SWEETMELTYLOVE'S PROFILE
SweetMeltyLove
587
Search
Filter
Screenshot Survival 20XX
Updated Equip menu after the feedback:
(previous one)
I realized I wasn't using the max resolution possible (was 416 height, now it's 480) which opened a lot of space. I added the status resistances of the player and evasion and counter (which are the only xparams that matter)
I made the actual equips area the focal point, while the stats have a more simpler look, hopefully avoiding too much visual noise
And since this one screen has all the information about the actor, I'll remove the "status" menu from the game
---
I was also hoping to get some feedback on the element icons. I decided not to go with the common ones (fire, ice, etc) and I know the caveats of doing so
I mainly want to know if the icons are good representations of what the element does (ignore the status icons, most are placeholders)
There are 3 physical and 3 magic elements
Crush, Punch and Poke are physical
- Crush attacks always reduce enemy armor
- Punch attacks can cause bleeding, and deal more damage to already bleeding enemies
- Poke attacks have higher critical damage
Angry, Funny and Weird are magical
- Angry magic can cause the Furious debuff (target attacks randomly)
- Funny magic can cause the Laughing debuff (target's magic is weaker)
- Weird magic can cause the Feeling Weird debuff (target's stats are lowered)
(previous one)
I realized I wasn't using the max resolution possible (was 416 height, now it's 480) which opened a lot of space. I added the status resistances of the player and evasion and counter (which are the only xparams that matter)
I made the actual equips area the focal point, while the stats have a more simpler look, hopefully avoiding too much visual noise
And since this one screen has all the information about the actor, I'll remove the "status" menu from the game
---
I was also hoping to get some feedback on the element icons. I decided not to go with the common ones (fire, ice, etc) and I know the caveats of doing so
I mainly want to know if the icons are good representations of what the element does (ignore the status icons, most are placeholders)
There are 3 physical and 3 magic elements
Crush, Punch and Poke are physical
- Crush attacks always reduce enemy armor
- Punch attacks can cause bleeding, and deal more damage to already bleeding enemies
- Poke attacks have higher critical damage
Angry, Funny and Weird are magical
- Angry magic can cause the Furious debuff (target attacks randomly)
- Funny magic can cause the Laughing debuff (target's magic is weaker)
- Weird magic can cause the Feeling Weird debuff (target's stats are lowered)
LANUOVA.png
What's Your Favorite Anime? Is it Okay to Ask This???
Screenshot Survival 20XX
@Pizza @Liberty Thanks for the feedback, guys
I think I'll drop the stat icons and make it like the main menu and just have the words. It should reduce the clutter a lot and put more emphasis on the equip icons
doh! I just realized something! In my game you automatically heal after every battle, so there's no point in having a health bar or the X/X text there
I think I'll drop the stat icons and make it like the main menu and just have the words. It should reduce the clutter a lot and put more emphasis on the equip icons
author=Liberty
Also, the red outline in the main image blends a little too much with the red gauge - I'd suggest making one or the other a darker red.
doh! I just realized something! In my game you automatically heal after every battle, so there's no point in having a health bar or the X/X text there
screenshot201601031514142.jpg
Screenshot Survival 20XX
author=Punkitt
Oh my, these look absolutely gorgeous! My only nitpick is that the Face art is a wayyyy higher quality than all the other 16(?)-bit sprites.
Thanks! The faces are placeholder ^^ same with the tileset
Screenshot Survival 20XX
@grindalf I was 100% sure that hat had a tiny little face like l,l
Maybe it's like the hat in Minish Cap xD
---
Been working on these menus for at least 14 years now. Luna Engine is great, but at the same time a nightmare >_<
Main menu:
Equipment screen:
Crafting:
There are more in my locker, don't want to pollute the thread with way too many screenshots ^^
Maybe it's like the hat in Minish Cap xD
---
Been working on these menus for at least 14 years now. Luna Engine is great, but at the same time a nightmare >_<
Main menu:
Equipment screen:
Crafting:
There are more in my locker, don't want to pollute the thread with way too many screenshots ^^
[RMVX ACE] Yanfly's Follow-Up Skills and using eval
author=GreatRedSpirit
Looks like the FollowUpEval tag is only intended as a condition to see if it procs or not, try using it in conjunction with a FollowUp tag to mark what skill you want to follow up with? I'd guess you need to use two FollowUpEval + FollowUp sets of tags to imitate the trinary operator.
After a lot of trial and error I figured this works:
<follow up 264>
<follow up eval>
$game_actors[1].state?(43)
</follow up eval>
It's not exactly what I had in mind but I think I can make this work. Thanks for the help!
[RMVX ACE] Yanfly's Follow-Up Skills and using eval
Yanfly's Follow-Up Skills script let's you use eval but I can't understand how to do it
For example, I'm trying to have a condition where if the actor has the state 43 it uses skill 264, but if not it uses 157. This is what I tried:
Help!
For example, I'm trying to have a condition where if the actor has the state 43 it uses skill 264, but if not it uses 157. This is what I tried:
<follow up eval>
a.state?(43) ? 264 : 157
</follow up eval>
Help!