MATTHEWAC95'S PROFILE
matthewac95
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pokeRMNTitle.png
pkmnRMN_screen11.png
I mean Charmander will always be cool to me.
But yeah Flaregon is quite a cool starter too. I'm really torn between getting him and Toribush.
But yeah Flaregon is quite a cool starter too. I'm really torn between getting him and Toribush.
pokeRMNTitle.png
I see Shredax! Can't wait to see all the new sprites when you're ready to show them.
You could do something similar to what Pokémon Red did with their title screen and have a Pokémon trainer sprite next to a shifting display of random Pokémon sprites (I would post a YouTube video of the title screen I'm talking about but I'm on a phone right now). A neat twist to that idea would to make the trainer sprite shift every so often since you have 8 different possible trainers.
You could do something similar to what Pokémon Red did with their title screen and have a Pokémon trainer sprite next to a shifting display of random Pokémon sprites (I would post a YouTube video of the title screen I'm talking about but I'm on a phone right now). A neat twist to that idea would to make the trainer sprite shift every so often since you have 8 different possible trainers.
Condition Trait
Really excited about the status system! I've wondered before if conditions could be used as traits, now I can implement it much easier.
So what if I wanted to make the poison condition heal a character instead of damage them, but only if say the "zombie" attribute is set equal to true? I could just make an if statement checking the attribute and then heal or damage depending on the result, correct?
EDIT: Also, if I wanted more specified condition options similar to "Attack Enemies Randomly" and "Unable to Act", I could replicate effects like that using the code, correct?
So what if I wanted to make the poison condition heal a character instead of damage them, but only if say the "zombie" attribute is set equal to true? I could just make an if statement checking the attribute and then heal or damage depending on the result, correct?
EDIT: Also, if I wanted more specified condition options similar to "Attack Enemies Randomly" and "Unable to Act", I could replicate effects like that using the code, correct?
RPG 20XX Engine
author=WolfCoderAlright so a few follow-up questions.
Anyways, almost anything you can on the map you can do during battle. Common events may run during battles. Now specifically for backgrounds, they are their own entry in the database and you can create complex backgrounds.
- In the FF6 battle, the screen scrolls up directly into a new battle. Would such a transition be possible, where one battle fluidly proceeds to the next? I suppose you can do something resembling that in RM2k3 already with events and scrolling maps.
- What exactly is a "complex background"? I assume it's a background which already has it's own effects/animation?
RPG 20XX Engine
I have a few questions about the intended battle system(s).
- How much control will I have over the battle background as the battle is progressing?
Like, would I be able to make something that looks like the Giygas battle, then change the image 4 times then have it scroll vertically to be replaced by another image like in the final boss battle for Final Fantasy 6? - Would I be able to cue special effects through attacks? Like could I make the screen wobble and turn blue (or even replace the current background with a different one) when I use a Flood attack? Could I make special effects only apply to the battle background, like make only the battle background shake when I use a Quake attack?
- In the same vein, could I have it where characters that are unaffected by an all-targeting spell not undergo the special effects that go with the spell, like having floating characters not shake with the screen when I use the Quake attack, but all grounded characters shake?
- Would it be possible to make a battler with no battler image? I would use this to create a battle like in the Final Fantasy 6 battle I posted above.
Battle Sets
author=WolfCoder
I will allow each individual frame to be any size (that is a multiple of 8).
author=WolfCoder
I had to break down and add it manually to the project settings:
This has me a little confused. So does the project setting controlling asset scale mean I have to make my charsets and battle sets both on a 16x16 scale, or does this only apply to battlers?
0.11 Released
Not really a bug per se, but when you do this and select "New Event", for much bigger events the top left corner of the newly created event won't coincide with the top left corner of the selection box. pic (I added the snow so the event was easier to see)
I'm pretty sure it's doing this because when I ask it to make a new event my mouse isn't in the top left corner of the selection box, so it just puts the top left corner wherever my mouse is. Ultimately this is fine and it doesn't really matter since I know what's causing this to happen, but it is kinda misleading at first.
I'm pretty sure it's doing this because when I ask it to make a new event my mouse isn't in the top left corner of the selection box, so it just puts the top left corner wherever my mouse is. Ultimately this is fine and it doesn't really matter since I know what's causing this to happen, but it is kinda misleading at first.
RPG 20XX Engine
author=Nightbladehttp://rpgmaker.net/games/2664/blog/12524/
This is still being worked on? How far along is it?
This was released yesterday. The project is indeed still being worked on and it seems to be going at a very promising pace. I don't know if WolfCoder even knows when it'll be completed though.














