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At Last Alone: Canyon of...
A mad summoner is on the loose! Journey to stop him in this dark JRPG.

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LockeZ designs boss battles for you

Yeah, pretty old school. As my second real game, I'm still not trying anything too different.

Cooldown: Good idea. I will look into that. I don't quite remember cooldown in the script... but I'll dig out the information and see what I can find. I found a script by himeworks that I should be able to cram into the game without breaking anything though.

Offensive Power User: Nice idea. I'll see if I can get it to work.

Elemental things: Yeah, the offensive magic user is fire-based. Think classic black mage: fire, fira, firaga, etc. Her character is limited by the narrative in learning any other elements. Some of the items have elemental things:

Tank: Early weapon is Water (weak at fight 1; as in, it's an early weapon that is in the inventory, but it will be weak at the time). Late weapon is Dark (fight 3).
Attacker: Mid weapon is wind (fight 2). Late weapon is water (fight 3).
Healer: Mid weapon is lightning (weak at fight 2). Mid weapon is dark (fight 2). Late weapons include a fire, earth, or wind (fight 3).
Offensive magic: In addition to fire spells, she uses knives. Late weapon is ice (fight 3).
Other attacker (not present at fight 1): Mid weapon is ice (fight 2). Late weapons are lightning or dark (fight 3).
Buffer/Enfeebler: No weapons.

How to change the font to an 8 bit or 16 bit font

Frogge! You got it!

Yes, it seems that the script requires the name of the font as it shows up in MS Word, not the filename.

So, instead of "Gamegirl" it needs to be "Gamegirl Classic" and one of the 8bit ones needs to be "8BIT Wonder".



ESBY: That seems like a good strategy too.

How to change the font to an 8 bit or 16 bit font

@Coonie: I now understand your frustration. I didn't imagine that it would be this challenging. I changed the font in the game I'm currently working on and it worked easily. So I didn't understand how you could be having a problem.

But dangit! These 8-bit fonts just DON'T WORK! They all come in looking very Arialy/Calibrish.

I'm sorry, dude. But I don't know what's going on and I hope other people can help. I made a test game for people to play with: Clickity click!

In the .zip is a test game and three 8-bit fonts to play with.
As Coonie said, they just don't work. And by that, I mean that it's clear that they import, and the font size changes seem to make a difference, and the font does indeed change from the default, but it imports as a very plain sans serif font that looks neither 8-bit nor 16-bit.

LockeZ designs boss battles for you

Here are the skills as I have them now... Although they're not completely set and can change some (as long as they're consistent with the character) if it makes sense:

Tank Moves:
1) Cover *
2) Defense Up for Player (5 turns) **
3) Sleep Enemy **
4) Lower Agility Enemy ***
5) Stun Enemy ***

Attacker Moves:
1) Cover **
2) Attack Up for Player **

Buffer/Enfeebler (more mixed than I remembered, now that I look at the list)
1) Heal states on allies *
2) Raise Attack on team *
3) Raise TP for one ally *
4) Lower defense on all enemies **
5) Lower agility on enemy **
6) Lower attack on enemy ***

Healer/Enfeebler
1) Lower Def and agility on Enemy *
2) Large defense lower on Enemy **
3) Hide player **
4) Lower attack on all enemies **
5) Remove enemy from battle **
6) Raise player attack ***
7) Escape battle ***
8) Recover magic points **

The offensive magic user and other attacker don't any any moves that are purely non-damaging.

(Of course, now that I type these out, I'm underimpressed with my skills. So any suggestions on that would be welcome too!)

The skill progression is marked with * as what is learned when the battle. * is first, ** is second, *** is third.

In terms of party present, the other attacker is only around for battle 2 and 3. And the offensive magic user is very low level at battle 1.



LockeZ designs boss battles for you

LockeZ-
I was reading some other discussion on boss battles and you mentioned this thread. I forgot it existed! What a great resource! I'm creatively stuck on a large portion of my game... not the least of which are boss battles. I'm hoping you can help.

The game is a pretty standard fantasy JRPG and there are elemental aspects to many of the enemies and spells. I kinda need help with two bosses. One is a standard goldfish poop boss that shows up a few times. The other is the main boss. More detail below:

Goldfish Poop Boss:
- Who or what the boss is, if you have decided that much. For example, "a robot that spews slime" or "a wizard who's in the process of summoning a demon."

A regular person, with no magic abilities. An aggressive, physical damage type of character. Any weapons are open to her - but no guns (not in the world). She's the main henchman of the boss. Storywise, she's incredibly violent and an "enforcer" type.

- Short summary of the player's party (like two sentences per party member probably) (if you have 150 party members or fully customizable characters, then tell me what are the main differences the player will look at to decide which characters/skills to take)

Party includes: Two physical attackers, one team buffer/healer, one offensive magic user (fire oriented), one enemy enfeebler, one defensive tank.

- Whether your game is ATB or turn-based; and if it's turn-based, whether you input commands for the whole party at once or not

Turn-based, and commands are in turn as a gauge fills up over the length of the battle.

- How comfortable you are using complex events or scripts to get weird results (like an enemy that self-destructs when hit with fire magic).

I'd like to stay away from scripts, as my battle system is already loaded down with battle symphony and some of yanfly's stuff. I think if I add another script, it'll bust. But I'd give myself a B- in eventing. I'm no expert... but this isn't my first game. And I'm good at following examples.

- Any key abilities the player has that you think are important in a boss fight or that make your game's battles unique

The two magic users in the game start off very weak (they're both children) and magic use is controlled with a quicktime event. I have a lot of physical damage skills for the two physical attackers and the tank. But the TP for these skills are pretty high.

- Any ideas you think you would like to use, even if they suck (I will make them not suck)

The enemy can have human minions. And they can heal, buff, enfeeble, etc. I have a number of thieves, hunters, evil knights, and other human baddies in her gang. I was also thinking that her evasion can be high, making physical attacks harder to land. But that may just piss people off?

- Whatever you think is relevant

She's fought three times, so if there's a way for her to build over three battles, that would be ideal.

***

Main Boss:
- Who or what the boss is, if you have decided that much. For example, "a robot that spews slime" or "a wizard who's in the process of summoning a demon."

A wizard/mage type, with lots of magic abilities. In fact, the magic abilities can be anything at this point. Weapon would be a mace/staff - no bladed weapons and no guns. Maybe a knife or something would be okay.

- Short summary of the player's party (like two sentences per party member probably) (if you have 150 party members or fully customizable characters, then tell me what are the main differences the player will look at to decide which characters/skills to take)

Slightly different party. Party includes: One physical attacker, one team buffer/healer, one offensive magic user (fire oriented), one enemy enfeebler, one defensive tank.

- Whether your game is ATB or turn-based; and if it's turn-based, whether you input commands for the whole party at once or not

Turn-based, and commands are in turn as a gauge fills up over the length of the battle.

- How comfortable you are using complex events or scripts to get weird results (like an enemy that self-destructs when hit with fire magic).

Same: I'd like to stay away from scripts, as my battle system is already loaded down with battle symphony and some of yanfly's stuff. I think if I add another script, it'll bust. But I'd give myself a B- in eventing. I'm no expert... but this isn't my first game. And I'm good at following examples.

- Any key abilities the player has that you think are important in a boss fight or that make your game's battles unique

The two magic users in the game start off very weak (they're both children) and magic use is controlled with a quicktime event. I have a lot of physical damage skills for the two physical attackers and the tank. But the TP for these skills are pretty high.

- Any ideas you think you would like to use, even if they suck (I will make them not suck)

This enemy can have minions, but the minions are a weird humanoid demony thing with multiple arms - not human. These guys can do anything - magic/physical/heal/poisoin anything.

- Whatever you think is relevant

There is one main battle and then a cutscene. After the cutscene, there's a second battle. The second battle unwinnable. Then a cutscene. Then a third winnable battle. He doesn't necessarily need to evolve between the first and second battle - but he should add skills and get stronger.

Thanks for the help!!

How to change the font to an 8 bit or 16 bit font

Let's back up:
What font do you want to use? Post a link or give a name so we can all take a look.

How to change the font to an 8 bit or 16 bit font

Ah, then this is the direction you need:

click!



How to change the font to an 8 bit or 16 bit font

When you say "None of them work"... do you mean:
1) You can't find any good ones online to download that look like NES or SNES fonts?
2) You found some, but can't get them loaded so they show up in your game?
3) You found one, got it loaded, but it looks weird?

[SCRIPTING] [RMVX ACE] Falcao Pearl Tool Creation

It looks like your event is pretty elegant if you have defined places for where they can put their mark. I don't know if there's a simpler way than what you've got. As for making it possible to make the mark ANYWHERE on the map... That's a toughy.

Sounds like you may want to experiment with an event spawning script: Like this one.

In terms of graphics, you can have the event graphic be custom, something like "$breadcrumb.png" and then, if you want to change it later, all you have to do is copy/paste over $breadcrumb.png in the project folder. Then all the events will be changed to the new graphic automatically.

Time to get to work!

Granted, I'm working in VXace, not MV, but here are my thoughts:

1) It doesn't look like there's a tactics system made for MV yet, although VXAce does have one. In terms of programming, it's just a matter of time before someone talented with JS puts one together. I've been told that JS is more flexible than Ruby, so I would imagine it will happen in the next few months. But if you're a JS wiz, go for it yourself. You'll be a hero to many if you can get it to work.

2) Having a party of one is totally do-able. There's no requirement that you need a party of 4 or anything. You'll have to work on making combat interesting, since the strategic possibilities will be limited. But, sure, go for it.

3) The odds of your idea being stolen are next to nil. And even if the "Dragon As Protagonist" idea is taken, I'm sure your mapping/graphics/story will be better, right? So don't worry about providing details if it gets you help.

4) Not sure who told you that custom graphics can't be imported into RPGMaker. That's just flat-out wrong. If you draw something, scan it in, or make in photoshop, etc., you can plop it in. There are plenty of plugins that assist with that.

5) I giggled at the idea of you taking FFT combat system and lighting it on fire. More combat systems should be immolated.