TEROZU'S PROFILE
Terozu
90
I'm less of a newb, now more of a noob :b
I love video games, they've gotten me through some hard times, I want to, someday, make a game that does the same for someone else.
I take commissions, and though I'm still building a Portfolio, you can check it out here: https://www.deviantart.com/terozu/gallery/68848879/Portfolio
I love video games, they've gotten me through some hard times, I want to, someday, make a game that does the same for someone else.
I take commissions, and though I'm still building a Portfolio, you can check it out here: https://www.deviantart.com/terozu/gallery/68848879/Portfolio
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Mac et Blue Tileset
Do you mean Mac & Blue?
https://www.purezc.net/index.php?page=tilesets&id=72
https://www.purezc.net/index.php?page=tilesets&id=72
I just tried to change maps by double clicking the transfer event in the editor.
How do you make spells unique?
Ohh combo systems are a fun idea.
Setting them up could be easily done with states and elemental weaknesses too. You could do all sorts of things with it.
Setting them up could be easily done with states and elemental weaknesses too. You could do all sorts of things with it.
How do you make spells unique?
I love the idea of spells having unique effects beyond just being elemental damage.
For my projects I like to give each a unique gimmicky effect.
For fire, you can't choose it's target but it deals more damage than other spells.
For water, it isn't as powerful as fire but you can actually choose it's target.
For earth, it counts as a physical attack and is blocked by DEF rather than MDEF.
For wind, it's the weakest of all the spells but it hits all targets.
I feel like this gives each spell a use beyond "It's that monster's weakness!"
Fire is best used in battles with only one target, water is best when finesse is needed in battle, wind is good for dealing with groups of enemies, and earth gives mages an option against targets who have high magic defense.
How do you make your spells unique? Or do you just use them for elemental weaknesses?
For my projects I like to give each a unique gimmicky effect.
For fire, you can't choose it's target but it deals more damage than other spells.
For water, it isn't as powerful as fire but you can actually choose it's target.
For earth, it counts as a physical attack and is blocked by DEF rather than MDEF.
For wind, it's the weakest of all the spells but it hits all targets.
I feel like this gives each spell a use beyond "It's that monster's weakness!"
Fire is best used in battles with only one target, water is best when finesse is needed in battle, wind is good for dealing with groups of enemies, and earth gives mages an option against targets who have high magic defense.
How do you make your spells unique? Or do you just use them for elemental weaknesses?
Something that blew my mind today? Chrono Trigger doesn't have a defend option.
Something that blew my mind today? Chrono Trigger doesn't have a defend option.
Just flat out doesn't.
I'm working on a pet project that takes cues from Chrono Tigger, mainly the on map battle system using Victor's scripts. While getting annoyed with defense poses I realized that, I couldn't remember ever having defended in CT, then I thought about it. Was there even a defend option? After looking into it, no, there was no defend option in the game. Yet I never realized because I never bothered to try. And that just bugs me so much.
Blew my mind.
Quick explanation on why this is in Creative, to my logic.
Chrono Trigger is widely regarded as one of if no the best RPGs of all time, if it doesn't have a defend option how crucial is the option in the first place?
I'm working on a pet project that takes cues from Chrono Tigger, mainly the on map battle system using Victor's scripts. While getting annoyed with defense poses I realized that, I couldn't remember ever having defended in CT, then I thought about it. Was there even a defend option? After looking into it, no, there was no defend option in the game. Yet I never realized because I never bothered to try. And that just bugs me so much.
Blew my mind.
Quick explanation on why this is in Creative, to my logic.
Chrono Trigger is widely regarded as one of if no the best RPGs of all time, if it doesn't have a defend option how crucial is the option in the first place?
WHY DOES ANIMATING SPRITES HAVE TO BE SO FRUSTRATING!!!
God I know how unforgiving a single pixel can be. Like trying to animate her idle, her leg is supposed bend a little from breathing, so I have to make sure the boot looks like its still on the leg and i swear to god I had to alter the pixel set up like 50 times in a 3x3 pixel spot. It's so annoying. >o<'
I'm actually using Piskel, it's a great app that's also free, (it also somehow doesnt have ads, but is google sponsored, i dont understand how theyre making money off it.)
I understand this concept, you have to if you're using RPG maker without a sprite script, since you have to do all animations in 3 frames, which for a double gun user is a pain in the ass >:\
I'm building my sprites from the ground up. I don't like the babyish default sprites, mine look like this:


author=meaka
Along with StormCrow's rad words of wisdom and motivation, using a program like GraphicsGale can be helpful since it offers onion skinning and the ability to test the animation in the window!Or you can be me and cheat by animating the attack in Flash, exporting as a PNG sequence, then making the pixels in your program of choice.
I'm actually using Piskel, it's a great app that's also free, (it also somehow doesnt have ads, but is google sponsored, i dont understand how theyre making money off it.)
author=JosephSeraph
seconding that GraphicsGale is fantastic
btw, aside for being great for learning, complex and fluid animations are often less impacting than they seem, and you can achieve almost the same satisfactory feel with a battle system by just using very expressive keyframes / poses, such as in Romancing SaGa 3
By animating the frames themselves (rather than making more frames) you can potentially make very elaborate and satisfying motions with a quite small spritesheet, while you can still make a stiff and unexciting battle system if you make a bunch of really fluidly well animated poses but don't implement these in a good way
I understand this concept, you have to if you're using RPG maker without a sprite script, since you have to do all animations in 3 frames, which for a double gun user is a pain in the ass >:\
author=StormCrow
Most likely, because you're still (relatively) bad at pixel art and animation frames are EXTREMELY unforgiving of misplaced pixels because they require, to a certain extent, total perfection; a sprite basically has two states it can be in, "properly animated" or "not". There is no in between, there is no "good enough".
But the good news is, you're getting better, which will make it less frustrating with time. Frustration is generally the price paid for grinding your skills, and this is very true of pixel art. So work through the frustration and you will get better and it will be less frustrating as a result.
Unless you're like at me, where you quit anything you're bad at almost immediately, or (in this case) when you've reached the BARE minimum skill level necessary to diddle around some pixels without wanting to chop someone's head in half with a hatchet. But I don't even attempt to make my own sprites from scratch (except for this one time), let alone animate them. I have just enough pixel fiddling ability to get by.
I'm building my sprites from the ground up. I don't like the babyish default sprites, mine look like this:


WHY DOES ANIMATING SPRITES HAVE TO BE SO FRUSTRATING!!!
I'm just ranting because I'm animating attacks for my characters and it's frustrating. Ignore this if you want.
[RMMV] How would I make an event that activates in different ways?
Okay so this works and thank you a ton but that kind of goes against how I thought Event Touch works, so it's activated both when you activate it, and when you touch it, as well as when it touches you?
[RMMV] How would I make an event that activates in different ways?
Essentially I want to create an event where if you activate it via Event Touch, it gets mad at you for running into it. But if you walk up, stop, then activate it with your action key, it just talks to you normally.
My first thought was to make it so the events surrounding it act as the talking bit, while the main event itself triggers the run into convos, but that would be an utter pain to do on a mass scale, especially if I want the events to move together and apart.
Is there an easier way I'm not thinking of or is this basically it.
My first thought was to make it so the events surrounding it act as the talking bit, while the main event itself triggers the run into convos, but that would be an utter pain to do on a mass scale, especially if I want the events to move together and apart.
Is there an easier way I'm not thinking of or is this basically it.













