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Messages - GrimTrigger

1
Quote from: KK20 on August 31, 2014, 12:27:48 am
Because I have never played the game before (and maybe a lot of us haven't either), describe the system more. Show us that script you're talking about in VXA.


Certainly.

Here is a good explanation on how the system operates in the actual game. http://www.goldensunrealm.com/gs/djinn/

Here is the script (for VXa) which is the best rendition I've seen through my searches. http://forums.rpgmakerweb.com/index.php?/topic/8273-djinn-system-demo/
2
Quote from: ForeverZer0 on August 31, 2014, 12:10:49 am
I just googled "RXMP summon" and got plenty of results.


The summon part isn't really the problem, it's the system used to handle said summons. Most scripts I've found via google emulate a FF style summon system, whereas the Golden Sun style I'm hoping to recreate is essentially glorified spells that become available after a few criteria are met. Like I said, I even found a script for VX that mirrors is almost perfectly, but it's not backwards compatible. I'm hoping given the popularity of the game, someone has come across or has ideas on how to make it viable in XP.
3
Hey everyone!

I'm trying to make a Golden Sun fan game, and I've hit a brick wall. I have scripts to enable both side view and the tilting screen during combat (looks awesome.)  I can certainly create my own summon animations if need be. The problem I'm having is I can find a way to create a Djinn system that enables summons. I've found a script that works for RMVXace, but not for XP (I tried inserting it, and even messing around with it, to no avail.)

Does anything even close exist for XP? I'm willing to sacrifice a bit of the old meta for the game so anything that allows players to build up to stronger summons and set things to enable summons would be super helpful.
4
General Discussion / Forced Unequip of weapon/armor
April 26, 2013, 12:52:57 pm
Several instances in my game I'd like to be able to hand over my currently equipped weapon or remove my armor mid-cutscene. Having to end the scene, and manually remove it breaks a lot of immersion, and simply feels clumsy. Is there a way to do this so I can remove my equipped weapon, for the purpose of removing it from my inventory? Change weapon ==> decrease doesn't seem to handle equipped items.
5
O.o it's so simple....how did I not see it....


Thanks !
6
General Discussion / A question on movement speed.
March 06, 2013, 01:46:13 pm
Is it possible to modify the movement speed of a  character more than just the (movement speed) option? To expand on this, I find the speed of 3 to be give for slow walking, but 4 seems too fast. I'd love  achieve a 3.5 if possible.

Any way to make that happen?
7
General Discussion / Disabling items in combat
October 20, 2012, 10:23:46 pm
So as part of my tournament arc for my game, I need participants to fight one on one matches. What I would like to have happen is find a way to disable the use of items in combat, so that it's based only on fighting strength. Is there a way to do this, as the DISABLE MENU doesn't affect battles from what I can tell.

Thanks in advance.

~Grim.
8
Oh believe me, I know the whole concept of a tournament is a little cliche, but I personally like some RPG formalities. I'm trying to gear in such a way that the fighting isn't the main focus....as if there is a bigger reason to joining the competition in the first place.

As always, the main focus of my quests is character development. By the end of the game, there are only 7 major characters to use, and I want all of them to grow on a player. I have variables that track the relationship between each character and the main, so this is a good chance to create some "team" unity, whereas before the characters were more loosely associated. I put a lot of effort into this department.

I'd like to incorporate a betting system. Good idea!
9
I haven't finished all the heavily evented fights for the whole thing, but unless you have serious difficulty playing RPGs, I'm aiming to have it like 80% chance of winning the whole thing without grinding. It's essentially a large break from the main plot to dive into some backstory, and to add significant character development. Winning only has the efect of added EXP, a larger cash reward, and some late game notoriety. The tournament happens fairly early in the game, so to lose against isn't an ego-crippling blow. I have it evented so that if you do lose early, itis explained that the fighters are simply very experienced, and that you need to train more. If you lose late in the games, it's ruled out more as back luck. Should you win, many people contest your victory, and call it a fluke.

The driving force behind entering the tournament is to root out a criminal organization that is rigging the games, as well as funding an drug-running operation plaguing the local region. Regardless of the outcome, you still end up fighting against a well-funded, dangerous group of people. The win only changes some dialogue to give your player more credit for being a bad-ass.

Most of my game is centered around character development, so I keep that in mind when making these kind of quests.

Does my point system make sense for hosting a tournament? I feel the structural aspect of the competition is my weak point, as I'm more focused on the behind-the-scenes action.
10
Hey everyone, still working on my project, had to take a break due to life issues and work, but I am slowly working on things.

Have any of you worked a tournament into a game, as part of a story? I'm very interested in hosting one in my game, and I'd like some input from you all if you don't mind.

Here's what I've got so far:

Plot:
Country of Asvern hosts a tournament every 3 years to showcase it's fighting strength, and accepts challengers from around the world. The main character is convinced to join as part of a main quest, but the completion of isn't set in stone. Ideally, you want to win it, but you can lose and still proceed in the games. How far you get, as well as a few events that take place in the week long competition DO have an effect on the game, but it isn't massive. You are notified of this side-quest ahead of time, and have ample opportunity to seek out training and leveling before hand.

Concept:
Player will fight through 4 rounds of combat in a team with 4 members (set for this point in the game,) but only one team member at a time. Each 1v1 fight that ends in victory adds a +1 to your team's score. Once you reach 3 points, you win a majority of possible points, and win the round. Ties are settles by the team captains having a sudden death match. Each round marks a specific day, and if/after you advance, you are free to roam the Arena grounds and play through an intricate side quest plot that involves cheating, gambling, and some main plot foreshadowing. Switches and variables keep track of your progress, and various conditional branches will pop up later in the game that reference how you performed, so winning is worth working hard for.

Have any of you successfully incorporated a tournament, and if so, any tips on how to make it fun and interesting? Also, any remarks or critiques are welcome.

11
General Discussion / Re: Need help with temporary skills
September 19, 2012, 12:35:13 pm
Thanks a ton. I'll give this a shot when I get off work. I can simulate this concept about 90% already (only issue its the skills remain) and its pretty fun to use. Ideally, I'm attempting to make the battle system more based on actually combat theory, and less about spamming skills.

Other ideas I'm working on.

1. Wounded: Status that drops enemy ATK by 10% for three turns, and inflicts turn based damage similar to the venom status.
2. Front line: Skill that bestows taunt status. Will draw enemy attention, (tank skill).
3. Weapon types: some  are armored, and need attacks or weapons labeled as "pierce" to be hurt.
Other enemies can only be hit with projects and magic.
4. Enemy troops have plenty of eventing to give some personality and strategy. (This is major pain in ass.)
12
General Discussion / Need help with temporary skills
September 18, 2012, 11:42:29 am
Issue: I need to find a way to have a character learn a skill in battle that is only available for a short time, essentially a single turn.

Details: I'm working to make a more interesting battle system, and part of what I'm considering are different categories of attacks. One branch of attacks are classified as "Feints" which hit a target for minor damage, but change the foe to the status "OFF-GUARD." When this status is inflicted, the enemy cannot dodge, and has his/her defense halved for a turn. (The idea is you created an opening in their defense, to capitalize on, or set up for a teammate.) What I would like to do is give the user of a Feint Skill an extra incentive to attack the "Off-guard" foe, to keep the battle flowing naturally. I want the user to gain a skill for one turn, (this turn granting them a strong "finisher-style" move that may also grant other status changes) and then forget it by the next turn, regardless if it is used. Additionally, I'd LOVE to find a way to make the finisher move hit the foe inflicted with "Off-Guard" a lot stronger than a different enemy. (maybe through element weakness?)

I'm trying to make it to flow like this:

Player turn = uses [Stance Breaker]: Enemy is inflicted with [Off Guard] Status. Player gains [Helm-Splitter]
Enemy turn = uses [attack (opportunity to counter, attack, heal etc)] Enemy has 50% DEF
Player turn = uses [Helm Splitter]: Enemy is hit.
Enemy turn = uses attack (player forgets [Helm-Splitter], must reuse [Stance Breaker] to gain it back.)



Any suggestions or questions, please let me know  :D

Thanks in advance.
13
Quote from: winkio on June 10, 2012, 12:13:14 am
Game development has taught me that I like actions much more than results.  I always ended up designing puzzles, battle systems, and moving graphics with a much lower focus on environments, plot details, and character stats.


I know exactly what you mean. I feel like I'm having more fun building a game than I ever will playing it. I hope that doesn't mean my game is boring.
14
I've been trying to create a game which allows for a lot of player choice and varying outcomes based on those choices. As a gamer, I've always thought "gee, why doesn't the game creator do this, that, and the third, and make the game better?" Now I realize how much extra work it takes to have a storyline that adapts to player choice. This has really given me a boost in terms of mentally envisioning complex situations, multitasking, and logical reasoning.

RMXP also has taught me is how much I value "authenticity." The more dialogue I'm forced to write, the more I realize I connect to "real" human emotion and behavior, as opposed to the often dramatic/poetic stuff you normally see in RPGs. Without sounding too much like a hipster, I am rapidly losing my ability to tolerate dialogue in games that seems to perfectly planned out and "artsy." I'm much more drawn to characters that speak plainly, swear, get confused and make mistakes.

Another thing I've learned about myself is that I'm terrible at creating original characters from scratch. All characters in my game, UTFBF, are based of of people I know. I didn't even realize it until I sat down to write up my game bio. What really learned is that even on a subconscious level, I project my life into whatever I'm doing....be it art, game making, etc.


I've also learned my creativity is heavily affected by my choice in music. I've done my best mapping listening to Porcupine Tree and Dream Theater. I've done much better dialogue writing and eventing listening to folk metal. Overall, I need something external to get the creativity flowing.



15
Resources / Re: Battlefield Tileset Project
June 08, 2012, 10:27:09 pm
Quote from: ThallionDarkshine on June 08, 2012, 02:02:00 am
Sure, here it is.




This is excellent, and I will definitely use this.
16
That's a pretty good idea. I make the prices of equipment cost a lot more than you'd find in standard RPGs, but the other items like potions are still affordable. I start the game off in an older, more remote town as a way to limit access to high powered goods. If you want the good stuff, you need to travel to a major, wealthy city, but be prepared to pay top dollar. The best items are quest related, so I prevent the player from farming up a money (korean RPG style) to buy an overpowered weapon and break the game.

I have NPCs that have 3 levels of dialogue. Talking to Npcs multiple times is a function I promote in my game as opposed to many RPGs. The first is an introduction, usually saying hello and something of varying importance. The second level is a follow up sentence, if you come back to the person. the third is for a quest related statement (functioning as news of your deeds, locally). IN all 3 levels, there is usally a sentence that is conitional on you FAME counter, and your alignment. Example would be if you've completed a lot of quests, and you're playing like a noble hero, the townsfolk may know your name, and great you as a hero.

I like complex things, and I favor reusing npcs and locations to build a story. the entire world is pretty large however, but towns are spaced decently far apart.
17
Resources / Re: Battlefield Tileset Project
June 07, 2012, 06:55:14 pm
I really like that red flag design. Can you separate the flag from the tent so people can use it independently?
18
General Discussion / Re: Screenshot Thread
June 06, 2012, 10:59:35 pm
Quote from: Boba Fett Link on June 05, 2012, 09:12:42 pm
@GrimTrigger

Nice maps! One thing I don't like is that long waterfall. It looks a little bland. Maybe break it up with some cliffs and make it so that not all of the sections of it are at the same level.


Ya I see what you mean. I didn't put a whole lot of effort into that corner of the map, because the bulk of it is outside the visual range of the player. A lot of my maps have large incomplete areas because they simply aren't seen in play do to passage restrictions and design. Putting that aside, I have been going back and breaking up the waterfalls that ARE visable in other areas. I add smaller versions of that mid-waterfall island, or thin rock walls to spruce it up.

What I really need to do is make some custom rocks, like stones that can just stick out of rock faces, waterfalls, etc. If I make them taper off to a point at the bottom, I can avoid having large amounts of unnatural perfectly straight columns in my landscape......

...add another thing to my list of custom tileset graphics.
19
Resources / Re: Battlefield Tileset Project
June 06, 2012, 10:54:47 pm
@Thallion

Those are pretty good. I like the color of the tent.
20
Resources / Re: Battlefield Tileset Project
June 05, 2012, 11:08:48 pm
Quote from: ThallionDarkshine on June 05, 2012, 10:28:20 pm
So grimtrigger, I've just started editing tilesets, and I made several types of military tents. Would it be okay with you if I post them here, and you could use them in your tileset?


Sure. I'll make sure people know who did what