if you're sick of making maps, work on importing/creating/tweaking resources for a while. If you're tired of painstaking pixel art, switch gears and write dialogue for or program a cutscene. Whatever.

That said, I think there are definitely parts of indie game development that are more 'fun' and other parts that are more 'work', and that it's subjective from dev to dev.

Me, for instance, I find that mapping is really a chore (I have been around long enough that I CAN make really good maps if I really want to but I rarely find it worth the effort), and I get really jazzed when I'm balancing and tweaking gameplay usually in the database. This is why I love the sample maps in Ace (and MV which has even more, but I'm not ready to move on to MV yet). I almost always edit them heavily, but they give you something to work with so you're not just looking at a blank screen.

How about you?
(Oh, my other least favorite part, even more so than mapping, is trying to promote/market/hype your game. Doing it makes me feel filthy, not doing it means likely no one will play your game. But that's only game design related, not actually game design, which is why I don't like it. Anyway, whole other topic.)

[RMVX ACE] Help With Show Picture (*shame*)

This is frustrating because I really think I knew how to do this once, but how do you get a picture to center on the player, and not on the screen. I know there's a script by someone called something something picture anchors, but a) I tried it and it didn't work and actually made the problem worse and b) I'm almost sure I could do this without a script back in VX, at least.

As a simple example, let's say I want this picture as an overlay to center on the player, because the player is exploring a dark dungeon or whatever and can only see a tiny circle around them from a torch or whatever. This can be used for creating a fog of war, making a horror game tense by restricting visibility, whatever. I'm over-explaining.



Right now, Ace centers the picture on the screen. The circle of light doesn't travel with the player, and the player can easily move out of the light and onto a completely obfuscated part of the map. I am almost positive I knew how to do this properly once and without any special script to do it...but I totally forgot. Can someone remind me?

Please and thank you.
- Crow

[RMMV] [RMVX ACE] Pros and Cons: RMMV vs. VX Ace

So this isn't a free-for-all "which game engine is the best" kinda thread, I just want to specifically ask about RMVX Ace vs. RMMV. For those of you Ace users who made the jump to MV, was it all you'd hoped for, was there anything you regretted, etcetera? What does MV do better than Ace, and if applicable, vice versa?

I was initially gunshy around MV because it switched from Ruby to Java but...I'm kind of kidding myself that I've really made any progress in learning RGSS scripting over the years. Any scripting ability I have with Ruby is incredibly basic, not to mention rusty.

On balance, I'm probably inclined to buy MV, but if I shouldn't, please tell me!

Thanks.

[RMVX ACE] Stupid Battle System Question

I could have sworn that there was a way in the troop events to have something happen at the beginning of the first turn of battle, but I'm having a heck of a time figuring it out. It's the final boss and he's supposed to be staggered (for story reasons) for the first three turns of the fight. As it is, he gets to take his first turn at full strength, and then is staggered for the second three turns of the fight. As the battle balance of this fight is very delicate (read: it's really easy to lose) it does make a difference.

"Condition": When the end of turn is exactly what it says on the tin. And messing around with the "Moment" "Span" has, with my experimentation, caused the battle system to freeze up completely, so obviously I didn't handle it right. I could have sworn there was something like "Condition: Begin of turn" but I can't seem to find it.

Thanks and I know this is an annoying and dumb question.

[RMVX ACE] Large Events & Collision Detection

So, the "Event Touch" trigger does not function for large events that "know" they're more than one tile big. I'm using GubiD's Large Events System for Ace. The script works in most regards: it increases the number of tiles an event will respond to for Player Touch and Action Button triggers, but Event Touch will never trigger. This is frustrating because I am making a game where you are chased by big monsters. If you stand still, the event can run into you until the cows come home and not trigger. If you walk into it, it triggers. I checked another project to make sure that Event Touch works in general (it does), and I removed the comment that "told" the event how large it was, and it was able to track me down and kill me just fine (as long as I stood still: Yanfly's Event Chase Player script is slightly wonky). But that meant it was behaving as a 1x1 Tile event instead of a 3x3 tile event in terms of running into stuff (so you couldn't, for instance, go into a narrow space to escape from it).

Anyway, I can work around this, but if anyone has any experience with getting large events to have proper collision detection in VX Ace.

(I'm getting the large monster graphics from Pioneer Valley games character sets. Some of the monsters are freaking insanely huge.)