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Trials of MZ

author=Avee
There might be a bug in Caudecus: When I need to call someone (I don't remember their name), they never answer.


Could you send me a save file and I'll check this.
It's supposed to unlock after you treated all five patients in the hospital (the boy should only be treatable after the other 4 have been dealt with)

Trials of MZ

Elevator

I was expecting a space invaders / falling rubble type level in the elevator using the "up" shot to shoot things out of the air, but it was funny as it is with the goons running away.


For timing, you could use a parallel event on the map that looks like
* Control Variables TIME += 1
* wait 60 frames
And get a time for the level by reading that variable at the end.
You wouldn't get the on screen display of the timer function though (not sure if you can easily pause the timer without a plugin though)


@Delsin - Math Reider

Like: This could be a fun math teaching game for kids
Short simple story with 3 characters to join your party

Improvements:
Multiplying four numbers is much harder than adding four numbers - might want to make "V cut" a little easier by using 2 or 3 numbers. (maybe the "do you know basic math, are you sure?" questions would have made the math puzzles easier...)
Would have been nice to have the goblin tower in the game, but you ran out of time, I think...

Trials of MZ

author=Marrend
*Edit: Reloading the gun should be possible with a "Guard" action. Having a separate "Reload" action/skill just didn't make sense to me.


Ah, I didn't notice any reload when guarding...
May be a case to rename the guard command so it's more clearly a guard + something extra.

@Beregon - Luke Diamont Absolute Mayhem

Liked: Writing and character design match the 1980s action movie aesthetic well.
The whole thing is a romp best experienced by moving forward aggressively rather than carefully shooting everything

Improvements:
I got stuck at the very start, because although the game said to turn off auto dash, it wasn't obvious that vertical jumps would be higher when holding dash.
The motorbike stage I was also struggling with controls.
Maybe add a time bonus for finishing stages quickly as a risk/reward thing for players trying to get a high score.

Trials of MZ

@Deckiller - project4

Liked:
In the first level of the dungeon where damage and HP are very limited so every fight is a puzzle boss.
The different classes having on map abilities for potential replay value - I picked the assassin which gave some extra chests and an in-combat steal ability (steal a goblin's teeth right out of its mouth)
Decent mapping overall, though the green and brown autotiles visually clash for me.

For Improvement:
After obtaining a class, fights felt frequent and grindy without the earlier tight balance.


@Puddor - Fragments

Liked:

Nice intro cutscene - is it an Isekai?
Use of shadow pen in town map to make buildings have nice shadows
Mapping in general makes the RTP look better than it ought to
AP skill learn system constructed out of item drops and variables.
Use of busts with face expression edits
Curse your sudden yet inevitable betrayal!
Use of battlers as conversation busts

For Improvement:

If you change the events on the skill tree to "above player" or "below player", then the
player as cursor and the event would be able to occupy the same space, and select the event
where the cursor *is*, rather than butting against.
There are a few word wrapping issues where dialogue and descriptions are cut off - nothing a round
of polishing wouldn't solve.
Screen tint in the cave is a little dark (it's good for cut scenes but a little much for navigation)


@Marrend - Heavens Gate MZ

This seems to be a remake of your VX Ace game Heaven's Gate. This sort of remake is probably a good exercise in getting a feel for the engine and comparing what you like about it with VX Ace that you're very familiar with.

Liked:
The mercenary nature of the protagonist and interactions with the townsfolk changing as you open more gates.
The respawning treasure chests suit the gameplay loop you have.

For Improvement:
Would like a way to reload the gun without needing to rest at the inn.
This may be a personal preference, but a gameplay loop of fighting encounters and resting at the inn repeatedly until leveled up enough to fight the next gatekeeper loses its appeal.
Some of the encounters in the second area were tougher than the first gatekeeper, so I needed to go back to the desert and grind for a bit.

Script for "get" CharacterImage

> Alternatively, is there a way to change the index number of an actors CharacterImage within the same file?


I think this is your best approach. Use one character sheet for each character and put the behaviour animations in the same place for each.

In Game_Actor, there are these functions:
characterName()
characterIndex()
setCharacterImage(characterName, characterIndex)

So for a script call you'd want:
const a = $gameActors.actor(id_of_actor);
a.setCharacterImage(a.characterName(), index_you_want);

And remember you can use $gameVariables.value(id_of_variable) to use variables to parameterize your script call.

[RMMV] RPG Make MV battle weapon icon help needed!

If you look in img/system folder, you'll find three graphics, "weapon1", etc.
You can edit these to replace the weapon types you're not using in your game with more variations of the weapons you are.

Then in your database, create a "wooden sword" weapon *type*
Assign it the side view image for "whip", or whatever you replaced (and make sure the motion is correct: swing is usual for swords)
And make sure every class / actor that uses swords has both the "wooden sword" and "sword" equippable.
Set your wooden sword weapon to be the wooden sword type.

Repeat for each unique image - you get 32 types out of the box, which should be enough for most games. You'd need a plugin to go beyond that.

[RMMZ] parameter parsing

Plugin parameters and command arguments give us lots of data types, including structures.
Unfortunately these are all encoded as strings, and it's left to the plugin to decode it. The 'schema' expressed in magic comments is only accessible to the editor.

Which leads to lots of boiler plate repetitive code - a simple JSON.parse returns booleans and numbers as strings, structures as encoded strings that need to be JSON parsed again.

What approaches are people taking to this?
I've seen hungarian notation (embedding type information in the parameter names), but dislike this if there's a better option.
Using a schema or fixed code relies on replicating the information faithfully in the magic comments used by the editor.

Aremen's Prophecy - Community Game Sign up!

Name: Sarah
Portrait: B2
Personality: Patient, Hardworking, Reckless
Team: VX
Weapon: Spear
- Strength: 4
- Intelligence: 3
- Vitality: 7
- Agility: 6
Paper

Tie-In: Sarah is the main character of Innkeeper Sarah. Certain choices lead to an early game end where Heroine Sarah has to go off and save the world. She'd be happy to return to Innkeeping... but y'know, Mandatory Quests.

Help with Power Up Transformations! [RMMV]

So "user" is bound to the user of the skill. "target" is bound to the target.

Try replacing "user" with "target" in the code.

For general javascript learning, this site is good: https://developer.mozilla.org/en-US/docs/Web/JavaScript

[SCRIPTING] [RMMV] Actor Face not displaying properly on Scene_Menu

Think you're running into an async loading issue.
And visiting any of the other scenes means the face set is already in the image cache.

You can call bitmap.isReady() in your update function and redraw when the images have loaded.

e.g. look at what Window_Message.prototype.updateLoading does