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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[PAID] Looking for a little Luna help with my Equipment Menu [VX ACE]

Hello! ^_^ I'm having some trouble with the Luna Engine setup in my game, specifically in the Equip screen. Here are the problems:

1) The menu that tells you what items are available to equip doesn't work properly.



For example, when you move the cursor from the "Weapon" slot to the "Charm" slot, it still is slowing you a list of weapons, instead of a list of charms.

2) After you equip something, the part of the menu that shows stats isn't functioning properly:



Equip this bat, and the stats part will show you what it will look like if you unequip the bat, even though you finished equipping it!

I am really confused by the whole workings of the Luna Engine, so I will gladly pay for someone who knows it well to look at this and fix it up for me. Please let me know if you are interested. Thanks very much ^_^

What Do You Think About Text Pauses in Game Dialog?

Hello everyone! ^_^ Have you been playing an RPG, and character dialog will be displayed on the screen... but it will pause... between words for emphasis?

I don't tend to ever use this in my own games, and in the past, I have assumed, perhaps unfairly, that this sort of thing was cheap and unnecessary. The biggest bee in my bonnet was always text that slowly displayed o n e... l e t t e r... a t... a... t i m e .

So, my question is, can text pauses be used to build emphasis and emotion or even intensify conversations? Are they an unneeded crutch? Or do they work well in some games but not in others?

Help Improve RPG MAKER MV

author=Liberty
Hey guys, check this shit out: http://forums.rpgmakerweb.com/index.php?/forum/146-rpg-maker-mv-improvement-boards/

Wanna make some improvements? Suggest them. Seems the publishing dev team got the go-ahead to fix things as they like, so... Instead of complaining here, actually give them some input on what you'd like fixed and how you'd do so.

You might be surprised by the outcome.
^.^)b


Great news! Looks like Degica has permission to make improvements to MV, and is taking suggestions! :D While I wish it had been better at release, maybe we can help make it a much better engine! Anyone who has been working with MV and has ideas on how to improve it, it would be really cool if you'd submit your ideas! Thanks! ^_^

[RMVX ACE] How Does "Counter" Work?

I'm curious about exactly what Counter does in VX Ace, mechanically speaking. Does it take the actor's ATK into consideration, does it just bounce the damage back to the enemy, or does it work in some other way?

Thanks, it's been bugging me ^^;;

Making an RPG With Very Few "Safe" Areas

So, the game I'm working on now takes place in a modern city that has been overrun with strange beings. This setup means that most of the game takes place on maps where you can encounter enemies.

This isn't to say that there are no safe spaces. There will still be places to heal and stock up on resources occasionally, as well as limited heal spots in dangerous areas. But there aren't any tradional RPG big safe spaces like towns where you can wander around free of worry about monster encounters.

Any advice on how to make a game like this without tiring the player out from encounters? Maybe have the encounters generally happen not as often so the player can explore without getting bogged down in fights?

Thanks! :D

EDIT: One idea I had that I'm going to try to implement that might help: I thought of after you fight a certain amount of enemies in each area, the frequency of encounters will drop dramatically. There will always be some monsters in the area, but that way players who want to explore can get some relief, maybe.

[RMVX ACE] Variable Check Help

Hello! ^_^

I'm trying to make a variable that, when a common event is used, will change to another number, but never to the same number. To try to attempt this, I had another variable store the first variable's number and, if they equal each other, should re-generate the number so that the variable won't ever come up with the same number that it had immediately before this.

This is how my common event looks, with variable #11 being the one that changes and #17 being there to try to keep #11 from being the variable it was last time.



I was hoping that I could get someone more knowledgable with eventing to tell me if this looks right (also because I haven't really used labels and I'm not sure I'm using them right either).

Thanks a ton ahead of time. ^_^

[RMVX ACE] Put Icon in Enemy Name? (Solved)

Hello! ^_^

I wanted to be able to put icons in enemy names in order to show what type of enemy it is, like a ghost icon before specter enemies and an armor icon before heavy armor enemies. I can use...

\i[1]


in message boxes and skill descriptions, but it doesn't work in enemy names.

Is this doable with code?

Thanks a lot! :D

Different Elemental Types (than Fire, Ice, etc)

I'm brainstorming for a modern game with psychic powers instead of magic, and that got me thinking: how often do people try to put in new elements in their game (instead of the traditional Fire, Ice/Water, Thunder, Dark, Holy etc)? I had the idea that since psychic powers are being used, I could come up with a whole new set of elements if I wanted, something like maybe:



But if I did that, would it be confusing for the player? In normal RPGs, it's usually somewhat easy to guess what element to use on a lot of enemies. An ice person? Use fire. A fish? Use thunder. A darkness person? Use holy. But with new elements, how do you clue the player in on what element to use? Have the enemies color-coded? (This seems like it could work but maybe it's too easy?) Or perhaps have the enemies mostly use spells of what element they are? Or is it fair to just have the player have to use trial-and-error to find their weakness?

Thanks! ^_^

Does Anyone Know Stuff about Guns (or Baseball Bats)?

Hey guys! ^_^ A future RPG I'm working on is in a modern setting and one of the characters is a gun-nut and uses a pistol in battle. The trouble is, I don't know much about guns myself, so I wanted to ask a few questions to anyone more knowledgeable.

1) If I'm sticking just to pistols, are there "better" or "worse" models of pistols that the player could get that could increase stats? Would I be better off using real-world models or just making up my own? (I could also add in rifles, I guess, if I needed too?)

2) If I have special ammo types like Hollow-point or Armor Piercing or Silver bullets, would it be realistic that different pistols could use these interchangeably?

3) Another character uses baseball bats, and I'm having a similar dilemma about what sorts of bats would be more damaging than others, so they can also get new better bats as the game progresses. Any thoughts?

I may be over-thinking this, but any help would be appreciated! Thanks a lot :D

[RMVX ACE] Enemy Skill that Removes all TP from party

I'm trying to make a lass boss skill that, after it hits, it resets all characters' TP to zero. Does anyone know how to do this? Would it require calling a Common Event that has a script portion that removes TP from everyone?