WITCHROLINA'S PROFILE
A little witch looking to test some of her ideas and philosophies of game design. With luck, she might be able to gain some insight.
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[VX Ace] Programming language for Scripts?
Well shoot... it seems that in my search, I haven't found any scripts that work well as a base for what I'm trying to do - a system based on the Golden Sun games. Which of course, means that a lot of the aspects of those games - the AoE heavy battles, the multiple types of criticals, and the unique class system - do not seem to have any community support that I could find.
Well that won't do at all. If I can't find it, I might as well make it. Thing is... I've not done any programming since high school. Nearly ten years ago. As such, it's time for me to pick it back up and start learning. Thing is, I don't know which language to learn for these scripts, so being pointed to a couple things would be much appreciated:
1st: A novice's guide to whatever language this is done in should help me to learn the ropes and understand what is what.
2nd: A beginner's guide to VX Ace scripting specifically, so I know what to look for and how to test it out.
Any other tips and points, or heck even flat out assistance will be most welcomed. Thank you for your patience.
Well that won't do at all. If I can't find it, I might as well make it. Thing is... I've not done any programming since high school. Nearly ten years ago. As such, it's time for me to pick it back up and start learning. Thing is, I don't know which language to learn for these scripts, so being pointed to a couple things would be much appreciated:
1st: A novice's guide to whatever language this is done in should help me to learn the ropes and understand what is what.
2nd: A beginner's guide to VX Ace scripting specifically, so I know what to look for and how to test it out.
Any other tips and points, or heck even flat out assistance will be most welcomed. Thank you for your patience.
[VX Ace] Changing character/actor heights
So VXA seems to be stuck in the Pre-FF6 era, having each character on screen taking up a single tile worth of space. I've got a couple of issues with this.
1: I wish to be able to use sprites with different proportions - in particular, the setup I'm looking at uses 32x16 sprites:








2: As you can see, they're also facing more than four directions. I don't like being locked to a grid, and giving the player much more freedom of movement (as would be expected of a game with modern design principles) is something that I'd like to be able to implement.
As for those sprites themselves, though I didn't make them, I did commission their design. The sprites themselves were adapted from that by Atrius of the GSHC. The first column is the casting animation, the second is the idle animation. Obviously, these would be cut into sprite sheets in the final product, but they were posted here to give a visual example of the kind of sprites I'm wanting to use.
1: I wish to be able to use sprites with different proportions - in particular, the setup I'm looking at uses 32x16 sprites:
















2: As you can see, they're also facing more than four directions. I don't like being locked to a grid, and giving the player much more freedom of movement (as would be expected of a game with modern design principles) is something that I'd like to be able to implement.
As for those sprites themselves, though I didn't make them, I did commission their design. The sprites themselves were adapted from that by Atrius of the GSHC. The first column is the casting animation, the second is the idle animation. Obviously, these would be cut into sprite sheets in the final product, but they were posted here to give a visual example of the kind of sprites I'm wanting to use.
Critical Damage Formula?
I was wondering if it were possible to manipulate the formula to determine critical hits and the damage they cause. I am very much not a fan of the flat Double/1.5x multiplier for critical hits, preferring instead a more dynamic rate of damage. In particular, the damage formula I wish to use for critical damage is this:
As you can see, it's based on the attacker's level - thus, as the character levels up, the critical damage bonus they get rises as well. Is it balanced? Not quite sure. The flat numbers seem fine, but what I really need is a field test against mock enemies... and in order to do that, I need to not only be able to manipulate the formula itself, but also the critical rate.
Between my approach and whether it's possible to do with RPG maker, I'd appreciate your thoughts very much.
Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.
((offense - (defense * (1-(CV/100))) / 2 ) * (1 + (CV/100))) + CV
Where CV = Attacker's Level / 3
As you can see, it's based on the attacker's level - thus, as the character levels up, the critical damage bonus they get rises as well. Is it balanced? Not quite sure. The flat numbers seem fine, but what I really need is a field test against mock enemies... and in order to do that, I need to not only be able to manipulate the formula itself, but also the critical rate.
Between my approach and whether it's possible to do with RPG maker, I'd appreciate your thoughts very much.
Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.
Statistical Targets?
In one of the games I've played, a character's level up stats are determined by what its fandom calls "Stat Targets" - specifically, static values are assigned to Levels 00, 19, 39, 59, 79, and 99. However, there is some randomness involved. Because it's not a static value at each level to hit each target, it is possible to hit above or below the target, thus turning the target itself not into a value that the character will always reach, but rather a statistical average that the level up formulas trend around.
I was curious if it was possible to create something with a similar effect, or if I would have to manually rig the characters to emulate such a growth type.
Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.
I was curious if it was possible to create something with a similar effect, or if I would have to manually rig the characters to emulate such a growth type.
Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.
A pleasure to meet you.
Greetings. I've been looking into RPG maker recently, not as a means to create an RPG, but possibly as a means by which to test out a few of the ideas I have. My particular specialty, or least what I believe to be my specialty, is mechanical design.
After looking around, I'm happy to see that I can customize damage formulas to what I need, and hopefully the RPG Maker software has enough tweaking options to emulate what I'm trying to do to a close estimate. Thankfully, the stats seem to work just as the ones I'm working with - particularly surprising seems to be luck, which if what I read correctly, acts as ailment/effect resistance, just as in Golden Sun, from what much my what I've built up has been inspired by.
I hope to learn more about what the software is capable of, and perhaps with a bit of guidance and mcgyvering, can do a solid test of my ideas. Thank you for your patience, and I look forward to working with many of you.
After looking around, I'm happy to see that I can customize damage formulas to what I need, and hopefully the RPG Maker software has enough tweaking options to emulate what I'm trying to do to a close estimate. Thankfully, the stats seem to work just as the ones I'm working with - particularly surprising seems to be luck, which if what I read correctly, acts as ailment/effect resistance, just as in Golden Sun, from what much my what I've built up has been inspired by.
I hope to learn more about what the software is capable of, and perhaps with a bit of guidance and mcgyvering, can do a solid test of my ideas. Thank you for your patience, and I look forward to working with many of you.
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