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author=SeraphTwilight
As of the latest patch, what would be the easiest way to earn money?
Fish, they sell for buttloads of cash if you get decent drops.
Breath of Fire 6 announced, but...what the fuck?
boxart.png
author=Aubrum
I must ask, how was this made?
The boxart? probably with Photoshop (or even a basic paint program) and a bunch fo copy+pasting
Has anyone figured out how to doa Tactics game in RPG Maker?
Hey guys just wanted to link in a possible crafting system: http://grimoirecastle.wordpress.com/2011/12/08/alchemic-synthesis-go-go-totori/
It's very similar to the Atelier Iris crafting (which I love) so if I have time before next X-Mas I'll implement it (Mind you if my friends like the game I'll likely add more stuff/change things based on their feedback before posting the game here)
It's very similar to the Atelier Iris crafting (which I love) so if I have time before next X-Mas I'll implement it (Mind you if my friends like the game I'll likely add more stuff/change things based on their feedback before posting the game here)
Has anyone figured out how to doa Tactics game in RPG Maker?
Ok am I missing something, The GTBS was really easy to add I just opened his sample game and copied everything over to my script.
All that happens when I download Yanflys stuff is I get a .rb file...sticking it in the scripts folder does nothing.
The only thing I can think of is opening the file in Word that Copy+Pasting it into my script editor but I don't want to try it and have it mess everythong up...any ideas guys?
Note: This is the first time I've used other peoples scripts I've always just written my own or used events for everything so this is new to me.
Edit: Hmmm...it seems it is just a copy+paste...I was expecting this to be alot more difficult
All that happens when I download Yanflys stuff is I get a .rb file...sticking it in the scripts folder does nothing.
The only thing I can think of is opening the file in Word that Copy+Pasting it into my script editor but I don't want to try it and have it mess everythong up...any ideas guys?
Note: This is the first time I've used other peoples scripts I've always just written my own or used events for everything so this is new to me.
Edit: Hmmm...it seems it is just a copy+paste...I was expecting this to be alot more difficult
Has anyone figured out how to doa Tactics game in RPG Maker?
Well testing GTBS its definitely a pretty awesome system and surprisingly simple to utilize, it's also incredibly customizable...really the only issue I'm having is getting new monsters to spawn...keeps telling me no monsters on field but all the default monsters work fine I'll keep looking into it but otherwise everything works fine so far.
Note: Unfortunately the Layy Isometic Map system is quite buggy (it IS in beta after all) so I likely won't use it.
Note: Unfortunately the Layy Isometic Map system is quite buggy (it IS in beta after all) so I likely won't use it.
Has anyone figured out how to doa Tactics game in RPG Maker?
So side-question when you guys make games do you prefer to post them near completion or post them when you start so you can appraise people of your progress/get feedback,etc.
Has anyone figured out how to doa Tactics game in RPG Maker?
Has anyone figured out how to doa Tactics game in RPG Maker?
Hey guys I was messing around with VX and tried various ways to get the "Auto-Pathing" or "Auto-Walk" system to work since I can't find a script for it and so far this is the what I've come up with, I'm going to continue to work with the even system and see if I can find an easier way to do it but I figured I'd let you guys have a look at what I've done so far. Feel free to make any suggestions
Note: I have since realized two things
A) There's a Caravan in the RTP so will be using that, if water is crossed It will be a boat, if a mountain is crossed its an airship and so on.
B) The movement and graphic changing and many other things can all be done within the "Make Route" section making doing this quicker
Note: I have since realized two things
A) There's a Caravan in the RTP so will be using that, if water is crossed It will be a boat, if a mountain is crossed its an airship and so on.
B) The movement and graphic changing and many other things can all be done within the "Make Route" section making doing this quicker
Has anyone figured out how to doa Tactics game in RPG Maker?
author=edchuy
Sounds like quite an ambitious project. If you're able to pull it off you'll have a best of breed Tactics/RPG combo game. :)
Well considering I've only ever completed one game of at least a dozen ambitious is right...hoepfully my random experience with various RPG Maker engines and half finished games will get me through this one :P
I will say the game won't be very long I'm aiming for like 5+ hours.
Anyways thanks to some fantastic scripters I apprently have alot of help...so far here's the MASSIVE list of help if your curious (still have to ask permission, credit will be given of course)
- G-Tactical Battle System: The is obviously the big one...very important I learn how this system works because I want to make sure to make a fantastic SRPG for everyone
http://redminedev.dyndns.org:8001/redmine/news
- Core Engine Bug Fixes: http://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/
- Improved Text System: http://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/
- Yanfly Class System with Class Unlock add on - This is pretty much exactly what I was looking for it allows player to freely change their classes outside of battle AND allows me to create unlockable classes based on X level in any number of classes I want (ie. Lvl 8 Cleric+Level 8 Knight = Unlock Paladin)
http://yanflychannel.wordpress.com/rmvxa/core-scripts/class-system/
- Extra Parameters/Formulas - This really expands the data that the player has access to and gives stats a much bigger effect, this allows me to differentiate classes alot more and imo thats kind of required for a tactics game...even an Archer and a Crossbowman should be vastly different (ie. The Xbowman does less damage and has a shorter range but has a really high chance to crit)
http://yanflychannel.wordpress.com/rmvxa/core-scripts/extra-param-formulas/
- Party System - Another major script that will make all the difference for me...the ability to have more than 4 characters in your party alone is a must for any SRPG than add in the ability to have a massive list of characters and be able to select X amount of them to put in your party. (I'm thinking 6 is a good number maybe 7 or 8) lastly it allows me to lock members into the party allowing me to lock each one of my friends avatar a their main character. Their "General"
http://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/
- Battle Command List - A simple change with big uses...I can reorder skill lists for people...I might not end up using it or I might end up loving that it exists not sure but its a cool idea
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/
- Equip Command During Battle...honestly not sure if I should use this one...as a PLayer I'd think its cool but it makes the prep work and guessing that I perosnally love a little less required...would love peoples opinions on this one
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/command-equip/
- Multiple Items dropped/percentage chances of said drop happening: I find this important because battles occur much less and last much longer in SRPGs so rewards for winning should be more...this script allows me to do that
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/extra-drops/
- Ace Equip Engine: Total free reign to add/remove/chance what types of equip any class and/or actor has access to: perfect match for the class change system
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/ace-equip-engine/
- The ability to create unarmed "weapons" - http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/barehand-trait/ Well the Monk & Bear SHaman Classes I'm planning to make will love this script...allowing me to make "claws" count as unarmed and of course having the ability to be "unarmed" in the first place
- Percentage based stat increases: allows equipment to increase stats by a percentage instead of a flat number meaning a fighter with high str will get alot more out of a big axe with a big str modifer than a mage would. Whteher I'll use it is debatable.
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/equip-dynamic-stats/
- JP Manager+Learn Skill Engine: Yep this will bring in some much needed FF-Tactics feel
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/jp-manager/
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/learn-skill-engine/
- Stat growth reliant on class: If I understand this script correctly it will allow players stat growth to chance depending on their chosen class instead of per actor I really hope I'm reading this right because thats awesome
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/parameter-bonus-growth/
- Permanent status affects: this can make for some really cool items
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/passive-states/
- Alternative Skill costs: ie. Gold, HP,etc. this will help me make classes even more varied, it will even allow me to set skills that use a percentage of said resource (think 100% for ultimate mage attack or something)it even allows multiple resources.
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/
- Skill steal - pretty much required for me to include a Blue Mage class
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-steal/
- Steal Skill :P - see above except Thief this script makes stealing really in depth I'll probably go with the percentage chance to steal an item type.
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/steal-item/
- Less Restrictive TP - allows classes/actors to gain TP in different way again a good way to differentiate classes.
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/tp-manager/
- Change basic attack: Normally everyone just "attacks" as their main ability this script would allows me to set it per actor or class...so say your a Black Mage "Magic Missile" could be your basic attack.
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/weapon-attack-replace/
- Bind Events to floor tile instead of have to make an event every time: just a time saver really but a BIG time saver
http://yanflychannel.wordpress.com/rmvxa/field-scripts/common-event-tiles/
- Force Move tils: similar to the above except it forces movement, I'll only use these two script if I decide to go with the "puzzle dungeons" idea
http://yanflychannel.wordpress.com/rmvxa/field-scripts/force-move-tiles/
- Slippery Tiles - similar to above but the move is more of a slide insteaf a jerky motion.
http://yanflychannel.wordpress.com/rmvxa/field-scripts/slippery-tiles/
- Every single Yanfly Menu script - yeah their all awesome and I see no reason not to use all of them especially the cursor addition

Ummm yeah So I'll owe ALOT to Yanfly but definately will be thanking others for their scripts (and will likely have to request use of alot of resources because spriting is really the only "Art" I can do...that and writing the story :P)
I REALLY do need that ability for players to add "Generic" soldiers to their Party so I can focus on make really cool custom classes for the "Heros" (they have normal access to other classes but each hero has one "custom" class) and possibly some secret character cameos if I can get permission for the creators.
If I can't find a script that does this perse I'd say the next best thing is to create "Generic" Actors and use Fomars "clone actor" script combined with Yanfly's class change and rename scripts (put the disallow name change script on "Hero" actors) to achieve this. (Actually this might be the easiest way now that I think about it)
http://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-status-menu/rename-actor/
http://cobbtocs.co.uk/wp/?p=125
http://yanflychannel.wordpress.com/rmvxa/core-scripts/class-system/
I could easily create a Tavern or Adventurers guild in some towns where you can speak to NPCs to "Hire Mercenaries" for X amount of gold. and paying that gold just adds X generic to your party...its name will just be its starting class and than using the rename option the player could name the character than go into the class change menu to make it the desired class. I'm sure I could even add the option to choose a face for the characters (edit: just tested it, it works and is quite simple...I need to find a way to show what the graphics are visually though...I wonder if I could make it so their face/sprite graphics change when they change classes...but ONLY for generics...hmmm...hmmm)














