TEROZU'S PROFILE

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

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NVM I'm a blind idiot.

Nevermind noticed there is in fact a demo and I'm blind as a bat.

Does anyone know of a way to displace sprites based off cooridinates?

This is for RMMV - sorry i forgot to specify that!

I know that using '!' before a sprite name indicates it should ignore the displacement effect meant for characters, but is there any other way to displace sprites in the default editor?

For instance, If Event1 is at cooridinates X,Y, then displace the sprite so many pixels up, down, left or right?


When you first arrive in Dali Village in FF IX the game has a low camera angle, and you can see the children running into the background. I'm attempting to recreate this type of effect using hand drawn maps, but I need to be able to displace sprites to the left/right and up/down as they move into the background of the image, so even though their position is at the top of the map, on camera their sprite is displaced to the proper position.

I'm pretty sure it's not a default function and I'd need a script for it, but I can't find anything. Did find one thing about screen effects which I think'll come in handy though. Pixi Filter Controller to be specific.

Could a music maker/composer tell me what they think of this?

It's my second attempt at making a song, and although I like it and it has the eerie vibe I wanted, I don't know if I've messed up because obvious bias.

Intention was an eerie piece for a haunted wood.

Any tips for music making in general?

https://rpgmaker.net/media/content/users/67026/locker/Eerie.ogg

[RMMV] Mode 7 Battle Scene?

I'm looking for a Mode 7 battle scene. That might be hard to understand so I made a mock up using the Ultra Mode 7 plugin
The plugin:


Mock up:


Basically, I want a battle system where the battle back is in Mode 7 and I can use Parallax to show background scenery. There was a script like this for XB for an Ar Tonelico battle system, but I can't seem to find this.

Alternatively, if there's a plugin where battles happen on an alternative map but are otherwise the same as normal that could work too using MOG's animated characters as the parallax effects.

EDIT!

I found something for XP which is pretty much what I'm looking for:

https://youtu.be/YWvW9srnIXQ?t=107
(1:48 - 1:56)

This specfic battle scene where it's folded like a popup book and the background is made with parallax images. I want something like that for the pseudo 3D effect with sprites.

Does anyone know sof something like that for MV? I've been searching plugin data bases but I don't know what to actually call it.

Does anyone else feel like MV's chracter generator's male necks are way to thick?



Left: MV Female neck, clothes have been edited to fit it.
Right: MV Male neck.

Just, why? Why is it so thick? It makes all characters look like musclebound freaks to me! It works if you want a muscular character, but anything resembling a 'boyish' character is out of the question.

Just, bleegh.

What do you think of 'Girly Runs' and other such motions?


In one project I'm working on, the main female protagonist has stereo typically feminine motions. A demure walk with her arms poised behind her back, and for her run she sort of flails her arms a bit.

This is a pretty common animation for female characters in JRPGs in general.

Notably so in Final Fantasy, Rosa, Rinoa, Garnet, Yuna, Vanille and all female hume in FF14 exhibit some variation on the girly run.

It's also commonly seen in anime.

What are your thoughts on it as a motion?

[Artist for Hire] I'm doing bust graphics!

My portfolio isn't particularly large, I'm still building it, but I'm offering my services as an Artist, particularly bust images at the moment.




For pricing, it's $5-$10 a character, depending on how difficult it is to draw.

The first pose is included with that price, and every other pose is $1-$5 depending on the complexity of the pose, additional outfits count as moderately complex poses, and are an additional $3 per outfit per pose.

Emotions beyond the first on each pose is an additional $1.

Kadokawa edited busts are $7

I just tried to change maps by double clicking the transfer event in the editor.

Feel like a moron lmao.

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?

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?
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