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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Alternate Methods of Gaining Skills Rather Than Level-Up

Hello everyone! I constantly find myself brainstorming about games, and I realized that in most of my games I've been sticking to giving the characters skills as they level up. While this is fine and dandy, I'd really like to branch out, and try out new ways of doing things. I was curious if any of you had experiences with alternate methods of having characters learn skills and how well they work.

I've been thinking about a point system, where the characters spend points to learn new abilities. I wonder if it could work in a sort of tech-tree kind of fashion: ala you need to buy certain combinations of skills to unlock powerful new ones. Or even two or three "paths" that you can spend points on, with really nice skills at the top of the path.

The "use an item on a character" or just "find the skill in the environment" is another method, but I must admit that I worry about the player missing skills and then being at a big disadvantage in battle. If I went this route with a game, I suppose I could have the option to buy skills later on if you missed out on them.

Then there are games that are really cool and allow each character to learn skills in a different manner (like LockeZ's shark game :D ), though such a complex setup feels like it's a bit beyond my skill levels at the moment.

So, how do you handle learning skills? ^_^

How to choose music if you're terrible at music

I have an odd problem. As someone who can't carry a tune in a bucket and has no idea what makes one music track better than another, I get by on a simple method of "I look for a track, I listen to a track, and if I like it and it seems appropriate, I'll use it for a game." (I've been mostly searching www.jamendo.com if you're interested) That's had mixed to somewhat positive results in the past, luckily for me.

But I have to admit that I'm choosing music almost 100% on how the music speaks to me, and 0% on it's merit as music, as I can't tell good music from bad. For example, I've heard on more than one occasion "How can you like this song? It's terrible, the singer's barely in tune" but I can only seem to judges songs on a scale of "I like this" to "I don't like this" with no solid justifications.

Any tips on distinguishing what makes for a good music track, or is this something that I'm just going to have to deal with?

Sorting Skills/Magic in your RPG

I was just curious about preferences with regards to skills/special moves/magic in your games, especially how you sort them. If you have physical and magic abilities, is it cool to just put all of them in one generic "Skills" command, or would you rather see separate "Physical" and "Magic" commands or something similar?

When it comes to what order the skills appear in, do you just put them in the order that the character learns them? Or do you group skills by use, perhaps sticking all the healing moves together and all the buffs together etc?

I don't know if there's a best way or right way to do any of this, so I was curious to see how everyone handles it ^_^

Making Healing Interesting with Multiple Healing Characters

I got to thinking about this due to the subject of skills in Mother 3 coming up in another thread, but does anyone have advice for making a party without a designated healer? I'd like to make a game where several characters have healing abilities, but without it becoming a FF6 type deal where the over-abundance of healing magic makes things too easy. Can you use variations in how each character heals to make things more interesting?

Also, if you make a character who can both dish out a lot of damage with offensive spells and also heal the party, can you encourage the player to use both rather than just saving all their MP for healing? I suppose you could have the two types cost different resources?

[RM2K3] Any 2k3 Battle Tips or Pointers?

Hello! :D I'm pretty well learned when it comes to making battles in RPG Maker 2000, XP, and VX Ace, but I'm new to 2k3. Are there any overall tips or pointers to keep in mind with making battles in 2k3 and/or with monster/battler stats? I also see a lot of people talking about pages and pages of eventing in 2k3 battles. Are those necessary to make a basic battle system?

Thanks a lot! ^_^

Good Idea? Bad Idea?

Hello everyone! I thought I'd make a general "Is this a good idea in an RPG" thread, as I often have ideas that, honestly, might not be as good as I think they are, and feedback on them would really help me.

My idea: I have a game that is relatively grind-free, as just battling the enemies presented as you go along will generally give you the levels you need. However, I'm planning the endgame to ramp up the difficulty, so I thought I'd have an area right before the difficulty spike where players could grind if they wish.

In this area is a machine that spits out enemies (the game works on touch-encounters), and each enemy party works kind of like the Veldt in FF6, where there are monsters from all over the game (except beefed up for optimal grinding). Every time you beat an enemy party, the machine pops another one out that you can fight, so there's no wandering around necessary.

So, I ask. Is this a good idea or a bad idea?

And, as an add-on, if this is a decent idea, should I have an NPC that counts how many enemy parties you've beaten and gives out prizes when you reach a certain number? I'm iffy on this idea, as it might make players who don't wanna grind feel like they're missing out on stuff.

Let me know what you think, and if you want to share your own idea for feedback but aren't sure if it's enough for it's own thread, feel free to post it here, too ^_^

Getting Two Scripts to Play Nice Together [Fixed]

Hello! For my game Luxaren Allure, I'm using two scripts, Kread-EX's Animated Battlers and Formar's Customizable ATB/Stamina System. For the most part, they work together very well, but I have a small gripe that I would very much like to see fixed:

When enemies and allies take damage, they show their "take damage" animation the first time, but if you hit the same enemy again, it won't display that animation. After some time has passed, they'll show that animation again when hit, but I'd really like it to be consistent and show it every time.

I'm willing to pay for this fix. I'm unaware with the rates for scripting or how much work this would take, so please let me know ^^

(I also have a smaller problem in the same area, when enemies die, but are revived, their normal animation won't turn on properly. I'd also pay to have this fixed, if possible ^_^ )

Thanks very much in advance! If you're interested, or want to have a closer look at the setup I'm using, please let me know and I'll send you a copy of my current project.

MiniGame Prizes vs Overall RPG Difficulty

Say you want to put a Dragon Quest-style casino or another mini-game with fabulous prizes in your RPG. I've been thinking about the sort of prizes you should offer, especially with attention to what they'd do to overall game difficulty.

On the one hand, you want the prizes to be really cool so the player feels like they've earned them. On the other, you don't want them to totally break the game or make people who skip the casino feel underpowered. How would you handle this? Also, does the location of the casino in-game matter? Like, if you have it later in the game, is it safer, because there's less of the game it can break?

Worldbuilding to fit Characters, or Characters to fit the rest of the World?

In this thread, LockeZ said:

author=LockeZ
I thought this was going to be about story themes, and conflicts, and building compelling worlds that add value to your characters, and building compelling characters that add value to your worlds. About deciding whether you should come up with the ambiance and history and theology and government and appearance of the world first, and then design the personality and upbringing and goals and beliefs and flaws of your main characters to fit with them, or do it the other way around, or something in between.

but no it was about people fitting in doors


So I thought I'd make a thread based on this, because it sounds interesting! What's your method of worldbuilding? Do you build the world and then put in characters that fit? Do you build characters and make a world to match? Or is it all part of the same process, and characters and the world they live in are designed at the same time?

Personally, my usual process is "Vague Outline of the sort of game I want to make and the sort of story I want to tell," then I make Characters, then I make the rest of the world around what's needed.

For example, I'll start with a vague idea like "A Christmas arcade-style kind of game with cute characters and present-collecting" or "A yuri game that plays with old-school defeat-the-overlord storylines" and then I'll go about designing all the characters, and after that I'll fill everything else in.

I'm very character-focused, though, so I'm sure that there are a ton of different ways to go about world-building. I'm interested to hear yours and how you work on your games and stories :DDDDD

[RMVX ACE] Script - Sell the Party's Entire Inventory

I don't know if this is easy or doable, but is it possible to sell all the items in the party's inventory, perhaps with a script call command?

Pretty much, when the script is called, all items and equipment would go away, and you'd be given gold equal to the sell price of all the items. Is this possible? Thanks!