VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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How is this for my first boss?
Final Fantasy vi had us able to kill.a.boss.with.phoenix!down!
FF6 CAME OUT IN 1994
please do not point at games that are almost 20 years old to justify your design choices, especially really bad design choices made by said games.
edit: just a few posts above cho raised quite a few valid points and you ignored all of them, and argued down everybody else's opinions and suggestions, so I'm not sure what you want out of this thread?
author=cho
wait so how do you know to cast poison on yourself
like is there some indicator that the boss will use sleep magic
because after it does it's kind of too late
so you either have to go in knowing what to do ahead of time, or waste time dealing with him healing himself back up completely
in what situation is it considered "good design" to make them sit and watch helplessly as a boring battle tediously autoplays in front of them
It_is_fancy_magic.png
:O GLOWING MUSHROOMS! I love bioluminescent plants! Very atmospheric without overusing light and overlays.
Script Calls and Base Stats in VX/ YEM
Okay, as I've implemented it, I'm not sure how to get victorycount to be called from process_victory. Even after adding:
^^^ into scene_battle (where process_victory exists), this code (inserted INTO process_victory) gave me the Nomethod error for victorycount:
I can use $game_actors{id}.victorycount += x in a script call from an event to make it work, so I know it's properly working in Game_Actor / Game_Battler. How can I make process_victory automatically increase everybody's individual victory count by 1 instead of using a script call inside the event after every battle?
def victorycount=(value) # This method modifies the value of victorycount: $game_actors{id}.victorycount += x @victorycount = value end
^^^ into scene_battle (where process_victory exists), this code (inserted INTO process_victory) gave me the Nomethod error for victorycount:
for actor in $game_party.members actor.victorycount += 1 unless $scene.is_a?(Scene_Gameover)
I can use $game_actors{id}.victorycount += x in a script call from an event to make it work, so I know it's properly working in Game_Actor / Game_Battler. How can I make process_victory automatically increase everybody's individual victory count by 1 instead of using a script call inside the event after every battle?
Booble's art stuff
Wow booble :o Those are very Suikoden-esque, I can tell. They remind me of more detailed versions of the TKOL art

How is this for my first boss?
author=psy_wombats
no sleep prevention seems to make the whole thing kind of meaningless.
Indeed. This fight just sounds like "ARGH" over and over until you get lucky resisting sleep or w/e. The BASIC idea is good - here is a boss whose attacks are not overwhelming, but he pulls a stall tactic for recovery. Sleep is just one form of stall tactic. You should consider giving the player ways around this that are involved in their skill sets and not just equipment they can find/buy, and by considering stall tactics that are not paralyzing the player. What if he uses a curse on you that cuts your ATK to almost nothing, then starts healing himself, but is still really vulnerable to MAG-based spells or the curse can be cured in the meantime? etc
[VX] Audio No Longer Functioning
Did you add or edit any scripts in that time? There are scripts that deal with audio.
edit: Also, make new projects, and check to make sure this problem is not specific to the game you were working on. If it's the entire program, back up your work and reinstall.
edit: Also, make new projects, and check to make sure this problem is not specific to the game you were working on. If it's the entire program, back up your work and reinstall.
Share your Battle abilities and algorithims
author=Adon237
If you read my second to last post not counting this one Versalia,
wait I am going to stop now.
The code snippet you posted has a syntax error, is it for XP or VX?
It's line 1 where it says when "HULK"
It's for VX. If you're using VX and getting that syntax error, you're not inserting it in the code properly. It should be in YEM Battle Engine III, underneath the code for <damage: x% rate>
#----------------------------------------------------------------------
# <damage: x% rate>
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This will inflate or deflate all the damage that's been done up to
# this point in the formula to x%. This tag does not deal damage on its
# own, but instead, augments the currently existing damage done. This
# affects both HP and MP damage totalled up to the current point.
# --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - -
# <damage: 150% rate>
#----------------------------------------------------------------------
when /(\d+)()(?:RATE|INFLATE|DEFLATE)/i
percent = $1.to_i
@hp_damage = @hp_damage * percent / 100
@mp_damage = @mp_damage * percent / 100
next
when "HULK"
The Screenshot Topic Returns
author=LockeZ
Veris's office at the Truelight Detective Agency.
I kind of want to add a ceiling fan but have no idea how to do that from an overhead perspective without it looking retarded.
how bout just the shadow of one whirring on the floor?
edit: well maybe you'd then also want some of the papers to be slightly animated/russling
Calculated Hiatus
author=NewBlack
In other news, I really dislike your windowskin and text colour. Sorry :(
ikr. that's just default windowskin turned purple, and the green highlighting for stat names was literally completely random - just wanted to make sure I highlighted what needed to be highlighted for formatting and visual testing of the window. ("Gotta highlight stats in a color, uhhhhhh too lazy to check my color chart, \c{3} oughtta do it"). Things like tweaking the windowskin and text colors will come later when I am doing more polishing and/or updating it on a real game page. DULY NOTED
this is why you shouldn't post screenshots of such early WIPs
Share your Battle abilities and algorithims
author=LockeZ
FF12
I really enjoyed FF12 and it gets an unfairly bad rap. but now ... I don't know if I can look it in the eyes anymore
on topic,
author=LockeZ
My damage formula is so simple.
For normal attacks:
damage = 10 * caster.atk / target.def
For physical skills:
damage = base * caster.atk / target.pdef
For magical skills:
damage = base * caster.mag / target.mdef
I used these formulas (more or less) for the current much more "simplistic" project I'm doing. Everybody's base stats are all 10, 'cept for what you get from your class or whatever. 20 STR vs. 10 END = double damage. Mathematical simplicity for players is good! It depends on how many stats you have, and how many effects they have on game mechanics as a whole. Personally, I wanted to make sure that every stat has a use for every class, so I got rid of "STR" and "MAG" and combined them into "PWR." All attacks use PWR for base damage. damage = base * caster.pwr / (target.pdef or target.mdef). That way you cannot possibly screw yourself over by being a mage who took STR bonuses or whatever. But defense is still split, so there is a distinct difference between physical attacks and magical spells.














