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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

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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

Waaay better than the previous one, looking forward for more

What's Your Favorite Anime? Is it Okay to Ask This???

All these classic animes and I'm here on my 3rd or 4th rewatch of GochiUsa

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

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

A dungeon with 14 floors? I hope you know what you're doing with it '-'

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

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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:
<follow up eval>

a.state?(43) ? 264 : 157
</follow up eval>

Help!

newsnap4.PNG

"It's just a big, dark hole."
( ͡° ͜ʖ ͡°)