UNITY'S PROFILE
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.
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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[RMVX ACE] Question about setting a Variable equal to 'Steps'
This may be a silly question, but as I haven't used it in this way before, I wanted to make sure.
I'm considering a farming-type RPG where I use the amount of steps the player takes to measure how fast things grow. Here's how I planed to use it: I use Control Variables and set one variable to "Other: Steps" when a crop is planted, and, when the player returns, set a different variable also to "Other: Steps" and subtract the first variable from the second, and if the number is high enough, put a fully-grown crop where the seeds were.
Would this method work? Does the Steps counter keep going up and never resets?
Thanks :DDD
I'm considering a farming-type RPG where I use the amount of steps the player takes to measure how fast things grow. Here's how I planed to use it: I use Control Variables and set one variable to "Other: Steps" when a crop is planted, and, when the player returns, set a different variable also to "Other: Steps" and subtract the first variable from the second, and if the number is high enough, put a fully-grown crop where the seeds were.
Would this method work? Does the Steps counter keep going up and never resets?
Thanks :DDD
[Poll] Using Chiptunes, 8bit or 16bit Music in New RPGs
I happen to really like the bleepy bloopy sounds of games of old, as I grew up with the NES and SNES (and fell in love with music from the Genesis sometime later). I've already used 8-bit music in one of my games. I'm curious about whether people like that sort of music in games these days.
[RMVX ACE] Futuristic Animation Resources?
Aside from some of the animations on LexusX's deviantart page, I'm having a hard time finding futuristic animations for Ace, like gunfire, missiles, lasers, etc. Does anyone know where to find some?
Thanks a lot! :DDDD
Thanks a lot! :DDDD
Rune Factory 4 or Harvest Moon: A New Beginning?
I gave Sooz one of my old Harvest Moon games (Friends of Mineral Town for GBA) and hearing her talk about it has really got me in the mood to try a new Harvest Moon game.
Looking into it, it seems like Rune Factory 4 or Harvest Moon: A New Beginning might be just what I'm looking for. I was curious if anyone has played either game and could recommend one? Thanks! ^_^
Looking into it, it seems like Rune Factory 4 or Harvest Moon: A New Beginning might be just what I'm looking for. I was curious if anyone has played either game and could recommend one? Thanks! ^_^
The Unfinished Forgotten Games Mausoleum
Hello everyone! I wanted to make a thread to talk about games in our past that we worked on, intending to make a full game, but for whatever reason, the game got left by the wayside, and now will most likely never be completed.
I'll start with one from my RPG Maker 2000 days.
Game Name: Elemental Clash
Engine: RPG Maker 2000
Intended Length: 80 Hours (>.<;; the hell was I thinking!?)
Actual Completed Length: About 40 Hours
This was, at one time, going to be my big, epic fantasy RPG masterpiece. Eight characters, representing eight elements, each with their own story. Then after that, those eight characters move into four groups with a new story. And then all the characters join one massive group to complete the game. Needless to say, I never got that far.
I wanted this game to be massive, and even in its incomplete stage, it is. 893 Maps. 48 possible party members (though only eight were permanent), several years in the making. But after all that work, I looked back and realized "I'm only about half way done!" And then it died. I lost all interest in it.
I suppose I could take each character's story and make a separate game out of it. But I'd want to redo it to make it all polished anyway, so... not likely XD
In hindsight, this was an important learning experience for me about game scope and planning. I learned that shoveling in more and more characters and plotlines without a good unified story was a big mistake. This all seems obvious now, but back then, it wasn't.
Screenshots below the hide tag!
Bad art! Oh man, this is embarrassingly bad! >.<;;
You chose which order to play each character's story by choosing an element. Each element was represented by a character.
The character representing the element of Darkness was a dragon who wanted to become a human (spoilers: he becomes a human)
An airship that wants so badly to be the Epoch from Chrono Trigger. It could teleport you from the fantasy world to a futuristic alternate dimensionthat should have been cut from the game because it has little to do with the main plot
A part of the massive Overworld. I was not good at making overworld maps XD
Do you have a game that'll never be finished? This can be its memorial. Share it with us, and tell us about your experience, and what you learned from it. :D
I'll start with one from my RPG Maker 2000 days.
Game Name: Elemental Clash
Engine: RPG Maker 2000
Intended Length: 80 Hours (>.<;; the hell was I thinking!?)
Actual Completed Length: About 40 Hours
This was, at one time, going to be my big, epic fantasy RPG masterpiece. Eight characters, representing eight elements, each with their own story. Then after that, those eight characters move into four groups with a new story. And then all the characters join one massive group to complete the game. Needless to say, I never got that far.
I wanted this game to be massive, and even in its incomplete stage, it is. 893 Maps. 48 possible party members (though only eight were permanent), several years in the making. But after all that work, I looked back and realized "I'm only about half way done!" And then it died. I lost all interest in it.
I suppose I could take each character's story and make a separate game out of it. But I'd want to redo it to make it all polished anyway, so... not likely XD
In hindsight, this was an important learning experience for me about game scope and planning. I learned that shoveling in more and more characters and plotlines without a good unified story was a big mistake. This all seems obvious now, but back then, it wasn't.
Screenshots below the hide tag!
Bad art! Oh man, this is embarrassingly bad! >.<;;
You chose which order to play each character's story by choosing an element. Each element was represented by a character.
The character representing the element of Darkness was a dragon who wanted to become a human (spoilers: he becomes a human)
An airship that wants so badly to be the Epoch from Chrono Trigger. It could teleport you from the fantasy world to a futuristic alternate dimension
A part of the massive Overworld. I was not good at making overworld maps XD
Do you have a game that'll never be finished? This can be its memorial. Share it with us, and tell us about your experience, and what you learned from it. :D
Balancing a (Mostly) Two-Character Party
A future game I have in mind will have a good chunk of the game (or maybe the entire game, I'm still deciding) with just two party members. Therefor, I'm wanting to design the characters so that they'll really compliment each other in battle and keep battles fun despite only having a party of two. (This game won't happen for a little while, but I can't stop thinking about it and working on it in my mind, so I figured what the heck XD)
I'll leave a plot synopsis under here of the basic idea for any that are interested (it was also included on my idea thread):
tl;dr: You have an angel lady and a demon lady, and it'll be just them against the environment and monsters for a while.
I want them to have skills and abilities that compliment each other's, and reflect their angelic and demonic natures. All I've thought up so far is the stereotypical "make one a white mage and the other a black mage" dealy, but that's pretty boring. They certainly could have elements of that, but it seems like I could do a lot more with the two-person team.
Any ideas, suggestions, etc would be greatly appreciated :DDDDDDDDDDDDD
I'll leave a plot synopsis under here of the basic idea for any that are interested (it was also included on my idea thread):
This would center around a realm where angels and demons live, and they only stop all-out war by sending one of each of their warriors to an ancient protected battledome to solve issues by duking it out.
We have an angel lady protagonist and a devil lady protagonist, each growing up learning to hate the other's culture. They must fight in the battledome but during their fight, a catastrophe occurs, orchestrated by a mysterious third power that wipes out both of their civilizations.
They must team up to survive, and must solve the mystery of their world's demise. And maybe they get a little close to each other, despite their differences, over the course of the game <3 (Yes, more yuri from me XD )
They have to flee their world as it crumbles, only to find a vast, new world they never knew existed so close to their sheltered realm.
We have an angel lady protagonist and a devil lady protagonist, each growing up learning to hate the other's culture. They must fight in the battledome but during their fight, a catastrophe occurs, orchestrated by a mysterious third power that wipes out both of their civilizations.
They must team up to survive, and must solve the mystery of their world's demise. And maybe they get a little close to each other, despite their differences, over the course of the game <3 (Yes, more yuri from me XD )
They have to flee their world as it crumbles, only to find a vast, new world they never knew existed so close to their sheltered realm.
tl;dr: You have an angel lady and a demon lady, and it'll be just them against the environment and monsters for a while.
I want them to have skills and abilities that compliment each other's, and reflect their angelic and demonic natures. All I've thought up so far is the stereotypical "make one a white mage and the other a black mage" dealy, but that's pretty boring. They certainly could have elements of that, but it seems like I could do a lot more with the two-person team.
Any ideas, suggestions, etc would be greatly appreciated :DDDDDDDDDDDDD
[RMVX ACE] Re-purposing Stats
I have a question about re-purposing stats in VX Ace. Say I wanted to replace one of the existing stats, like maybe Magic Defense, and turn it into Aim, a stat that determines the damage of ranged weapons.
To make this work, I'm guessing what I need to do is just make sure that skill damage formulas of ranged skills use the Aim stat and that no skills use it as Magic Defense anymore. Is there more to it than that? (This is my first time messing around with redoing stats like this)
Thanks! :D
To make this work, I'm guessing what I need to do is just make sure that skill damage formulas of ranged skills use the Aim stat and that no skills use it as Magic Defense anymore. Is there more to it than that? (This is my first time messing around with redoing stats like this)
Thanks! :D
[Poll] When Playing Indie RPGs, What Game-Length Do You Look For?
I just wanted to get a general consensus about what sort of length people look for when they download games off of this site. Before I came here, I always wanted to make huge 20, 30, or even 40+ hour RPGs, but that has the drawback of me getting bored with the project or me making a game so big in scope that I could work on it for a decade and not be done. (And thus I have several big incomplete RPG Maker 2000 and XP games lying around XD). It was only relatively recently that I learned the joy of making shorter games.
But today I'm specifically looking for what length you, as a player, like to play, when it comes to RPG Maker and other indie RPG games.
But today I'm specifically looking for what length you, as a player, like to play, when it comes to RPG Maker and other indie RPG games.
[RMVX ACE] Limited Number of Times You Can Use a Skill (Resolved)
Hello! :D
I wanted to make skills that the heroes gain via equipping certain equipment, but instead of using MP, they have a set number of uses and then they cannot be used again until you rest at an inn.
I had something similar in a XP project, but given that I knew zero scripting, I just made multiple copies of the same skill, with a different one for each number of uses left, and one that couldn't be used for when uses = zero, and checked it all with common events.
That seems a bit cumbersome, so I'm hoping to find a script or something similar that'll do the same thing. Yanfly's Skill Restrictions, using the <limited uses: x> tag, does basically what I want, except that it refreshes the uses after battle, and I want them to specifically refresh when the party rests.
Does anyone have any ideas how to do this? Could it be done by modifying the Yanfly script or is there a somewhat simple method that could make it work?
Thanks very much in advance! :DDD
I wanted to make skills that the heroes gain via equipping certain equipment, but instead of using MP, they have a set number of uses and then they cannot be used again until you rest at an inn.
I had something similar in a XP project, but given that I knew zero scripting, I just made multiple copies of the same skill, with a different one for each number of uses left, and one that couldn't be used for when uses = zero, and checked it all with common events.
That seems a bit cumbersome, so I'm hoping to find a script or something similar that'll do the same thing. Yanfly's Skill Restrictions, using the <limited uses: x> tag, does basically what I want, except that it refreshes the uses after battle, and I want them to specifically refresh when the party rests.
Does anyone have any ideas how to do this? Could it be done by modifying the Yanfly script or is there a somewhat simple method that could make it work?
Thanks very much in advance! :DDD
Future Contest Idea
I remember Liberty talking about taking a newbie under your wing. That plus the upcoming McBacon jam got me thinking: What about a future contest where seasoned game developers are paired with newbies for a short period of time for some game-making? Then, for like a week or two, the two of them could work together and the newbie would probably learn a ton about making games!
If this becomes an event, I think there should be separate badges for newbies and seasoned developers, as I think maybe the seasoned developers should get more makerscore as they'd be taking up a teacher-like role. What does everyone think? Good idea, bad idea?
If this becomes an event, I think there should be separate badges for newbies and seasoned developers, as I think maybe the seasoned developers should get more makerscore as they'd be taking up a teacher-like role. What does everyone think? Good idea, bad idea?














