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Events of the Pandora's Box

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[RMMV] Quick Tileset Adjusting and/or Tileset Finding!

So, I found some tilesets that I'd like to use. However...I have no idea how to actually get these to work with any proper tilesets. These are from whtdragon.



I was trying to get these merged together with the default RPG Maker MV Dungeon tileset to use for a Sea Cove/Sea Floor/Atlantis level (the Atlantis one might need more done with it). If anyone is able to help edit this for me, I'd highly appreciate it. Or, if anyone has anything that would help for these particular dungeons, I'd also appreciate it. I figured these tilesets might be enough?

For those wondering and perhaps have good resources to use for these, I am trying to get tilesets for these particular dungeons:

Sea Cove/Sea Floor (see above)
Atlantis (it'll be in ruins, but don't know if the above could work with that or not?? It's not entirely underwater, there's ruin parts you go inside that isn't submerged)
Hell (Not sure if I have the right tileset for this??)
Castle (something that's a bit...fancy? I have one that may work with it that's using a mansion tileset, but dunno if that'd work for inside a castle too?)


Those are the main ones. There's a couple OTHER areas, but those require more knowledge about the project I'm working on to be able to really talk about those.

Again, any help is much appreciated! ^^

[RMMV] Xenomic's Question Thread!

Say, KrimsonKatt, could you point me to that Yanfly plugin for the skill point system thing? I'm apparently either blind or just can't find it. I found a Skill Cost Mastery, which reduces MP cost of skills the more they're used, but I don't know if that's what you're referring to??

Screenshot Survival 20XX

So! Gonna share some map screenshots (in SPOILERS so they don't take up so much space), if that's fine?


Fauna's Cottage (see reference above to what I'm trying to recreate):


Inside Fauna's Cottage (1st floor/2nd floor. Room background used for her streams is meant to be the second floor room. I feel I need to move the walls down one tile??)




Fauna's Forest (Left Path. Where the player is meant to go for Prologue boss fight):



Fauna's Forest (Right Path, leads to first actual dungeon of the game):




Not sure if these are fine or not. I honestly feel like the forest section is TOO short. I know it's the prologue chapter but...I dunno, something doesn't feel right, if you know what I mean?? Any suggestions? I thought of making the left/right paths loop around to the top and connect to one another, so that'd be a 3rd area, where the Prologue boss fight would take place somewhere. No gimmicks or anything in the forest, since it's Prologue. There are hidden little areas (you might be able to spot it in the last image), but yeah...

Screenshot Survival 20XX

Is it possible to use a different tileset without changing tilesets? Or would I have to switch the tilesets to use the fountains and/or anything else I need? Also, is this map good so far??

(In addition to all of this, say that I want to transport 2k3 stuff over to MV. Is that even viable?? Not that I'm probably going to do that because that would clash with the artstyle of not only the tilesets, but the character sprites I'm using, but thought I'd ask)

The sprite style in question is here:

Screenshot Survival 20XX



First time mapping in MV, and kinda stuck with default tilesets since I don't know anywhere to get tilesets. I can't exactly replicate what I'm aiming for with the default tileset, and this doesn't look super nice to me, but...maybe I can get advice on this? It's very different compared to 2K3's mapping, which I'm more familiar with.

For the record, this is what I'm trying to replicate:

[RMMV] Xenomic's Question Thread!

Yeah, it's not going to be summoning anyone else to stay in the battle (that sounds like Final Fantasy X's summon, which isn't what I'm aiming for at all). It's still just something you can equip to your character, and it would still give a Summon ability like a normal summon (but instead of costing MP, it'd cost part of the Limit gauge, or the entire Limit gauge, to do to prevent spamming it only). I got the passives set-up for the summons, that part wasn't too hard to figure out (just had to make sure whatever I gave them wasn't going to be TOO broken. Some passives are just states that certain characters can give to the party, but permanent to that party member). I think it's possible to gain/lose a skill via equipment, so I might try that and see.

Ah, so no way to like...temporarily slot points into an ability or whatnot? The thing I was thinking of was moreso like the Magic Stone system in Final Fantasy IX, where you had a limited number of Magic Stones you could use to give passives to your character, but in this case, you could give them passives as well as boosts to skills, but only if you had enough points. If that's not viable, then might have to rethink how I want to handle the skill system.

Heh. If you think these things were ambitious, you should've seen the first game. That one was FAR too ambitious with the mechanics, especially given it was done in RPG Maker 2k3 (I'm sure Marrend and LockeZ both know exactly how that went).

For the record, the previous game took 11 1/2 years to complete, and the playtime is upwards to 70-100 hours. This game is not going to be anywhere near that length of time, nor that involved (previous game had 20 some playable characters, 10 some optional characters, and 20-30 some temporary playable characters, all with their own gimmicks and the like). The current game is split into 7 chapters, but there's a total of 20 dungeons in the main story (1 is revisited), and only a few will be semi-long (the last dungeon is the longest in the game), which is FAR less than what I had in the previous game lol. I am using quite a few of Yanfly's plugins for the skills (really, the only ambitious thing I can think of is the Collab and skill upgrade system. I figured the skill upgrade system might be too hard to do properly, but I really would've liked to be able to do something with it. The Collab I was really hoping could be done at the very least, same with the Limit system).

[RMMV] Xenomic's Question Thread!

Yeah, the gamepage had a vid in a blog from you from 2019. I dunno, just something I noticed lol.

Debugging does sound pretty aggravating with that. I was afraid I'd have to make like 8 copies of every summon ability and 8 copies of every "Collab" command to do this like it was way back in 2k3 lol. Would you recommend this route at all for what I have planned or something else entirely? This was just my main idea for the Summon system, after all.

Hmm...wonder if that idea would work with party-unique team Limits. One such party-unique team involves one party of 4 very specific characters, and they'd be the only one with a 4-team Limit. Everyone else would mostly be 2 characters needed with full Limit to perform the dual Limits at all. I don't know if the Action Time matters in CTB or not, it's hard to tell. Still experimenting with things with that.


EDIT - Also just thought of this, but I do have a vid that showcases all the abilities I currently have made (this was before fixing bugs with the ones in the vid that weren't working). Is there a place I can share that at all??

[RMMV] Xenomic's Question Thread!

Huh. Odd, when I clicked the link you put, the vid wasn't there because it said the YT channel was terminated lol. Maybe I just assumed it was yours for some reason. ^^;

Yeah, that's how Limits were handled from the plugin/method I saw was through TP (I don't use TP at all, so I can use it for that. I don't know how MV handles TP in general, so I'd have to really look at that more). Does adding the skill to the specified character only allow them to use that skill if everyone had a Collab command (so if everyone had at least 1 Collab on, they'd all have access to the Collab command)? The reason I'm tying it into the Limit system is so if you have enough for both a Limit or the Collab, the player would have to choose which would be better for the situation (even moreso if they have effectively dual Limits with other player characters. There are only 8 characters in this game, mind you. It's not as silly as Touhou Fantasy's 20-30 some playable characters lol...).

As for the very specific Collab, that one has a normal one if the requirements aren't meant, and the special if it is, and that one is an endgame superboss. Would this mechanic also apply to party-unique team Limits?

[RMMV] Xenomic's Question Thread!

Mmmm...lemme try to explain more. It might be more akin to say...Espers in FFVI??

Basically, here's how it works:

*You do a Showdown to fight said Collab (optional fights, you don't get a single one through the main story).
*After defeating the Collab, you get them as a piece of equipment (the shield slot is renamed Collab. There's no Armor, Helmets, or Shields in this game, just Weapons, Collabs, and Accessories). You only get 1 copy of any Collab in the game, an there's I believe 20 of them in the game you can get.
*Equipping them confers various stat boosts/penalties and unique passives.
*Equipping them is what would allow the user to summon them during battle (not as a MP cost, but as part of the Limit gauge cost, to keep it more balanced and so you don't just spam them continuously. I guess I COULD make them a once per battle thing, or a X cooldown type skill (which there's a plug-in for...). Only the user can summon their Collab, nobody else can.

Does that help explain it? Reading what I saw about Unite in your game (also, what happened to your YT channel? It's gone? D: ), that does sound like how I'd want to do Limits (and only Limits). I don't know if I'd do that with Collabs or not, that does sound like extra work, but there is one very specific Collab that I WOULD do that with, if only because it's only fitting (but requires not only to be equipped on one of 4 specific characters, but all 4 characters must be in the same battle and must all have full Limit to do it). Otherwise, the Unite mechanic would be between very specific characters and very specific Collabs (if they had those Collabs equipped).

So, with that said (and hopefully explained better), would that still be hell? I am using Yanfly's CTB system for this game (I polled people about the DTB/ATB/CTB system and most, including myself, said CTB, though some said DTB too. Hardly anyone said ATB), so don't know if that'd be helpful or not.

[RMMV] Xenomic's Question Thread!

Much obliged for the help. I ended up dummying the move outright since I couldn't figure the ability out, but that coding might be useful for other ideas in the game~

Since I'm here, I have a couple more involved questions.

1) Summons. So, the idea I have is that you can equip summons (called Collabs in this game) to each character. Each Collab gives a set of bonuses, for example:

Imbue Element: N/A
Element Resist: Darkness (50%)
Element Weakness: Light (100%)
Imbue Status: N/A
Status Resist: N/A
Stats: -40 ATK, 20 MAG, 80 Max MP
Additional: 20% chance for magic attacks to do extra damage, up to 5 hits, Encounter Half

This is what one Collab gives. You can only equip them to one character at a time (i.e. you cannot equip this Collab to any other unit), which works nicely for the passives and such...however, I WOULD like to make them, ya know, Summons. And the method of which I think would help is to do it via like a Limit Break. I know there's a way to do Limit Breaks, and I'm probably going to go that route (every character has: their own Limit, potential Limits with other playable characters, and then the Collab Limit which may or may not vary depending on who has what (taking Fauna as an example, her default Limit would be Let Me Stay Here (and later she'd get Wrath of Nature), some limits she might have with others, if they have a full Limit as well, like say...Bijou, would be Agent 4'7" (it would take both characters with full Limit to use it, and I'd like to make it take up both of their turns, if I can with the CTB system), and then the Collab summon ability). I was trying to set it up so that when you equip a Collab, it gives the character the Collab menu (which I may not use) and then add the summon that way, but then everyone would get access to that. I could potentially have 8 different versions of the same summon and command, but that feels unnecessary and I feel like I could probably code around it??

2) Upgrading ability system. This one is more involved, but I was thinking of having a system where you can slot points into abilities and/or passives, which you gain X points after every level up, so you'd be limited on points. You can remove the points so that you can reslot it into anything else, but as an example, you could slot points into Fauna's Feel Better Beam (normally heals one ally's HP equal to 25% of their Max HP), which you could upgrade the healing potential (50% > 75% > 100%, but increases MP cost obviously), could reduce MP cost, or potentially add other effects (for example with Feel Better Beam, maybe it heals some status ailments on top of the HP heal, or maybe it heals a little MP?). How viable would a system like that be to do in this engine? I have all the skills already set up, so it's just a matter of figuring out how to do the coding for this.

If anyone could help with either of these, that'd be great!! Both are big parts of the game that I'd like to work on, and I feel it'd make strategies more interesting in the game too!