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Everything posted by YelloMagic
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The amazing invisible girl! Or, depending on how you upload her, semi-transparent girl. Her outline and body are each one solid color; if you set her body color as "semi-transparent," you'll be able to see through her. You could make her even harder to see by making her body color transparent and her outline semi-transparent... she's full of potential!
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I've been using RPG Maker XP since April, but hadn't tried using custom scripts or editing my game's basic script until earlier this week. And, wow, what a difference it makes. Whenever I encounter an oversight or error with the basic game, the solution seems to be to look for a script- not to mention the dozens of nice additions I can make to the appearance and function of my game. I've been able to use my extremely limited knowledge of the script to change a few things myself, such as text options and the appearance of the in-game menu. One particular addition that my game would really benefit from is an in-game glossary that could be accessed from the menu. I know that a lot of scripts for this type of addition have been circulated online; I'm just wondering if anyone has created or used a system with these sorts of specs: A bestiary of beaten enemies: This would include basic information such as average EXP, money, and items received (if the "item" tabs remain blank until the item has been won at least once, that'd be great). I'd also like to include basic stats, strengths, and weaknesses (which I may also want to reveal only conditionally, i.e. if the player has used an analyzing ability on the enemy). I'd need to be able to include a description of the enemy- tabs for their enemy type and location would be nice, but those could be included in the description if they're not available. Enemies should only appear after they've either been seen or beaten. I'd prefer to use battler graphics instead of sprites, because I have not yet designed sprites for many of my homemade enemies. I've come across a script that met my criteria pretty much exactly on rmrk written by a user named "Cold," but the link to the full script is no longer available- if any of you are using this script or know where to find it, please let me know. A character index: I'd love to be able to list important characters that the player has met. Being able to update or replace entries as more information on a person becomes available would be great. I'd like to use specs such as age, ethnicity/species, place of residence, and occupation, but as long as I have a fairly large text box to work with, I'm sure I could include those myself. For this section, I'd need to use sprites rather than battler graphics; I've designed dozens of sprites for supporting characters, but next-to-no battlers for them because most of them won't be involved in fights anyways. A travelogue: Here, I would provide the player with specs on places they've visited. I'd like to be able to have the same control over info as I would with the character guide. Graphics aren't necessary, but would be nice. I'd probably do a PRNT SCRN image of a location from a distance and use that. These details would really benefit my game- they're really the bulk of the experience. My people, places and things are really pretty interesting, and the player would benefit from getting more info on them. Any help would be greatly appreciated. Thanks!
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Has anyone been working on different poses and animations for the characters in RPG Maker XP? I found that I actually really liked the default graphics' style- they had a sort of unassuming, neutral quality that would make it very easy to use the characters in any way I wanted to. But the sprites only have motions for walking, which can make them appear a bit static. I've designed 2 so far- I can make "Theif 2" flex his biceps, and "Queen" throw her arms open and flash a creepily huge smile. Right now I'm focusing on animating the sprites I wanted to use for the protagonists- which is a matter of personal preference.
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Do you like enemies on screen or random encounters?
YelloMagic replied to FranklinX's topic in General Game Development
The main problem with a lot of RPGs with randomized fights (especially older ones)is that the encounter rate seems to be set high to compensate for the fact that the enemies aren't very bright or tough and could be handled pretty easily by themselves. The game just tries to wear the player down with a barrage of boring fights. Making the enemies invisible until a fight starts can also strip them of personality- it can make them seem anonymous. That old video game gimmick of recoloring older enemies to make new ones is a good example of this. But I think that these setbacks could be definitely be overcome through creativity! -
Is it possible to separate key items, consumable items, and equipment into different item menus? I don't know the first thing about scripting, but that sounds possible. Has anyone tried doing this? I think that the game's standard item menu gets pretty cluttered as it is.
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I've created a state that allows a character to be brought back to life once if killed. It works fine, as long as the affected character isn't the only member of the party. If they are, the game will end when they die, regardless of whether or not the effect's in place. How can I fix this? Is it possible to make characters immortal? If it is, then I could make all characters immortal, but cause them to die when their HP is at 0 unless they have the special state.
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I've been trying to design some simple skills that involve "common events," such as a move that shows enemy stats and a stealing technique. Since the game doesn't provide you with a "conditional branch" to cover the player's choice of opponent, I'm not sure how to design these moves. The easy fix would be to assign a variable to each troop. The variable would cause a list of choices labeled with the opponents' names to appear when the special skill is used, and the player would use the skill on the opponent whose name they picked. This looks a little odd, though, and I'd rather have something that worked a little more smoothly. Any suggestions?
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What's the proper etiquette for using resources? I'm going to thank and give credit to anyone who created an outside resource in my game- should I ask them for permission, too, or are all of the uploaded resources available for public use? I'm definitely not planning on releasing this game for a profit or giving it any kind of media exposure; my soundtrack isn't exactly copyright-secured, so I couldn't, even if I wanted to. This is just for me and whoever else I can convince to play.
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Hey, all my nerd droogs. I've always considered myself a "creative" type, a film & music buff, and I happen to enjoy playing video games as well. For years, I hoped to unite these disparate interests, but to no avail. The original RPG Maker kinda sucked, since it was ugly, hard to use, and had no way to import outside resources. But as of May of this year, I've been convinced that such a fusion IS possible. That fusion will be known as... Beyond Temptation. As I imagine it, Beyond Temptation will be equally influenced by Final Fantasy, Dragon Quest, Trainspotting, Twin Peaks, and vintage electronic music (ESPECIALLY synthpop, which often sounds curiously similar to the music from Super Nintendo games). As an English major with hardcore lit credentials, I also hope to introduce a level of plot and character development that's pretty uncommon to video games (foreshadowing! symbolism! dramatic irony! and so on). But the whole thing's going to be played mostly for laughs. I want to spoof cliches in RPG video games and draw comparisons between their admittedly silly tropes ("secret" princesses, amnesia, plots to take over/blow up the world and the like) and the most classic examples of melodrama, soap operas! Rest assured, I'm no hater. EarthBound, the really good Final Fantasies (YOU know which ones I'm talking about... don't you?) and Chronos Cross and Trigger consumed a fair portion of my childhood... time well spent. This isn't an RPG for people who don't like RPGs... it's an RPG for fans with a healthy sense of humor (and irreverence). But to achieve a finished product on the scale I've imagined (at least 30 hrs to beat), I'll need some help. I'm starting to get pretty good with the program's mechanics, and have begun designing my own characters and objects (to a certain extent), so I wouldn't mind returning the favor.