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.

Search

Using the Defend Command with CTB or ATB

Hello again! I'm trying to get my battle system working, and I've only hit one snag: the Defend command just won't behave.

I've wanted a CTB (or an ATB if I can't get a CTB to work) since the beginning of the project, so I used Formar's Customisable ATB/CTB/Stamina Based Battle System (set to CTB, of course) and it worked great. Except when it came to the defend command, which didn't seem to want to keep the character defending until their next action and instead only applied 'defend' for a short time.

I've also tried Yami's Predicted Charge Turn Battle and Classical Active Time Battle and they seem to have the same problem. I'm not sure if I'm not setting an option correctly or if Defend just works differently in a CTB/ATB system, or maybe if I'm missing something else.

If Defend isn't an option, I suppose I could change it to some sort of Charge command that restores TP, but being able to defend would be great for when an opponent telegraphs a powerful attack. I suppose I could also make "defend" apply a state that wears off after a turn and maybe that would work.

Any and all help would be greatly appreciated :D

Learning to Use Damage Formulas in VX Ace

I'm making my new game in VX Ace, which I've just recently gotten my hands on, and I have to admit that I'm not very good with math, so deciding on how damage formulas work is a little daunting to me.

I have, however, noticed that in previous RPG Makers (Well, XP, at least) Magic damage doesn't seem to scale nearly as well as Physical damage, and if I'm understanding the formulas correctly, VX Ace follows this trend, as something like 150 + a.mat *2 - b.mdf *2 (the default Fire spell formula) won't get as much extra oomph from magic power as a physical skill would from increased physical attack. (For example, the Physical "Berserker's Dance" skill's formula is a.atk * 5 - b.def *2)

So, if I simply substitute a formula like the attack skills but use it for the magic skills instead, like maybe a.mat *5 - b.mdf *2, would that put magical skills on the same playing-field as physical skills?

I know a lot of this is just going to come down to trial-and-error and in-game testing, but if anyone has tips on building a robust skillset with damage formulas, I'd be really happy to hear them :D

Thanks!

How Far Along In Production to Make a Game Page?

Hello everyone! I'm moving along on a new project and I've never launched a game on this site before, which got me thinking...

When do most people create game pages on the site for their games? As soon as the project starts and they have some screenshots? Or do most people wait until either a demo is ready or maybe even nearing game completion?

Also, I have a newbie side-question related to this: Is it okay to put up a beta version of the game you're working on that probably still has bugs and such as long as you let them know upfront? Thanks!

A Balanced Three-Hero Party

I'm working on a short game (aiming from 4 to 6 hours playtime) on the side to blow off some steam from my more major project (insane, probably, but hey) and I'm still in the planning stages and was hoping to get some advice on party roles in regards to gameplay.

The game will feature four party members, but for most of the game you're stuck with just three, and the forth is a last-minute recruit before the final dungeon.

I'm trying to come up with a way to have the other three characters all cover the needed bases for a well-rounded party while still allowing for some level of customization without one of the characters necessarily being solely a healer.

The three characters characters are the well-rounded hero, the physical based warrior, and the magical based, well, mage. But I think it'd be neat if they were somewhat customizable as the story progresses. Perhaps, instead of leveling being the biggest factor in character growth, after beating a boss, you could get a powerup that allowed you majorly boost what direction a character took in their progression, allowing tough choices like "Do I want the hero to have access to special healing spells or to be more of a powerhouse" etc.

But since none of the party members are designated healer types, I want to make sure that the party still has a means of survival. Perhaps that means having the hero being the one having access to all of the healing magic, but if you don't choose a healing build, then I probably need a fall-back. Perhaps the mage should have a healing route?

Oh yeah, and I should probably mention I wanted to do the game in VX Ace if at all possible.

Any advice would be greatly appreciated, and hopefully this doesn't come off as too long and rambly, as it's early in the morning here and I haven't been able to sleep ^^;;

Game Length: Is it possible to make your game too long?

I've been working on a game in RPG Maker XP for years, with all the dungeons planned out, and the progression of character's skills/levels/etc matched to which dungeon they'll probably be in when they should have those skills/be at that level.

But at this point I've completely finished 14 of the 21 dungeons (with the rest of the dungeons mapped, but not yet filled with monsters/chests/events). The playtime has reached over eight hours. I've tried to make most of the dungeons short with a variety of monsters, but I'm starting to wonder if there's a point where the player will get tired of dungeons, no matter what happens in the story between exploration.

I'm used to games where there are 40+ hours of gameplay and dungeons galore, and I started the game with that mindset, but is it possible I've gone overboard and games of that length are too long for most people? Is it possible to make your game too long?

Side View Battle in VX Ace?

Hello! This is my first time posting in the forum, so please let me know if I say anything wrong or anything.

I'd like to do a game with a side-view battle system like the early Final Fantasys (6 and before) and wanted to use VX Ace. I noticed on this site a tutorial for making battles side-view here by Incarnate and that side-view script looks pretty good.

So I was wondering if that's considered the best way to do side battle systems, and I also wanted to know if VX Ace is the best maker for this kind of thing. I know RPG Maker 2003 has a system like that built-in, but I tend to like the newer RPG Makers a lot better.

Just wanted to hear people's opinions on this. Thanks very much! :D