THUNDER176'S PROFILE
Thunder176
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The difference between the novice and the master is that the master has failed more times than the novice has tried.
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Well, with all the talent here on RMN that's really a big compliment, thanks man :D
EDIT: Just saw you were the one that made the review, I really picked up a lot of the issues you adressed and fixed/added them so thanks for that too! :D
EDIT: Just saw you were the one that made the review, I really picked up a lot of the issues you adressed and fixed/added them so thanks for that too! :D
Forsaken
[SCRIPTING] [RMMV] Help! Can anyone teach?
There are many plugins for battle systems that you can modify to your liking, with plugins, coding isn't neccesarily needed but if you want to write your own plugin you'll need to learn JavaScript, not sure how much JS knowledge you'll need for it though, dunno the specifics on that since I personally don't know how to script. So yeah, either use pre-made plugins or learn to JavaScript.
[RMMV] Show Battle Animation on Sideview Battler
If you want to use an animation to show your characters "casting" an attack I would reccomend Yanfly's Battle Engine Core you can just set up the animation in the Plugin without any eventing or scripting.
[RMVX ACE] Boss design tips
I usually make bosses in a way that requires lots of playtesting, testing it out 3 times with a party on the level I expect them to be, a few levels below and a few levels above. Then usually I tweak the boss to make it more challenging or less challenging depending on how the battles went.
Just check out for yourself what your bosses are lacking or even what they are abundant in and tweak them accordingly. Use status effects, play with the defense lv to not give them a daunting amount of HP but still make them feel challenging. There are multiple ways to make a boss epic, it's about what you think is epic enough.
What is your goal with the bosses exactly? I get the feeling from your posts that you find them too easy, so them give them some better stats, some more devastating moves, some tactical stuff like buffing itself. Do you need some exact examples or you need just a few tips and tricks?
Also, there's no shame in some bosses just feeling like a Normal Enemy+, even FF does that sometimes. But to give you more clearer tips maybe give a single example or something of what you would like to improve in a boss, the way you ask for advice now is a little bit too vague for me to properly answer.
Just check out for yourself what your bosses are lacking or even what they are abundant in and tweak them accordingly. Use status effects, play with the defense lv to not give them a daunting amount of HP but still make them feel challenging. There are multiple ways to make a boss epic, it's about what you think is epic enough.
What is your goal with the bosses exactly? I get the feeling from your posts that you find them too easy, so them give them some better stats, some more devastating moves, some tactical stuff like buffing itself. Do you need some exact examples or you need just a few tips and tricks?
Also, there's no shame in some bosses just feeling like a Normal Enemy+, even FF does that sometimes. But to give you more clearer tips maybe give a single example or something of what you would like to improve in a boss, the way you ask for advice now is a little bit too vague for me to properly answer.
[Review Request]
[RMMV] Rough Skin-like properties
Thx LightningLord2, I didn't think that Yanfly plugin would do that though so I feel kinda dumb now :P
[RMMV] Rough Skin-like properties
Hmm, i see it's a code to add onto wearables, but I need it to be onto an enemy, to be more specific I want to create an enemy that when attacked, deals fire damage with a chance to burn the player. Thx though, this will be useful as well.
[RMMV] Rough Skin-like properties
Hey people,
Is there any way to make a enemy where if you attack it, there will be some slight damage to the attacker?
Not so much a counter but rather more like the rough skin ability from pokemon.
And if so, is there also a way to add a state to it?
Is there any way to make a enemy where if you attack it, there will be some slight damage to the attacker?
Not so much a counter but rather more like the rough skin ability from pokemon.
And if so, is there also a way to add a state to it?
[RMMV] problem with 3-rails chase section
Hey people, i'm in a pinch here.
I'm trying to make a section where the player has 3 different roads where he can alternate with, similar to some section in 3d Sonic games where you can alternate between 3 different rails.
Now that portion is pretty much done but there's another problem, I want to make a wall of fire chase the player, that if it touches the player, the section resets and the player needs to try again.
The problem is, that it isn't a wall of fire, because of the nature of the section, the wall of fire needs to alternate between THROUGH ON/OFF but if I carefully set the route in CUSTOM ROUTE, it ends up being all scattered, and it sometimes even goes through the player, making the player end up behind the firewall.
It's kind of hard to explain, but maybe someone here has any ideas or tips on how to create it properly.
I'm trying to make a section where the player has 3 different roads where he can alternate with, similar to some section in 3d Sonic games where you can alternate between 3 different rails.
Now that portion is pretty much done but there's another problem, I want to make a wall of fire chase the player, that if it touches the player, the section resets and the player needs to try again.
The problem is, that it isn't a wall of fire, because of the nature of the section, the wall of fire needs to alternate between THROUGH ON/OFF but if I carefully set the route in CUSTOM ROUTE, it ends up being all scattered, and it sometimes even goes through the player, making the player end up behind the firewall.
It's kind of hard to explain, but maybe someone here has any ideas or tips on how to create it properly.













