KYLEBSTIFF'S PROFILE

Kyle B. Stiff was influenced by the 80s. The bright glow of simple, iconic video games, the inorganic, DMT-flavored vibe of electronic music, a glowing futureworld always on the brink of violent collapse, and movies and cartoons that were over the top and unashamedly brutal.

He came of age during the demented "Satanic Panic," when being a creative nerd who liked Dungeons and Dragons and heavy metal music could get you thrown into a do-gooder's torture chamber. He came through that ridiculous era leery of "squares" - people unconsciously driven to turn the world into an efficient, gray, lifeless, joyless control-grid. To Kyle B. Stiff, the world is a wild, beautiful, terrifying place beyond anyone's control.

He is busy writing the epic Demonworld series, a post-apocalyptic hero's journey, and Heavy Metal Thunder, a gamebook series at the forefront of branching narrative stories.

He can be found here and here and here:

primeentertainer@gmail.com
www.kylebstiff.wordpress.com
@KyleBStiff

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[RMVX ACE] Slowing down battles!

Noooo LightningLord2, please look at what Zachary_Braun said - he said it better than me, and in fewer words. I want to change the pace of battles. A short pause in between every move. Whether the combat lasts for thirty seconds or five hours isn't the issue!

[RMVX ACE] Slowing down battles!

Yes, thank you Zachary_Braun!

And I agree, Liberty. I had that idea when I realized, in most JRPGs, that only the boss fights were any fun or had any risk.

[RMVX ACE] Slowing down battles!

I don't do random encounters. Nobody hates taking a step, fighting a boring battle, then taking another step and fighting yet another boring battle more than I do. I grew up on Dragon Warrior and early Final Fantasy, so I got all that nonsense out of my system. All of my battles are carefully placed events that move around, and can be avoided if the player wants.

[RMVX ACE] Slowing down battles!

I'll check out all those games! And I may have chosen bad words. What I really want to do is avoid the feeling of zipping through each round. Pop! Pop! Pop! Spell! Death! Zip! Another spell! Round ends, player is frazzled. I feel like it goes against the tone of my narrative... it's too arcadey!

[RMVX ACE] Help with plot.

Definitely allow players a choice, and definitely show good and bad effects of both choices.

[RMVX ACE] Slowing down battles!

Here's the short version: I want to slow down battles in my game.

Longer version: I don't want to make it feel like everyone is slogging through peanut butter - maybe just some pauses would be nice. I feel like the speed of combat in VX Ace goes way too fast, almost like the player is expected to be bored so they need to be quickly ushered through combat before they move on to another game. I like for things to have a slower, more "tactical" feel, so the player has more opportunities to pick up on the little nuances of combat. Especially early on when they don't know much about the different patterns and strengths of various enemies.

So, this is scripting stuff... way out of my league. I've got several of Yanfly's amazing scripts, including two of his combat scripts, but I looked through them and I didn't see anything that was about "speed" or pacing in general. Otherwise I would have just tweaked a few numbers to see what would happen.

Anybody out there deal with this issue? Better yet, anybody know of a script that handles the speed of combat?

[RMVX ACE] How do I make random numbers truly random?

GreatRedSpirit, wouldn't the odds be more like 1 in 34?

And thanks lot you guys! Please don't think I'm a total retard. I'd like to blame BASIC for this, and reading something 20 years ago about the difficulties of generating random numbers!

[RMVX ACE] Characters/Events are still moving even when text displays!

Oh wow, thanks man!

Seems like a strange choice for them to default to! Maybe modern RPGs are doing that, and I just haven't noticed? Oh well. I'll give you credit if I ever finish this project, sir!

[RMVX ACE] How do I make random numbers truly random?

Yeah, I was being paranoid. But I remember programming in BASIC waaaaay back in the day and I learned stuff about how making a computer generate a "random" number is more difficult than you'd think. A low IQ person and a pair of dice can do it easily, but a computer has to go through some kind of jibbety cranko process to do it. So as soon as that happened, I was like, "Uh oh, I know what's going on here!" But of course I didn't. So there's a lesson here, people! And the lesson is: Don't try to use Game Maker if you're a total moron...

[RMVX ACE] Characters/Events are still moving even when text displays!

Got a very strange one here! So usually when people want to have things occurring while text displays, they have to do a bunch of wild scripting and event shenanigans. As for me, my VX Ace seems to default to letting events/characters wander around while text is displayed! Have I done something weird? I thought that maybe I had some crazy scripts going on in the background, but I only have a couple of very tame Yanfly scripts (one for parallax maps and one that adds extra options the Ace Message System v1.05).

You all ever seen anything like this?