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How important is making items useful?

I'm very much the same. I have a too-good-to-use -category in items (which includes almost all items, especially all MP recovery items). I think there is nothing you can do about it. If someone wants to play like this, they will even risk dying to save items.

should I include an ability later on in the game that lets MP regen even faster?

Absolutely. you say don't want to waste players time, so someone who likes regening MP will pick this ability and love it.

[RMVX ACE] Animated Battlers script help

You can set up every pose separately with Victor's Animated Battlers.
The script is very complex and beginner unfriendly though.

https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/animated-battle/

[RMMV] [SOLVED] "Doom" type status effect

To expand, you could set it to inflict a status called Doom (5), lasting for 1 turn. After that inflict Doom (4) etc until after Doom (1), add state 1 (KO). That way you can set animations, messages etc and you can actually see how many turns left until you die

What are you thinking about? (game development edition)

@Pyramid_Head
It's not tricky at all. You can lock facing your character while being able to move, so you can create a strafing button (toggle or hold). Alternatively you can make a button that turns direction without moving the character.

@Gretgor
Don't go for mouse targeting for ABS. I suggest using option 2. Option 1 will feel clunky no matter how well you do it on 2k3.

Screenshot Survival 20XX

Screenshot Survival 20XX

Finally getting the water to look fine-ish. Also the terrain for this small map is already ready, which is nice. Now for the decorating (for which VXA mapping sucks, but what can you do).

Is it possible to create the ever so famous Lv5 Death skill?

author=bulmabriefs144
You can even do this for RM2k3.

I would probably do this with an Element that most enemies are not suspectible to (0 dmg). For "level 5" enemies, give them the 800% dmg attribute, and make the skill do max damage. This works up only up to 9999 (max dmg in 2k3 iirc?), but should be enough since lategame bosses should be immune to this stuff in general.

Screenshot Survival 20XX

author=JosephSeraph
spruce it up with some rocks and stuff or some different ground/lava tiles :D

I think this is pretty bad advice. Huge, open, flat areas look like shit regardless if they are filled with the 2nd layer goodies. When you map, especially areas that should not be flat in general (caves, mountains, etc) first make your map look good using only walls and the ground. Make different elevation, interesting routes, and make it compact. Creating an interesting landscape makes it possible for the map take as much time to explore and pass through as a big, flat one, while keeping it smaller. Smaller maps are easier to comprehend and remember. There's a reason why most bad maps posted in screenshot topics are bad because they are boring and empty. They are simply too big for the content they offer.

[Game Maker] Energy Consumption in Games

You could just make the player die? And make enemies just slow you down from getting to the next batteries/reload pointss. Or instead of Health, make enemies sap out your energy

Screenshot Survival 20XX

@Dookie
That map/tileset is beautiful (whichever you are showcasing). Are those insect nests?
I hope you have every layer of that backdrop scroll at slightly differing speeds. It creates amazing sense of immersion and vastness in the landscape with such a simple method.
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