UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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WYRM WARRIORS! Design a Dungeon!

We've got characters and non-dungeon locations, so it's time to make some dungeons!

Let's shoot for five required dungeons, and four optional dungeons, to start out. (Not including the final one with the Wyrm Wizard) Each of the five required dungeons has a giant mystical diamond that the player must collect to unlock the next region of the world.

Rather than each diamond having a traditional element like the old Final Fantasties, let's give each a unique theme and base the dungeon it's in around that. Any sort of virtue, feeling, emotion, or archetype will work work, but the more creative the better. For a very generic example, if a dungeon has the Diamond of Courage, the dungeon its in could have tests of will and spooky enemies.

Use this template for Required Dungeons (the ones with the Diamonds):
Required Dungeon's Name:
Diamond Element: (see above)
Description: (the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (what sort of being protects the Diamond from the heroes?)
Other Notes:


And this one for Optional Dungeons (which can have character tie-ins and late game loot):
Optional Dungeon's Name:
Character Tie-Ins: (Are certain characters required to enter the dungeon? Does something in the dungeon relate to them or their past?)
Description: (again, the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (does the dungeon have a boss? What is it?)
Special Items: (given that these are optional, what's the reward?)
Other Notes:

EDIT: There's a third possibility, a Cursed Dungeon that serves as a passageway between parts of Aremen:

Passage Dungeon's Name:
Any Character ties?:
Description: (the more info and ideas, the better!)
Monsters: (the kinds of monsters that would populate this dungeon)
Boss: (the boss that guards the Cursed Orb)
Other Notes:

WYRM WARRIORS! The Legend Must Go On!

Hello everyone! A while back Craze started a community project called Wyrm Warriors, and many members of the community created a cast of great characters and locations. Craze's schedule no longer leaves him time to continue the project, but he's given me his blessing to keep it going and to try to turn it into a full game ^_^

I'm creating this topic for general Wyrm Warriors work, to get people's input and to get as many ideas going as possible. Seeing as this is Craze's creation, I'd like to stay as close to his vision for the game as possible while getting it to completion.

First off, I'd like to place the cap of characters to where it is now. We already have plenty and adding any more will be biting off more than we can chew.

Second, I'm going to be going over all the locations soon and putting all the data into a single post so we can discuss what locations are keepers, what needs work, and if we need any additional non-dungeon locations.

Third, Craze has given me a copy of the project file and he's got some really cool passives going for all the characters as well as some nifty code overall. I'm pretty code-dumb so if anyone would be willing to assist with that aspect of the game, I'd be extremely grateful.

Let's see if we can take this quirky cast of fun characters and make it into a full-blown community game! Looking forward to working with anyone who wants to help!

[VX ACE] Non-Lethal Poison damage?

Is there a way in VX Ace to make the poison status effect non-lethal? As in, if you're almost out of HP and the poison damage kicks in but doesn't allow their HP to fall below 1?

Any help would be greatly appreciated. :D Thanks!

[VX ACE] Turn Indicator in Side View Battle?

My game's got a side-view battle system with a CTB system (thanks to both Kread-EX's Animated Battlers and Fomar0153's Compatible Customisable ATB/Stamina Based Battle System).

When a characters turn starts, there is a glowy box over the character whose turn it is.

(Here's a screenshot.)

But I've had feedback that this isn't good enough and people would like something else, like the sprite glowing, to show more clearly the character's turn. Is there a way to do this that's compatible with both Kread-Ex's and Fomar's scripts?

A huge thanks to anyone who can help. I apologize ahead of time, but I'm pretty script-dumb.

A Belated Hello!

I realized that I've been here for months and have never made one of these posts. Hope it's alright to do it this late ^_^;;

I'm unity! I've only been here for a short time but I've really enjoyed being a part of this community. I've been making RPG Maker games for years off and on and really love it. I'm very grateful to everyone here because I'm very scatterbrained at times and I know that I can count on this forum for good advice when I'm stumped about something. :D

I'm working on games like everyone else here, of course. I've got a demo almost ready to release and I'm also really looking forward to trying my hand at contest games and community events! My favorite part of games is making fun characters.

Nice to meet everyone (assuming we haven't already met XD)!

Do You Put Spoilers in Reviews?

Given that Reviewrim is here, and that I'm planning on writing my very first review soon, I had a question. What do you do with spoilers in a review?

In most cases, I'd opt to just not mention the spoiler at all, but what if it deeply affects how I feel about a game? Do I include it under hide tags? I guess I'm torn because I feel that its important to the review but I don't want to spoil the game for future players.

Question About VX Ace Tilesets

I've been using VX Ace for about a month now, and I've been able to figure most things out, but I had a couple of questions about how tilesets work.

First off, on the Tileset tab, there is a mode selection, with "Field Type," Area Type" and "VX Compatible." I can't seem to figure out what these do differently.

Also, when building layers of cliffs (or cave walls) with an A4 tileset, I can't seem to put an A4 wall on top of another A4 wall without things messing up. I've made a work-around incorporating bits from the B tileset, but I was wondering if there was an easier (and probably obvious ^^;;) workaround that I'm somehow missing.

Thanks a lot!

VX Ace: Is the VL Gothic Font an Eyesore?

Hello again!

I'm trying to decide if I want a custom font for my VX Ace game. On the one hand, nearly everything else in the game is custom (Except for the emotion balloons and the "Shadow" system file, there is zero VX Ace RTP being used). On the other, I don't find the standard VX Ace font, VL Gothic, to be that bad.

Thinking about it, I've only played a handful of VX and VX Ace games, so I wanted to get your opinions on this. Is VL Gothic overused? Does a unique font help make a game stand out? Or is the standard font fine?

Thanks again, everyone! :D

Simple TP Scripting Request (in VX Ace)

I'm a little embarrassed asking this since it's probably really simple, but I haven't been able to figure it out.

I'm using the "Preserve TP" flag on all party members so they retain TP from battle to battle, but I wanted to have them lose 20% of their TP after every battle to encourage TP usage while still letting the party retain some of it.

I have a common event that runs after battles, but then I noticed that there's no handlers for modifying TP in VX Ace's standard commands. Is there a simple piece of script code I could put there that would reduce everyone in the party's current TP by 20%?

Thanks a lot! :D

Abandoning Features That You Can't Get to Work?

I'm having to make a difficult decision and I was hoping to get some feedback from you all. I've been using a CTB battle system with my VX Ace game, and I keep running in to problems dealing with the fact that VX Ace works in "Turns" and my CTB system goes beyond turns while still using them. This is causing problems for me with just about everything battle-related.

I'm able to find work-arounds for most of the problems, but I'm still unable to fix a few things that I really want to work right, like having my side-view battlers display things like the low-HP animation and ailment animations (The CTB system will start them in those animations but they don't seem to want to stay that way).

Given my lack of any sort of scripting ability aside from following instructions in pre-made scripts, I'm thinking I might have to abandon the CTB system for this game, even though it was part of my initial vision for the project.

So I was wondering if others have had to abandon features to get games to work, and how you draw the line between what you want in your game and what you can actually get to work.