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Events of the Pandora's Box

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[2k3] Changing Monsters mid-battle

So, here's a question that's related to this gimmick:

"*For Louise, give her the gimmick of phasing in and out of damage (when phasing out of damage, summon 2 spirit flames). Defeating the flames will make Louise targettable again, but Louise can absorb the spirits as well to regain 10% Max HP. After absorbing X spirits, she'll change into her second form, which has a different, more powerful moveset but without summoning the spirit flames. After X turns, reverts back to normal phase."


Essentially, I need to make it so that she switches out for another monster that's immune to everything, and then comes back later with the same HP she had before leaving. Now, normally Hidden would work for this...if I didn't have to switch back ever. However, since the fight requires the boss to switch to and fro versions, I can't go this route unless there's a way to make the enemy/boss's HP restored to what it was prior to being inflicted with Death so the player can't see that.

In addition to the above, there is going to be a Magus/Hein-type boss who will change from one form to another (same boss, but different elemental weakness/resistance). The same problem applies here in that Hidden won't work, and I need to make it so that all of the forms have the same HP upon changing to them (including reviving them but not showing their HP heal). I would think Transform Monster would work, but that would just show the name "Transform Monster" when using it (for example, for the Magus/Hein boss, I would like it to display Elemental Shift or some such instead of Transform Monster).

Any help on this matter would be much obliged. ^^;;

Xenomic's Sprite Thread! GASP!

I know right!? Me!? SPRITE!? BWAHAHAHAHA!


But in all seriousness, I thought it was about time I tried to do something again. You can thank Ryoga for somewhat perking my interests again and to Chamat for getting me attempting this again. I'm still not a good spriter by any means, and I haven't sprited anything in 3-4 years. None of these are meant for RPG Maker mind you...mostly for funsies.


Some of the more ancient sprites (found in my ancient thread years ago). Keep in mind that these have NOT been touched in 3-4 years, and this was back when I first attempted hi-res style (the only one I actively tried to fix up was Reimu. Komachi was the very last one and was in beta before I stopped):


Touhou Hi-Res Sprites (Guilty Gear styled):

Komachi Onozuka:




Reimu Hakurei:




Remilia Scarlet:




Sakuya Izayoi:




Youmu Konpaku:






And now for more modern time stuff!


This here would be my most recent project (the other sprites above are about 3-4 years old, and I never really went back to fix them after I did them. Reimu took about 4 days straight to do, while everyone else was less than that). For those of you who do not know, this is for Maria Renard from Castlevania: Rondo of Blood. Yes, the younger one that was her first appearance.




It's just a rough outline right now (only took 3-4 days to outline the entire thing while fixing some issues here and there), and yes, I know there's issues still with it (those feet, probably too short of legs, probably too long of arms, etc.). I'm slowly working on it (usually 30 minutes to an hour per day), but if anyone can give criticism/feedback/suggestions, that'd be great. If I need to post the reference images (mostly found over on the Castlevania wiki), I can go fetch them if you're curious.

For height reference, I am using Guilty Gear's May as reference (since she's 5'2", I'm trying to keep Maria here shorter than her, since I'd assume she's shorter than 5'2". Wiki doesn't list her height so I have to guesstimate...).

[2k3] Multiple Party Switch System

Ok, this has been asked a million times by people everywhere, and I need to ask this now too. I have the system in my game, but it doesn't exactly work properly, and I'll need to redo it anyways...

Anywho, the thing I need help with is setting up a multiple party switch system (i.e. FFVI's Kefka's Tower, where you control 3 parties, and with the press of the Square button or whatever button, you switch to the next party). I would like to implement this into the upcoming dungeon I'm designing right now, but I don't know how easy/hard it really is to make it work between multiple maps (I'm trying to avoid having too much stuff on one map for the most part, plus I CAN'T have everything on one map).

If anyone can help me out with the coding (I haven't even started it as I don't know where to begin), that would be fantastic. ;__;

[2k3] Requesting mappers!

I am humbly requesting any mappers who would be interested in helping with making maps for my game, Touhou Fantasy. For those who are curious about it, you can find information here:

http://rpgmaker.net/games/3758/

I am requesting someone to help with mapping while I am taking care of other things, such as emotion icons, fixing up battle animations, etc., so as to speed up the progress of the game. For information on what needs mapped and possible ideas behind the dungeons and their layouts, feel free to leave a message here or in PM. I am hoping that someone out there is willing to help out to some degree. ^^;;

[2k3] Enemies/Bosses: Upgrading and Degrading Suggestions

This topic is a special one, in which I slowly ask for you, the community's, help on deciding on how to fix up enemies and bosses in my game. Yes, you! You're probably thinking "C'mon, you know your enemies and bosses better than us! You can handle it!". Well...it's always nice to hear what others have to suggest to make enemies not as difficult/underpowered as can be. Perhaps you can help by not making said enemy or boss ridiculous! So, shall we begin? Hopefully this topic won't seem TOO silly and/or begging/attention whoring/whatever. ^^;




So here's the dealio with Hina here (note, she is the 4th boss in the beta2 segment of my game, making her the 16th boss of the game. Not that that should matter):


Attack (standard fight command; 7 priority)
Bad Fortune (AoE Confusion, deals 100 non-elemental Magic damage; 10 priority)
Broken Amulet (AoE Blind, deals 100 non-elemental Magic damage; 10 priority)
Misfortune's Wheel (Single target, reduces ATK/DEF/MAG/SPD by ~20, Magic elemental; 10 priority)

*Blind reduces Accuracy to 70% and also prevents usage of physical skills.



So here's the thing...I want Hina to deal with statuses (Confusion and Blind in this case). I could easily give her another attack or two from her playable version if I really need to, but the main problem here is the AoE Confusion. It's not that it does too much damage (most characters that you bring to fight has at least 400-800 HP, so it's not super dangerous), but the Confusion proc can happen pretty easily, and you don't have protection to Confusion until AFTER the fight. I still want this to be a thing Hina can do, but I don't want the other 2 moves to take that much priority.

Now, before I go on too far, I am thinking of making a "Spellcard System" for my game, based off of the Touhou series (and by extension, Genius of Sappheiros and Devil of Decline, which is where the idea came from). Essentially, the boss's strongest move wouldn't be usable UNTIL she charged up a bomb (would probably be called Bomb Charge or something). The turn after she uses this, then the boss would use said strongest move, which would give the player ample time to prepare for it (or die to it, depending on the type of attack it is. It would vary from boss to boss obviously, and this isn't going to be used for random encounters as it wouldn't work with them). It is possible that sometimes bosses will have multiple levels of charges (so a boss later in the game could use a level 1 Bomb attack or a level 2 Bomb attack, depending on if said boss decides to use the attack or to charge up again and THEN use the level 2 bomb). Think of it as a Super or something.

Now with that out of the way, while Bad Fortune seems like it could fit the Bomb charge attack, I'm not certain. Her strongest move normally is just single-target, so it's easily recoverable from. Any suggestions here guys? And yes, I'm trying to stick to as close to canon with abilities and whatnot as possible (granted, she doesn't deal with Confusion/Blind in canon so much as curses but...).


I'm hoping this catches on, as this would help me out tremendously. Revamping enemies/bosses is something I've been wanting to do for a while now, but I just haven't figured out HOW I want to handle it.

One final note, I DO tend to keep enemy/boss stats somewhat around what the playable characters would be around that time, if not slightly higher than them at times.

[2K3] Reducing Lag In-Game

Alright, it's that time of the year again where we all sing about campfire songs and...oh wait, this isn't what this is about? Oh...


Anyways, on a more serious note, I've been having some tremendous lag in some areas of my game (notably, the areas where I actually used events for mapping). In some OTHER areas not those (where it's normally mapped), I get a slight lag after battles. In the 2 areas where I used events? It lags...really...really...badly. At first I checked each parallel process I had, and reduced it down to the HP/MP +% stuff. However, now that I look at this list I compiled...



0003: Timer
0006: Change Cirno
0007: Encounter Stuff
0008: Blue Mage
1363: Money Ring
1364: HP +10%
1365: HP +20%
1366: HP +30%
1367: HP +40%
1368: HP +50%
1369: MP +10%
1370: MP +20%
1371: MP +30%
1372: MP +40%
1373: MP +50%
1374: HP/MP +20%
1375: HP/MP +40%
1376: HP/MP +60%
1379: Weapon Bonuses
1385: MP Stroll
1394: Bubble
1447: Steps Taken Check
1457: Recover
1465: Equipment Abilities
1469: EX Keine
1472: Yuuka Passive
1677: Nitori Skills


That list is a list of all of the Parallel Processes I have in the game that do NOT run via a switch (other Parallel Processes/Auto-Start events shouldn't matter here at all since they're only ran when a switch is active). So my question is, how can I go about making the lag less but still have the ability to keep all of these common events? I don't really want to get rid of anything that badly, as these are all (mostly) important to characters (granted, the HP/MP +% stuff is only on accessories, but that'd mean I'd have accessories that do nothing...). Any suggestions for the weary traveler?


EDIT - To make things clearer, this is what each does:


0003: Timer (Used for anything that involves the timer. Doesn't go well with the Game Clock plugin possibly? I'm not sure, but it's used for anything regarding that).
0006: Change Cirno (Used for switching between Cirno and Advent Cirno depending on if she has the Advent Ring equipped or not in either form)
0007: Encounter Stuff (All of my coding for things like Half Encounter Rate/No Encounters/Double Encounter Rate, and whatnot)
0008: Blue Mage (This...doesn't seem to serve a purpose anymore? Not that I can find anyways, but it's like...one conditional branch with hardly any coding)
1363: Money Ring (Tracks the location of your character (if they move one pixel, you gain 1 Yen) as long as the character(s) (only 2) in question has the Money Ring on)
1364-1376: Adjusts the characters Max HP/MP values accordingly. Kinda big too
1379: Weapon Bonuses (Does things such as give stat bonuses/penalties, add/remove skills, and other such nonsense)
1385: MP Stroll (Much like the Money Ring, uses variables and X/Y coordinates to track the player's movement, and after X steps will restore MP)
1394: Bubble (Whenever the Bubble status is applied outside of battle, will run this event)
1447: Steps Taken Check (Same as Money Ring/MP Stroll, used for a skill)
1457: Recover (Only occurs if the character herself is in the party. After battles, will restores X% HP/MP to the party. Kinda big)
1465: Equipment Abilities (Much like Weapon Bonuses, for for other equipment)
1469: EX Keine (Used to keep EXP and Levels even between Keine and her EX form, used only in battle)
1472: Yuuka Passive (Both for Yuuka and Remilia, for them getting their battle bonuses)
1677: Nitori Skills (Giant common event for Nitori switching her skills around so that the player can utilize the effects of Chemist, Mirror Items, or both).

[2k3] Fatal Problem: Game auto-game overs

Note, this happens regardless of whether I use the "Execute Custom Handler" event or not in Forced Encounter, which never happened before. I had this problem long ago, which I THINK is related to something in the Common Events. However, I cannot pinpoint what it is (I've turned a lot of things from Auto-Start/Parallel Process to Call). No matter what happens, in the test battle, I will always get a game over regardless of whether or not the Custom Handler is there or has Remove Death or anything. Can anyone help on this issue? I need to resolve this fast. @_@;


EDIT - To make matters even more confusing, sometimes it'll game over, other times it won't....I'm honestly perplexed as to what's wrong. The battle I'm testing this in has NO battle events, so nothing should be triggering from there at all...

When to decide enough is enough?

So, I've been thinking about this particular subject due to a few folks here and there that I talk to and have help me brainstorm ideas for my game. I have been working on my game for a good 5 years now or so, and I'm only 50% done with it, storywise. Gameplay-wise, I am adding new additions for abilities and skills to characters and whatnot. However, when should one say enough is enough and quit working on one thing?

I have had several people tell me to just quit working in the database already and work on the story, and others say just wait until the story is 100% done before working on the database. I can understand where they're coming from, I really do (though maybe part of the reason I'm not working on the story is because mapping...but I digress), but I feel as though if I do that, then I'll have a mess trying to fix up battle events if I add in new stuff (which I probably will). So I keep working in the database, trying to get everything situated. However, I think I'm at that point where everyone agrees that there's just too much in this game (there's basically 28 playable characters, and about 20 temporary characters, if that says anything. The playables are the ones that I'm basically working with to upgrade abilities and the like), though I myself feel that there's still a bit more that can be done with it.


I have also been suggested to cut the story short, either just outright stop where I am in the story, or just split it into 2 parts. Neither of which I can agree with, mostly because A) It wouldn't feel right if the story just STOPPED where it is and B) Making it so that both parts line up perfectly from save file to save file sounds like a pain to deal with.



So, where should one draw the line on what they do in making a game? Should they work on one thing only until they feel it's done, and then move onto the next part? Or should they split up the work? Note that this game that I am working on is probably going to be my only game I'm going to do in RPG Maker 2k3, and probably in general, so I'm kinda going all out in it with the ideas for abilities and the like.


(For those wondering why I also brought this topic up, my latest blog which is the current changelog for the game should explain everything maybe...)

[2k3] Silly question, but concerning Conditions tab

Yes, I know there's a Help file. No, Vista (and apparently Windows 8) doesn't open the Help file so I can't look at it.

Anywho, this is concerning the Conditions tab, and the "% chance to recover each turn". Now, I'm assuming setting this to 0% makes it so that it doesn't recover at all (until the "Condition always abates after X turns" has been done). However, I am not 100% positive on this, as I have statuses that lasts 20 turns and set to 100% chance to recover, and they last the entire 20 turns (from what I know anyways). Can someone clarify to me exactly what this does at all? I want to make sure that statuses that are meant to stick around, stick around (well, I can do that by setting both % chance and turns abate to 0, but I mean if I have Regen last 20 turns, I want it to last 20 turns and not just randomly go away).


Actually, maybe it'd be nice if someone had a tutorial or file like this in their locker or on the site. Would make it a lot easier to find data on this for those who can't use the Help file like myself, but I know that'd be a lot of work to do...

[2k3] Steps Issues

I brought this up some time ago, but don't remember when or where, and can't seem to find it. Anywho, there is an issue with all of my common events/abilities which derive from counting how many steps the player has taken. Due to the nature of teleport events, they count as +2 to the steps taken for some reason, and in all cutscenes the steps will continue counting up (this was to be expected here). I was given a solution of making a variable or something to turn off the events while teleporting or while the cutscenes are occurring. While I haven't tested this with cutscenes, I have with teleporting, and setting my variable to 1 (so that the events will not work) before the teleport event, then teleporting, then setting the variable to 0 (so that the events trigger again) doesn't seem to work.

Is there any sound way to handle this? I mean, I COULD just let the player reap the benefit of the steps taken during cutscenes and teleports, but it seems like it can easily be abusable.

List of events affected by this:

1) MP Stroll (Unique to one character, in which she gains 10% Max MP back every 25 steps taken. While teleporting won't affect it TOO much, it can be an issue if someone figures out that that works and uses it to abuse it. Granted, that'd take a while to abuse but nonetheless. Steps taken needs adjusted at a later date).

2) Accessory that gives 1 yen every step. This isn't an issue with teleporting either, but in cutscenes it can add quite a bit of money more than likely.

3) Steps Taken for the Traveler ability. This one I don't know if it'll super affect or not (Traveler deals damage to all enemies based on a specific formula depending on the number of steps taken and another number, and doesn't reset the formula at all when used in battle).


So yeah...thinking on it, it might NOT be a big deal, but thought I'd ask for insight on this and the simplest way of dealing with it?