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Ofblowman telefagus pentaculus benterpinize farntormian criscodophin nectoglabbit frontonian smectarufus foninax trickendance trinnoctor pontalifanarian trudinox nolicanisis.
Silver Heart
A short game with a simple ontological story.

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Quick VX Scripting Question

The lag in messages during battles may be caused by 2 things

1. Everything that's happening during battle scenes (Sprites, Updates, Windows, etc).
2.The way text is processed which is by using a loop to go through each letter to draw them.

My best advice would be to show the lines instantly instead of letting it draw them letter by letter by either editing the script or adding "\>" to the texts in battle.

Quick VX Scripting Question

What kind of speed increase are you looking for? Or are you trying to remove the lag caused by text messages during battle?

Seraphim Gates

@narcodis: Thank you very much for your comment.

You pretty much guessed a lot of things that are possible with the grid such such as Draw-In and Knockback to push or pull enemies towards and away from you.

As for battles, there are many approaches to it. Some can be slower and others can be faster. Also I needed to factor in abilities that enhance Attack Power (which even 1 point can screw up the balance). These were not in the demo so your point is very valid about the battles being slower. That is why there is also Explorer and Hunter Modes by pressing CTRL key on the map (Included in the Battle System Demo). I explained it in a blog entry a while back but to put it simply it makes it so the troops you defeat wont pop up again allowing you more and more exploring as you defeat more troops.

Again thank you very much, your post is really encouraging.

Battle System Demo Available.

@narcodis: Thank you!

@Silently:

Once you obtain the 3 HP Boosts abilities, just equip them and enjoy them. Nothing really happens by obtaining them except their use.

Some notes I took while playing:

There should maybe be some way to cancel movement or have the character not lose stamina if the character returns to a previous position.

@^ Once you move you lose your stamina, if you made a mistake while moving or moved to a wrong place then you payed for that mistake. That is the way it's meant to work. There is a battle Retry Battle option by pressing CTRL. (This will reset the whole battle.)

-The delay it takes for the menus to scroll in and out makes inputting commands a bit slow.

@^ Sorry about that, but that's the speed everyone agreed on.

-HP Boost's description says, "Increases maximuN HP slightly".

@^ Thank you. It's been fixed. (I'm Spanish so my English sometimes is far from perfect)

-In the beginning, even if Gilgamesh spends turns resting to heal AP, his damage is much higher than the others' thanks to ignoring rows for damage (or not being affected as much?) and possibly the huge difference between starting ATT and INT.

@^ The battle system goes along with the story. Gilgamesh is portrayed as someone who is very strong and as such is able to overcome the initial enemies around where he lives easily. And the enemies are
defeated much easily by fire not because of INT but, because they are mostly forest wildlife and their main weakness would be fire.

-Resting will probably become nearly useless as soon as enough money can be earned to easily buy items. Gilgamesh will then be able to use that fire spell on every turn while the others heal his AP once every few turns.

@^ There are not always shops around to stock up on 99 items and money is mainly obtained from selling items which you may or may not need to make abilities. Also Gilgamesh is not around forever and the enemies you face down the line are not only strong to fire but other elements as well. They will also have strategies themselves to bring down whoever is causing the most damage. Also you may forget that disabling Gilgamesh ability to use spells would make him nearly useless and as such his power has to be greater due to the fact he can be disabled so easily.

-The bind spell doesn't seem very useful yet, since the enemies are easily killed with the fire spell that costs less AP and ignores rows.

@^ The bind spell is there for whoever wants to experiment with it to take advantage of the battle. Right now it might not be so useful but further along the line it will help keep back enemies that are more of a threat in the front row or keep weak enemies from retreating to the front row.

Also some extras:

These are the weakest and simplest of all enemies in the game, they are meant to help you understand and get used to how things work in battle.

Faces and Maps

Thanks. The different types of angry faces were to test if mouths and teeth could be applied to VX Sprites and since angry was the first emotion I made for the text system, it was the one I chose to display the different edits.

The last face on the bottom right is the first edit of the sprite faces, and I added it simply to fill space.

Stairs

Not sure if these would help.




Active Encounter Modes and Message System

Thank you for the comments they really are a great motivator to keep working.

As for the message window. The voting with the team and overall efficiency of using the sprites which can be easily edited for emotions overrides replacing them or spending time using more complex or costly ones.

As for the position in the window they are there because of clearer and darker backgrounds which can make some sprites outside the window not very visible and I dont need that much text space.

Speaking of Menus...

Thank you for the comments.

And yes I did make the menu myself aside from the artwork and KGC/TRGSSX used for new and enhanced bitmap options.

Speaking of Menus...

Finished the menu for my game recently. Thanks to Archeia Nessiah for the artwork of the characters

(If the names bother you might as well ignore it since they're not changing.)

A video of it in action.

Menu completed and CBS update

Thank you. Glad to hear someone likes it.