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3at a Cactus - Be in my game!
RPG Maker Gacha
Protagonists from a couple of my games from last year:
Name: Shalath (Slime Quest)
Class: Slime
Equipment: Daggers
Stats: HP MP STR MAG DEF SPI AGI
Overdrive: Chromatophorea (neutral) / Skinwalk (evil)
Mimic the appearance of another by changing the colour of her surface, or wear their hollowed out skin.
Skills:
Fission - Shalath uses 25% of her max HP to spawn a helper slime (2 turn cooldown)
The helper is of a random type: Sinister (casts poison and DEF debuff), Dexter (casts regen and harden (ATK buff, DEF debuff)) or Anterior (draws aggro)
Fusion: - Shalath absorbs a helper slime, healing by its current HP
Passives: Weakness to FIRE element.

Name: Aria & James (Contagious Magic)
Class: Blue Mage
Equipment: Fists (Aria) / Pistols (James)
Stats: HP MP STR MAG DEF SPI AGI
Overdrives:
Stardust Ray
Aria leaps into the air and attacks with a concentrated beam of starlight (radiation included), inflicting heavy RADIANT damage.
Magic Bullet
James fires a single shot. It cannot miss, ricocheting to hit a target behind cover if necessary, inflicting heavy PHYSICAL/PIERCE damage.
Skills: Situational
Passives:
Contagious Magic - Aria has a 50% chance to learn any magical attack she suffers. Following close contact with another blue mage, she will learn all their blue magic type skills.
Vector - Following close contact, a human without a character class becomes a level 1 blue mage with the Contagious Magic and Vector traits.

Name: Shalath (Slime Quest)
Class: Slime
Equipment: Daggers
Stats: HP MP STR MAG DEF SPI AGI
Overdrive: Chromatophorea (neutral) / Skinwalk (evil)
Mimic the appearance of another by changing the colour of her surface, or wear their hollowed out skin.
Skills:
Fission - Shalath uses 25% of her max HP to spawn a helper slime (2 turn cooldown)
The helper is of a random type: Sinister (casts poison and DEF debuff), Dexter (casts regen and harden (ATK buff, DEF debuff)) or Anterior (draws aggro)
Fusion: - Shalath absorbs a helper slime, healing by its current HP
Passives: Weakness to FIRE element.


Name: Aria & James (Contagious Magic)
Class: Blue Mage
Equipment: Fists (Aria) / Pistols (James)
Stats: HP MP STR MAG DEF SPI AGI
Overdrives:
Stardust Ray
Aria leaps into the air and attacks with a concentrated beam of starlight (radiation included), inflicting heavy RADIANT damage.
Magic Bullet
James fires a single shot. It cannot miss, ricocheting to hit a target behind cover if necessary, inflicting heavy PHYSICAL/PIERCE damage.
Skills: Situational
Passives:
Contagious Magic - Aria has a 50% chance to learn any magical attack she suffers. Following close contact with another blue mage, she will learn all their blue magic type skills.
Vector - Following close contact, a human without a character class becomes a level 1 blue mage with the Contagious Magic and Vector traits.
Theme Roulette 2
Cashmerecat is streaming them (and has been reporting performance problems with MV games when streaming, that don't happen when not streaming).
I didn't suffer lag when playing your game, I thought the lighthearted story was a nice contrast to the heavy games I'd played just before it.
The puzzles were simple if not for the timed element which added a bit of challenge to some of them.
I didn't suffer lag when playing your game, I thought the lighthearted story was a nice contrast to the heavy games I'd played just before it.
The puzzles were simple if not for the timed element which added a bit of challenge to some of them.
Theme Roulette 2
Yeah sorry about the battle texts, I was testing with the black grid background and added battle backgrounds at the very end of the event. The computer font isn't easy to read. (But those popups in battle repeat after you see them all, so hopefully you get another chance to catch them)
Glad you liked the stuff I put the most effort into.
I'll make a native linux package for the game page, since MV can do that. (and I can test it)
Glad you liked the stuff I put the most effort into.
I'll make a native linux package for the game page, since MV can do that. (and I can test it)
Theme Roulette 2
author=NoBody13
Is there anyone who played all the games already?
I still need to finish The Mall, and try the version of psy's that doesn't softlock at the start, but have played the rest.
author=Garage
I played about half of them. Some of the games won't start with my setup anyway since I'm not using Windows.
@garage what OS are you using? I didn't bother to make non-windows packages as for my other games they had zero downloads.
[RMMV] Custom gauges for ATB, is it possible?
Yes, all the default bars go through this function.
Most of yanfly's plugins do too (but with their re-implementation in YEP_core), just with different colour values.
So the one place would be able to reskin all of them.
If you're adding surrounding graphics like the gold frames in Bulma's post, you'd have to watch out for stacked bars like the barrier script if you're using that.
If you wanted to check if custom gauges are using the same function quickly, do something like changing the 6 to 3 in the gradientFillRect line.
That would give quite ugly half height gauges on a full height background for anything using the standard function to draw a gauge. Anything that doesn't change is using its own code.
Also, Moghunter has made a number of plugins for re-skinning bits of the UI which might help in your quest.
e.g. https://atelierrgss.wordpress.com/rmv-hp-gauge/
https://atelierrgss.wordpress.com/rmv-battle-hud/
(I haven't personally used these plugins, but I've seen a few games that do)
Most of yanfly's plugins do too (but with their re-implementation in YEP_core), just with different colour values.
So the one place would be able to reskin all of them.
If you're adding surrounding graphics like the gold frames in Bulma's post, you'd have to watch out for stacked bars like the barrier script if you're using that.
If you wanted to check if custom gauges are using the same function quickly, do something like changing the 6 to 3 in the gradientFillRect line.
That would give quite ugly half height gauges on a full height background for anything using the standard function to draw a gauge. Anything that doesn't change is using its own code.
Also, Moghunter has made a number of plugins for re-skinning bits of the UI which might help in your quest.
e.g. https://atelierrgss.wordpress.com/rmv-hp-gauge/
https://atelierrgss.wordpress.com/rmv-battle-hud/
(I haven't personally used these plugins, but I've seen a few games that do)
[RMMV] Custom gauges for ATB, is it possible?
You need to look at the function "draw_gauge" in Window_Base.
As mentioned in your linked thread, Yanfly core engine overwrites it with their own version. So any plugin of yours to change it needs to go after Yanfly's.
The original version is simpler to understand:
x,y are the screen position of the gauge, and width is the width in pixels
rate is the percentage full (as a number between 0 and 1)
color1 and color2 are the window skin colours used for the gradient.
This default implementation fixes the height as 6 pixels, aligned 8 pixels above the bottom of the line.
But you don't want any of that, so instead of the fillRect and gradientFillRect, you'll be copying from your bitmap. Probably using bitmap.blt()
Or you could draw them procedurally as a few rectangles if you preferred.
As mentioned in your linked thread, Yanfly core engine overwrites it with their own version. So any plugin of yours to change it needs to go after Yanfly's.
The original version is simpler to understand:
Window_Base.prototype.drawGauge = function(x, y, width, rate, color1, color2) { var fillW = Math.floor(width * rate); var gaugeY = y + this.lineHeight() - 8; this.contents.fillRect(x, gaugeY, width, 6, this.gaugeBackColor()); this.contents.gradientFillRect(x, gaugeY, fillW, 6, color1, color2); };
x,y are the screen position of the gauge, and width is the width in pixels
rate is the percentage full (as a number between 0 and 1)
color1 and color2 are the window skin colours used for the gradient.
This default implementation fixes the height as 6 pixels, aligned 8 pixels above the bottom of the line.
But you don't want any of that, so instead of the fillRect and gradientFillRect, you'll be copying from your bitmap. Probably using bitmap.blt()
Or you could draw them procedurally as a few rectangles if you preferred.
Theme Roulette 2
One of the songs in My Computer has a filename including Japanese characters:
流砂の魔神 (Ryūsha no majin).ogg
It's been brought to my attention that at least some versions of WinRAR corrupt this when extracting the ZIP. The affected file is in www/audio/bgm.
Please use Windows built-in zip file support or 7-zip to extract, if you're getting a broken file.
Or copy the filename from this post and rename, maybe.
I will rename the files to ASCII for the game page version.
流砂の魔神 (Ryūsha no majin).ogg
It's been brought to my attention that at least some versions of WinRAR corrupt this when extracting the ZIP. The affected file is in www/audio/bgm.
Please use Windows built-in zip file support or 7-zip to extract, if you're getting a broken file.
Or copy the filename from this post and rename, maybe.
I will rename the files to ASCII for the game page version.
Theme Roulette 2
Garage, you have a lovely game - though I got stuck on making potions and escaping from the woods for a while.
(leaving the house you use the broomstick with the window, everywhere else you use the hand with the broomstick, but I was trying to use the broomstick with the exits)
Kylaila, nice piece of IF - I brought my friend a tasty snack and fell asleep in a church.
Meteomage, super wholesome interpretation of your theme, your light hearted story made a nice contrast to the games I played either side.
(leaving the house you use the broomstick with the window, everywhere else you use the hand with the broomstick, but I was trying to use the broomstick with the exits)
Kylaila, nice piece of IF - I brought my friend a tasty snack and fell asleep in a church.
Meteomage, super wholesome interpretation of your theme, your light hearted story made a nice contrast to the games I played either side.
[RMVX ACE] Sci-Fi Bust Edit & Faceset
Recolour and extra shadow
(Layers file for GIMP)
Face crops (MV size)
Face crops (scaled to VXA size)

(Layers file for GIMP)
Face crops (MV size)


Face crops (scaled to VXA size)















