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Everything posted by LaDestitute
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Still can't download anything but strangely, it works on IE.
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No offense, but it looks like a copycat of RPG Maker XP.
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How does the player keep track of what to do?
LaDestitute replied to OverlordMao's topic in General Game Development
I write stuff down or memorize in my head. RPGMaker wise, I just a evented gameplay log or quest/story journal. -
I need a RMXP character set for a Neutral/Flying Chao. Chao are virtual pets from the Sonic series, and are very advanced; for they have advanced AI and stimuli for their console generation. Below, is a reference pic, and a template (RMXP done style) for the base.
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No, but regardless: Adblock Plus BetterPrivacy CookieSwap DownloadHelper (Add-on that can allow you to download videos plus convert them too into different file extensions, it's quite popular) ForcastFox NoScript
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I'm using Firefox. Do you want to list what Add-ons I have? It actually occurs on the file download page, the download link wiht the planet image next to it or whatever.
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Mainly the tools you made lol.
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Anything I try to download from RMXPUnlimited's Tools and Utilities page ends up taking a long time (page acts as if it's loading, the file never appears and it eventually times out) for me to download? Anyway to fix this?
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Does anybody know if there are any scripts that have these features? That don't have to be all in one script, multiple ones are fine. Increasing element damage by a % (Such as 110% or 180%) (For this, I'm making an advanced random weather system for my project, and I need the increasing element damage by % for it) Disabling use of a specific skills or types of skills, probably by element or state tag If not, I like someone to make me a script for this, as I said; I need the two things above, the other stuff i'm not listing can easily be evented.
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I'm using Enu SBS Tanketai XP for my project, and everything is working fine and dandy, but there's one modification I want to make, but I don't know how. How do I move the main command window (it's the one with Attack, Skill, Item, Defend, Escape) to the right of the battle screen? Due to the size of my sprites (Their Chao) and the way I set em up, the command window is obscuring the main view of them, making them hard to see. I have all of Enu SBS Tanketai XP's core scripts, but here are a list of additional scripts I'm using and other scripts for my project: Animated Enemy Battlers All of the Animated Weapon Add-ons Battle Windows HP/SP Bars Atoa CTB Other: Custom Menu (XRXS, Dubealex, and Hypershadow180) AMS (Dubalex) EXP Curve Editor (Dargor) Map Stats* (Dubalex) Shop Overhaul (Leon) Anti Event Lag System (Zeriab) Aligment System (Leon) Advanced Weather System (Ccoa) Character Database (Nakate) Monster Book with comments (Momo) Compile Multiple Show Choices Together (Jimmie) *=Including Keyboard script.
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Updated on 01/27/11 8:52 PM Base Info Engine: RPG Maker XP Series: Sonic the Hedgehog/Chao Demo: Yes Full-Game: No Downloads The Chao Tales Open Beta *NEW LINK *New link for Remix Soundtrack coming soon. Story The storyline will be split into four chapters, each one after chapter one released as an expansion to the main game. Each chapter will feature it's own major sub-plot and end-boss. Of course, any stat changes, items, progress, quests and such will be transferred to the next expansion if a save file from the last chapter is present. (Chapter I: Station Square, Chapter II: Mystic Ruins, Chapter III: Oilutopia, Chapter IV: Outer Space, and Space Colony Ark) Features *The class system is based off of the Chao evolution aspect, and there are five alignments (neutral, hero, dark, rose, and chaotix) and five attributes (none, run, power, fly, swim) total, not counting attributes. Growth of the main character is controlled by a grid like system akin to FFX's Sphere Grid or FFXII's License Grid, called the Chao Evolution Grid. It's not the only way the main character can grow, there are other methods such accessories akin to Pokemon's EV held items and stat boosting items. *The cast of the game is the main character (default name is Chaoin) and a select group of characters based off of my friends and acquaintances. Also making appearances in the game are special NPCs you can recruit (mainly the gold, silver, and black Chao) and character chao versions of all the major characters in the Sonic the Hedgehog series. I am however, thinking of bringing back the original clan like idea. *The game has a simple random weather system, it's merely for display and to add a little charm. The types of weather are normal weather (normal light, no effects), intense sunlight (brighter, lens glare effect), rain (darker, rain, duh), storm (much darker, heavier rain with thunder flashes), and snow (just darker, and snow). However, certain areas have special weather that nullifies the system such as rainbows or sandstorms. *The game will feature a item/device that has a special function; the game uses the original sound pieces for each location and then there's a specially selected remix. The device called the Music Swap App will allow players to either: switch the current map's original composition or it's remixed version, or the entire soundtrack. *Other features in the game include a Pokemon style tree growing system, skins (accessories that change the base color of Chaoin akin to special color Chao from the Black Market), themes (different windowskins, based off of SA2/B's themes system), and netplay multiplayer. Locations Station Square Junkyard (The remains of Eggman's ship, the Egg Carrier. Scrapped parts and robots is mostly what is here but some item boxes and the black Chao egg is found here as well.) Oilutopia (Eggman's new base, which is also a mobile base too. Situated on a large lake of oil, the base had metallic pillars that dig into the oil lake's bed for support. Oilutopia is seperated into different sections and requires use of puzzles to get to other sections and activate machines in the base.) Mystic Ruins* Angel Island* South Island Outer Space*** Space Colony ARK Little Planet Green Hill Zone** *Mystic Ruins and Angel Island are technically part of South Island. **Secret area. 2D, and Sonic 1 style graphics, and gameplay. ***Includes the mini planets visited in SA2/B. Progress (just a estimate) Overall: 15% Script: 75% Mapping: 7% Story: 90% Events: 80% Graphics: 50% Demo: 100% Development Team Creator: LaDestitute/Spike/Miles Castea Head Developer: LaDestitute/Spike/Miles Castea Spriters: Ryu (three positions available) [NEEDED] Scripters: GubiD (three positions available) [NEEDED] Composers: None (four positions available) Mappers: None (four positions available) Game Testers: None (four positions available, and game testers get the next stable public release early) Special Thanks: None so far Characters The main character in the game, the one you play as. S/he is not very important at the beginning but their actions will seal their fate. The game will ask you some questions at the beginning and give you an opportunity to name your character. If the player does not like the name they picked, they can use a item later on to change the name of the main character, called a "Rename Card". A suspicious looking Neutral/Power Chao who lives in the sewers of Station Square and his name is Charles "Kabewm" Megaton. He sells the player pyrotechnic/explosives supplies, allowing them to make their own pyrotechnics and explosives. Charles looks around randomly often like he's freaked out because truth is...the feds are after him for selling the stuff without a license. Chaoley is his name and competition is his game. He is a carrot orange/slightly greenish brown two-tone Chao who never hatched out of his egg completely. He is the primary rival of the main character in the game, and personality wise; Chaoley is quite rude, bratty, and verrry competitive. He's also a homage to Jr Troopa. What makes him unique is that he can be fought in multiple places during certain points in the storyline, and this decides his alignment, attributes, and weaponry/tactics as you progress. Notes *The game is currently in alpha version. While the majority of mechanics are in place and functioning, I am taking a bit of time to polish them and make a custom menu and such before I move on. Current Progress Point Currently, I am working on polishing the mechanics and adding last minute things originally planned. Support Bars & Banners This section is for support bars and banners, and my friend Zchin made a nice userbar for you all to use (below is the code): [url=http://www.rmxpunlimited.net/forums/topic/4186-the-chao-tales-a-non-linear-chao-rpg/][img=http://img339.imageshack.us/img339/8090/choauserbar.png][/url] Screenies Title Screen Battle System (In Action) Current Battle System Testing Map Storm Shop Window Save Ring (credit goes to Derek for the sprites) Chat with the Chao Principal Character Database Snippet Wild Book/Chaopedia Chao Evolution Grid Cliffs Chao Stadium Cave 1 Chao Stadium Cave 2 Cyber-Net Inc Progress Machine New Title Screen Credits Sonic & all related settings, characters, and trademarks: SEGA/SonicTeam Chao Sprites: Dragon Goddess and Gamerguy Title Screen Words/Title: Jbrist Battle/Mini-Boss/Boss Theme: Nexus007 Titlescreen Theme: Sega & SonicTeam (Sonic Chronicles) Play the open beta for the rest of the credits.
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Summary I am working on a Chao based RPG, and I need a custom class/job script made to match Chao evolution. The player, eventually will be able to go to a specific character or location to allow their Chao characters to evolve. This is where, it is a RPG, and the characters are Chao, and the evolution system is incorporated into a class system. http://chao.wikia.com/wiki/Chao_Evolution Features Desired *Once the character or his party reach a specific level, they will be able to go to a location or character to have their Chao evolve, which depending on their alignment and their highest stat. *After they beat the game, and get up to level 70, they will have the option to evolve to a Chaos Chao, Light, Neutral, or Dark. *In my game, I'm adding two new alignments: Rose and Chaotix. So, perhaps include them in the indexing/checking part or whatever. Mockups Games its been in The Chao Evolution concept as a class...none. But Chao where primarily featured in Sonic Adventure, Sonic Adventure 2, and most of the GBA Sonic games. Did you search? Yes Scripts Being Used Sideview CBS** (Paladin1?) Custom Menu (XRXS, Dubealex, and Hypershadow180) AMS (Dubalex) EXP Curve Editor (Dargor) Map Stats* (Dubalex) Shop Overhaul (Leon) Anti Event Lag System (Zeriab) Aligment System (Leon) Enemies Level** (Shockwave) Advanced Weather System (Ccoa) Character Database (Nakate) Monster Book with comments (Momo) Compile Multiple Show Choices Together (Jimmie) *=Including Keyboard script. **=Status pending, meaning it may be removed. Where did you search? RMXP CA Google RMRK What did you search for? chao chao evolution class system
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Weapon/Armor Customization and Alternate Skill Costs
LaDestitute replied to LaDestitute's question in Support
Sorry if this is gravedigging, but I really need this. Tomo, did you get it finished? -
Before I eventually relized it, I actually thought you where a girl. O_O XD :P
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*hugs* Your a wonderful person. Besides, I like trans. *hugs again* hang in there, you'll be alright.
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Needing some gameplay design advice
LaDestitute replied to LaDestitute's topic in General Game Development
Read it more carefully. -
For those that read about my latest topics (my literary analysis one and the one asking about the customisiation of weapons/armor and alternate skill costs) skip onto the next paragraph after the following one. I had created a system for my project where I had a specific set of items (called Auguries) that could be fused with weapons/armor to improve, and where used as a alternate cost to skills instead of MP. So, I had a Maple Story style class system set up, where the characters where one of the four standard RPG classes (Warrior, Archer, Thief, Mage), and at levels 30, 60, and 90, you reach a upgrade point where you could pick a more advanced class, say Warrior to Black Knight. Of course, considering it sounds very clich, I was thinking of getting rid of it, and instead: Each character would keep their class archtype and actually have a second subclass under this archtype (commonly a rare or interesting one or one unrelated, and meaning they learn skills under that group). They would have "deft" magic: Casting a set of primary magic based upon their elemental affinity and a subgroup of magic such as blue magic or healing magic. Second, the ability to convert items into Auguries (i.e Potion turns into 3 Light Auguries), and last but not least; the ability to forge auguries with weapons and armor to improve. Also, so nobody is left out, any particularly important magic (only one I can think of is summoning), each character would have a set of summons. 1: Leave the class system in. It gives something familar and comforting to the player. 2: Leave it and replace with your idea. It's unique and fresh. Second concept...with the thought of modifying armor and weapons, the cliche concept of buying equipment and ditching it in the next town for better ones doesn't seem nessacary at all. So, what sould I do to compensate for the loss of equipment, espically late into the game? I thought of just using simple equipment like: "Sword", "Robe", "Chestplate", etc...but it seems a bit harsh for the player to be stuck with a single set of equipment for nearly the whole game. Perhaps spliting them into metals? Like bronze armor, iron armor, etc...
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Weapon/Armor Customization and Alternate Skill Costs
LaDestitute replied to LaDestitute's question in Support
Okie dokie! -
Weapon/Armor Customization and Alternate Skill Costs
LaDestitute replied to LaDestitute's question in Support
I might keep MP...I'm not sure. As I have other stranger classes that are FF style, like the Blue Mage and the Mime. I actually opted for a time limit for some control to prevent overpowering. -
I have decided to implement some features I orginally came up with back into my game, and so: My game has a system of items called the Augury Spheres, which are spheres that represent the four classical elements, ice, and light and dark. Fire=Red/Earth=Brown/Wind=Green/Water=Blue/Ice=Cyan/Dark=Black/Light=White. Also null auguries, auguries that have no elemental affinity and when in the case of a weapon/armor, if you receive a item with one, the null augury cannot be removed. Blank auguries, auguries that transform into other types depending on circumstances. 1: Weapon/Armor Customization These auguries can be equipped to weapons and armors (armors including accesories), and after a few hours (more depending on the power of the result), the item transforms into a all new form, usually with: a new name, new stats, and commonly; a elemental affinity. For example: Red Auguryx4+White Auguryx4+Black Auguryx4+Gun=Nova Pistol So, in layman's terms, a specific set of items can be used to fuse to items and change them. 2: Auguries as cost for magic This one is where auguries are used as a cost for all types of magic. So, simply auguries are expended instead of MP to cast spells, ranging from your basic black magic to more powerful magic like necromancy or summoning. For example, Cure=Brown Augury+2 White Auguries. So, in layman's terms, those sets of items as used as a expense to cast magic instead of MP. So, would it be possible to event this (if so, how?), or would a script be needed?
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Some literary analysis please
LaDestitute replied to LaDestitute's topic in General Game Development
Well, I'm moderately autistic, so even though I have very good grammar and spelling (although my reading level is grades higher than others), I have trouble with english, and math. And I'm 17. >_> I actually had some scrapped idea I had decided to put in, but I was too ffar along the game's development, but I might put them back in. 100s of years ago, when supposedly humans began to evolve from their primate ancestors, as a side-effect from the hunter/gatherer theory, humans began to develop the ability to control the elements and nature slowly. When humans became aware of this, they began to call themselves (well, the group that could use these special mutations) Defts, which is a word that means "very able" or "skill". Eventually, this extradnary skill began to branch out into more specific forms: the ability to convert natural materials into spheres full of the elements, which the Defts dubbed Augury Spheres (I originally picked Mana Spheres, but it seems too cliche) and these spheres where used to utilize teir natural abilities with ease without any cost except for the Augury Spheres themselves, and they also found a way to fuse them with weapons and armor, giving them strange properties. -
Uh technically, I'm not a newbie exactly. O_o
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I wrote this plot two years ago for my first RPGM project, I like some LA please. Also, if you like, I also have several concepts in my head. There exists a magical world know as Altaria. The people of Altaria relied on 7 Mana Spirits for most things...the mana spirits. Fire, Earth, Water, Storm, Ice, Light, and Darkness. Strange occurrences have occurred on Altaria, and the spirits have been imprisoned by strange malevolent entities. What's going on, and is this man (Edmund) linked to all of these events is he merely a puppet to these dark events? The young boy, decides out of his own curiosity; decides to check out what's going on, not aware he gets himself thrown into a whole world-wide calamity.
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I actually joined two months ago, but forgot to post, but anyhow hallo! You may know me on RMXP or CA.