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Topics - GrimTrigger

1
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.
2
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.
3
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?
4
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.
5
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.

6
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.
7
Resources / Battlefield Tileset Project
May 31, 2012, 07:34:31 pm
Step onto the battlefield!

I'm bored with working on my project right now, and I'm going to take a break from eventing and what-not to work on a new tileset. It's going to be a battlefield tileset, with lots of custom graphics. I'm opening up this project to suggestions and requests from you all. I'll put up each piece for you to examine. Tell me things you'd like to see, and I'll make add-ons for them. Once I finish enough stuff, I'll compile them all into a tileset and post it as a complete resource.

So far:

HORSE ARMOR Game_Guy's request.
*Modeled off of steel horse armor from the Oblivion DLC*
Spoiler: ShowHide



Command Tents (with color options)
Spoiler: ShowHide



Tents with Rune Charms
Spoiler: ShowHide

(1st- Terrorize Foes, 2nd-Good Heath(medic tent?), 3rd Ward off aggression, 4th Justice.)

Weapons Dropped
Spoiler: ShowHide


Siege Weapon! (Rough draft, I know it looks crappy)
Spoiler: ShowHide
8
Tutorial Database / Crafting Quality Side Quests
May 29, 2012, 11:37:43 pm
Tips on crafting quality side-quests

Side quests are an important part of an RPG, and often can be just as enjoyable as playing through the story line. Here are a few things I take into consideration when making side quests for my game.
1.  Relevance vs Randomness
2.  Challenge level
3.  Rewards
4.  After effects

1) Relevance vs Randomness

Any good RPG is going to has plenty of side quests, and it is important to fully utilize them to further the players enjoyment of the game. When crafting a side quest, I try to take into consideration the current events of the game. Put simply, if there is break in the heart-wrenching, tear-jerking madness of your storyline and the party has time to breathe.....throw in something fun and light-hearted. Maybe a rescued pet, or a pie eating contest. If the story requires the player to become emotionally upset, consider tying the side quest to the story, but only slightly. For example, if the main story calls for a big upcoming battle, a decent side quest could revolve around recovering a treasured artifact the warriors carry into battle with them. The quest can reference the main plot, but the focus is on the importance of the artifact, and hearing a bunch of unique and interesting background information.  Side quests can serve many functions, and can be used to break the grips of despair, or similarly give the player another connection to the main story, from a brand new perspective.

2. Challenge Level

Side quests need to be interesting, but not always challenging. I find having a healthy mix is ideal to keeping the desire to complete them high. In my opinion, certain side quests should be too difficult to complete right away, and can serve as an extra incentive to fully master your combat strategy, and gain as much power as you can. This can come in the form of a difficult dungeon, a collection quest with items that are rare, or simply a level based quest you must wait to be eligible for. Furthermore, the difficulty can be evented to match player strength, allowing for a custom-fit feel. I personally like hard side quests, but I make a lot of smaller, easier ones that can grant extra leveling opportunities, rare items, and fun to those looking to prepare themselves for together stretches of the game.

3.  Rewards

Few people are going to want to round up 5 chickens if there isn't ample reward. I like to make side quests deliver the goods so to speak, thus I use them to grant the player all manner of unique, powerful items. One of my most favored side-quests is the ongoing Runestone Quest. With this one, you simply need to explore the off-road areas of the maps, and search for ancient Runestones. Each Runestone contains specific passages inspired by the Havamal (http://www.ragweedforge.com/havamal.html)
and will grant party bonuses, skills, items, etc upon reading them. After enough have been read, you are given access to a special dungeon that will test your understanding of the Runestones. If you succeed, you will be granted the Master Skills for every party member. These skills are a tier above even the best naturally learned skills, and greatly enhance you characters. Another side quest I am fond of is a merchant quest, wherein you assist a young female entrepreneur in the busiest city on the map. She is looking to break into new markets, and asks you to find increasingly rarer and harder to obtain items. Each time you complete her request, she rewards you and gives you another assignment. Once you complete enough quests through her, she can serve as a shop that sells items you couldn't obtain otherwise, and can be very useful.

4. After Effects

A good way to efficiently employ side quests is to have them be remembered. If you're going to spend an hour or three making this quest, it shouldn't be forgotten the moment it's complete. In my opinion, side quests don't happen in a completely separate universe, they are merely independent of the general story line. Put simply, if your side quest involves a heavy use of violence in the middle of the town square, the townspeople should remember it. In addition, I like to make NPCs from across the land "hear" about current events, and mention them. I have shopkeepers that have a "News" option in their dialogue, and this is regularly updated to include both main story and side story events. It adds a lot to main story dialogue to incorporate, on occasion, certain references to side quests you've completed. This simply requires conditional branches during dialogue, and can add a great deal of immersion to a game.
Imagine the following:

(No connection)


Sven: ...Hey Fritjof, do you ever wish we had simply stayed in town that day?
Fritjof:  Sometimes, but I'm glad we are a part of this struggle....
Sven:   I can't seem to agree when we're crawling through this swamp....
Fritjof:  Ha! Deal with it, you're the leader after all...show some composure.
Sven: Ya, ya....
Sven:  Let's keep moving....

(Conditional Branch: Finish Lake Quest => switch =ON)

Sven: ...Hey Fritjof, do you ever wish we had simply stayed in town that day?
Fritjof:  Sometimes, but I'm glad we are a part of this struggle....
Sven:   I can't seem to agree when we're crawling through this swamp....
Fritjof:  Ha! Well if we hadn't left town, we'd have never run into that cute girl at the lake. I think she likes me, so at least things worked out for me.
Sven:  I feel like your priorities are out of order....
Fritjof:  You're the leader, so I leave the heavy stuff to you. I'll take the babes.
Sven: ........

Sven: Let's keep moving.

In all, side quests are useful tools, and should be carefully integrated into a game as much as possible. Too much randomness can break immersion, while too much relevance can narrow the experience greatly. Given the work that goes into making even small side quests, game makers should strive to capitalize on every ounce of impact they have on the player. Whether it be light hearted fun, or compelling drama, the use of side quests can take your game to the next level.
9
New Projects / Until The Final Blade Falls
May 25, 2012, 09:29:28 pm
Until The Final Blade Falls

Story

The land of Asvern had been the dominant military power in the north for over 300 years. The empire suddenly crumbled under the stress of financial collapse, and the assassination of its King, Lord Ragnar II. Seizing upon this moment of weakness, a fraction of the Asveri Kingdom declared its independence. This would become the land of Svalgard, a mountainous, rugged region full of caves, cliffs and waterfalls. Ragnar II's son was accussed of being weak compared to this father, and thus made Svalgard's recapture his personal mission. Despite proclaiming to his court the war would be a simple matter, the struggle dragged on for years. This debacle nearly brought the Asveri people to complete revolution do to its unpopularity. The young king, not wishing to be assassinated himself, officially declared the war over after 4 years of brutal fighting. The rough terrain and raw determination of the rebels proved to be too much for a severely weakened Asveri military to capture. Ragnar III never lets go of the resentment building in his heart for Svalgard, but admits the region is forever lost. A tenuous peace treaty was drawn up, and both sides agree to respect newly drawn up borders.

The story begins one year after the failed first invasion, high in the hills of Svalgard, near the town of Himilda.  A young man named Sven is cooking breakfast, and reflecting on his past, when an old friend knocks on the door, bearing troubling news. Tales of Sven's courage and strength win the hearts of people both young and old as he continues his journey, yet he ultimately wrangles with a choice that could destroy everything he holds dear

Screenshots:

Waterfall Bridge Crossing
Spoiler: ShowHide


Forest Clearing
Spoiler: ShowHide


City at Night
Spoiler: ShowHide


City at Day
Spoiler: ShowHide


Cutscene
Spoiler: ShowHide


Mountain Map (Large)
Spoiler: ShowHide






Characters:

Sven
Spoiler: ShowHide

Age: 22
Sven is a young, restless war vet scraping together a living in the outskirts of a highland town called Himilda. He served in the civil war on the Svalgardi side, but was released from duties do to his issues with authority. Sven was forced into carrying out many acts that ran contrary to his moral code, and vowed to never allow anyone to have control over him again.  While not technically an outlaw, Sven lives his life in the wilderness, training constantly with swords and physical exercise. He tends to befriend people easily, despite his reclusive lifestyle, and displays great leadership when the situation calls for it.


Fritjof
Spoiler: ShowHide

Age: 23
Fritjof is a strong, capable warrior whose family has served in the military for generations. When Svalgard split from Asvern, Fritjof was first to sign up for duty in Himilda. His unusual strength grants him the ability to wield large axes, as well as intimidate others with ease. He currently works with the town guard, acting as a fill in for a guard who recently retired. He is Sven's closest friend, and served alongside him in the final stretch of the war, when Sven was transferred to Himilda. He, unlike Sven, respects his superiors, but begins to question this behavior after certain events transpire.


Raven
Spoiler: ShowHide

Age: 21
Raven is a highly intelligent special agent of the Shade Wings, a clandestine organization of the country Ithilia. Ithilia offered it's spy services to Svalgard during the rebellion, and Raven has recently been sent to the region to investigate a strange series of murders. Her memory is so keen, she is able to remain almost every bit of information given to her. This allows her to gain significant rank in the SW, despite her age. Utilizing her sharp memory and natural agility, she quickly mastered several foreign combat arts that stress dodging, stealth and rapid attacks. This allows her to fight physically superior foes with ease.


Ivar
Spoiler: ShowHide

Age: 36
A Svalgardi veteran with a long career as an archer, Ivar is much older than the other characters. He uses his wide range of skills and experience in combat, and is a very versatile long-range fighter. His long service record has left him a bit stoic at times, but he learns to open up to people as time goes on. He particularly enjoys fishing, often disappears when he feels he isn't needed. He learned to utilize small amounts of magic from a mage long ago, and can augment his arrows to deliver elemental damage, but at great Mana cost, (except for fire.)


Astrid
Spoiler: ShowHide

Age: Unknown
Astrid belongs to a tribe of mountain-dwelling Ice Demons who live in the northernmost reaches of Svalgard. Like all her kind, she has pure white hair, gray piercing eyes, and the ability to withstand freezing temperatures. However, she has been banished from her tribe due to her lack of Ice Magic ability, (she can only perform the simplest of ice-based magic spells.) She is very bitter towards most people, and has been travelling the land alone trying to gain adequate control over her powers. She hopes one day to be accepted by her peers, and fully master her powers. She doesn't get along with other people easily, and tends to opt out of group activities.


Magnus
Spoiler: ShowHide

Age: 20
Magnus is a talented cleric working in the capitol of Svalgard, Brandrvere. Despite growing up in poverty, he skills in healing arts and his natural charm have enabled him to reach a cushy lifestyle of curing illnesses, chasing women, and collecting a stockpile of rare books. He is a relentless womanizer, but is well loved in town for his work curing all manner of ailments, often for free. His greatest passion is to discover simple, affordable cures for common illnesses that mainly affect the poor, (something he was exposed to often as a child.)


More characters will be met throughout the story!



Features

>Large world full of optional dungeons, mountains, forests and oceans to explore.
>Class  choices for all characters (choosing different strengths and weaknesses.)
>Fast travel system to quickly access major cities and locations.
>Relationship system (friendship, dating, etc.)
>Job based economy (perform tasks for money, collecting loot for cash will be slow.)
>Day and Night system
>Lively cities with plenty of reasons to revisit (and active night life!)
>Less restrictive world to explore

Status

Demo: None atm, but working on it.
Mapping: 50% complete
Storyline: 75% complete
System (battle, items, enemies, etc) 25%

Credits:

Game: GrimTrigger

Scripts: Blizzard, Ryex, ForeverZer0, Game_Guy, Aqua

Resources: RTP, various sites, large amount of personal edits.

***Special thank you to everyone who gives me feedback in the forums***

*Credit to Winkio for enhancing the game story description.
10
General Discussion / A question on leveling
May 20, 2012, 09:50:02 pm
Hey guys. I have a question for you all....

How do you handle leveling in your game? Is it secondary to item/equipment obtainment, or are baseline stats more important to character strength?

Here is what I do:

I start most of the players off at low levels, (1-5) and set the cap to 99 (the default). However, I tone back the growth rates significantly. For example, my main character is a war vet, and starts off at level 5 (considered fairly strong for a human). His HP starts at 750, and following the growth rates, his max HP ends at 3000. Other statistics are handled similarly. My whole idea is to allow for a decent growth rate between levels, but to keep monsters and enemies somewhat difficult for a longer period of time. I put a higher premium on using characters efficiently, and obtaining the best gear, and learning new techniques in order to max out combat effectiveness. I did this mostly because I wanted to avoid issues of over-leveling.

So tell me, what is your philosophy behind leveling and character growth?
11
Resource Database / High Mountains Tileset
May 15, 2012, 11:04:44 am
Mountain tileset edited to include snowy rocks, snowy gray stone cliffs, snowy ice cliffs, and hand holds for rock climbing (works well with the Realistic Ladders Script, and a common event to change speed). All edits done with GIMP. Sorry in advance if something looks weird.

Tileset:
Spoiler: ShowHide


Example in game:
Spoiler: ShowHide
12
I was going back to my first map to look it over, which is generated from a master tile set. Up until yesterday I had no issues with which tiles could be crossed by the player or not but all of a sudden I'm encountering a big problem. Normally, I've had the first and second layer able to create barrier, such as the water tile forming rivers, undulations making short hills, etc. For whatever reason, now only the third layer, (topmost before the event layer) seems to retain these properties. Essentially, I can cross almost anything unhindered now, but some tiles still block me, with no clear reason as to why.

tl;dr Unknown why I can walk across tiles that normally would stop me. Seems to be layer related, but inconsistent.
13
General Discussion / Worst RPG you've ever made
May 02, 2012, 11:26:21 pm
Maybe here, including myself, have probably churned out a few incomplete and/or terrible games while learning the ropes. Describe the worst game you've ever made...(It need not be a completed one.)

1.Describe your game's general theme.
2.What made it so terrible?
3.What made you abandon it if you chose to do so?
4.(If you didn't follow the above route, what did you do to change it?)
5.Do you feel you learned anything from it or was it just a waste of time?


I'll start:

1. Game was a craptastic potpourri of ideas ripped from Golden Sun, Breath of Fire, and various smaller titles. Typical save the world drama with the hero being the epitome of generic protagonists. (strong silent type orphan boy who learns to fight from old guy.)

2. Zero coherent story. Essentially killing your way across the land (would be fun if that was the point) and trying to save the world from monsters. Plot points contradicted themselves to the point where once I sat down and played through it, I realized I had ended up becoming the bad guy by accident. (Killing all those people evidently makes you a mass murderer if they aren't clearly defined *bad guys*.) I tried to incorporate real world issues like poverty, war, politics, but it came out so non-directional that you felt like you were spinning your wheels (so to speak.) Classic case of trying to do too much without a written out plan. Storyline felt like a procession of mini-quests, with no unifying theme. Also, game was using only original RMXP graphics, no scripts, and my knowledge of eventing was so limited I had to have switches for every little action. Battles were either insanely long and boring, or balanced poorly, leading to spamming of healing items constantly. The mapping was so bland, chugging a bag of flour would have more of a flavorful kick than exploring the realm. On top of all this, I had MASSIVE eventing errors, and there were a few doors and npcs that would crash the game, give you endless free stuff, and one accidentally sent you to face the final stage of the game right from the beginning (since I hadn't learned how to make conditional branches properly yet.)

3. Horrible everything. I had altered so much stuff in the game, I found it easier to restart completely.

4. N/A (recycle bin graveyard)

5. I learned more from examining other people's work, and learning how to make scripts work. I did, from my own failures, learn an organizational trick. I break the world up into regions, and set the first map of each region to be a blank map with common game events like lights, doors, npcs, chests, etc. I give it a regional name, and add new maps under it/  I make the regions maps as sub-regions within this context, so I can bring up one region with all it's locations easily and neatly. I have all the events I need at the ready, and am able to find what I'm looking for rapidly.


Share with me your horror stories.



14
Hey guys, I'm working on a mid-game mission that breaks away from the boring dungeon crawl, and puts the player to the test.

I want to bring a true mountain climbing experience to my project, and create the experience I was hoping Bethesda would bring me with Skyrim's quest to visit the greybeards....which was more scenic than epic IMO.

So my challenge is to scale the tallest mountain in the world, and reach the summit. The purpose of doing this is a little complicated. Essentially no one has ever climbed this mountain and lived. Everyone.......every party who has attempted it before has failed, with most members being killed. During the time the quest takes place, the main character is going through a major internal crisis, and begins to doubt his own abilities. He resolves that if he is truly as capable as he once thought he was, surely conquering this mountain is within his capacity. He sets out alone, and has a life changing experience as his nearly dies climbing to the summit. Everything is supposed to be dramatic.

The rest is simply story plot, blah blah.

What I want to know from you is if you have any ideas on how to make the journey to the summit difficult, epic, and overall a worthwhile quest. I have the scenes complete, but I need things to make the quest hard.

Here are a few things I'm considering, taken from things I've seen in mountain climbing docs and videos.

>Thick fog/snow which can hamper you're ability to navigate.
>Some form of event that slowly damages you from the cold (how would I do this, status change??)
>Custom tileset with wall pieces to climb like stairs, but not as neatly displayed.
>Mountain type monsters, pitfalls, and perhaps an avalanche.

If anyone has other ideas, I'm all for it. Also, if you are willing to share things you've done to make quests challenging, I'd like to hear them. Doesn't have to be related to this quest. Essentially anything you've done to up the difficulty in a quest to make things more enjoyable, memorable, etc.
15
Hey guys. My project involves a very large geographical region, with some fairly large distance in between major locations. In addition, there are many roads to get to the same places, making travel less like a grid, and more natural. I have road signs to direct players who choose to walk, but I'd like to provide the player with a world map to assist in navigation. I don't have anything like an interactive world map that where you zoom out and walk into locations (like Golden Sun, BoF, etc.)

Ideally I'd like to do the following:

Have a map come up with the press of a key, and display an image of the entire world (can be a picture, or whatever.) Your position will be marked on the world map in accordance to the current map you are standing in. Ideally it would display the name of the map as well.

Is this possible? I tried to do this with "guidestones" that show a map and a specific location marker for each separate map, but that is beyond tedious.
16
General Discussion / Open vs restricted
April 19, 2012, 09:09:23 pm
I've been working on a game which draws heavily from games such as Skyrim, Fable, etc. It mirrors that game in terms of npc interactions, choice, and "open" lands to explore. One of the things I've always liked is the ability to travel the lands as I see fit, and engage the story as I please.

To fit this into a 2D rpg, I allow the player to roam the lands, but to a certain degree. Right off the bat, you are able to travel to roughly 7 established settlements and a few geographic locations. There is a horse drawn carriage which can ferry you around the major destinations (for a small fee, tailored to the distance traveled, as it is in Skyrim.) You are given a quest at the beginning which will point you in the right direction, and you are given lots of reinforcement as to what you need to do to move the story along. I partition off sections of the world (half the world unavailable until the main quest is about 1/3 complete, the southern and northern reaches unavailable at start.) In terms of all immediately reachable areas (generic roads, etc), monsters/enemies are roughly the same strength, (because who would live in an area where 25,000 HP dragons roam freely?) Challenges come from the occasional tough encounter, or through the numerous quests. I do make many locations that have special purposes (like mountains, dungeons, etc) have strong monsters, so it's not like every single map has nothing but 500HP slimes. Also, encounter rates increase as you move farther away from human settlements and more powerful monsters will live in these locations.

Possible benefits to this system:
>Increased freedom to explore and feel immersed in the world
>Ability to customize your experience and how you level up, gain items, make money.
>No "I forgot to grab that item, now I need to restart/reload because I can't go back."
>Allows for story to focus on problems, issues, and enemies, instead of constant roadblocks at each town.

Negatives I've experienced:
>Requires more "clues" to keep player on the "right path."
>After a certain level, random encounters can become tedious. (I have world semi-partitioned, so newer areas are made harder to fight through, and sometimes require quests which provide the challenges to keep things fresh.)
>Requires lots of interesting maps to keep the player "wanting" to be free.
>Harder to work in cut-scenes/requires careful eventing to avoid game-breaking errors


So my question to you all is how do you address the issue of linearity/freedom in your games, and what advice do you have for me to make this "open" game of mine playable?
17
Resources / Windowskin I made (critique welcome)
April 08, 2012, 07:29:59 pm
Just a Windowskin that I use for my game. Thought I'd upload it and see what you all think. Feel free to use it if you like it.

The WindowSkin:
Spoiler: ShowHide


18
Welcome! / A wild New Guy appears...
April 08, 2012, 12:04:52 am
Hello everyone, I'm new to this forum, but I've been tooling around with RMXP for a little while (on and off for a couple months.)

I'm currently working on a game that allows the player to control a great deal of how the game progresses, and how the characters develop. I have no knowledge of scripting, but I've gotten decent at eventing. The only skill I seem to be proud of is mapping, which I take almost a little too seriously. (What! This rocky ledge would never exist in real life!?! REDO!!!!)

Currently my game includes:

*8 playable characters, each with their own unique base-class

*Class promotions at a certain level, which allow the player to choose a direction the character can grow in (Berserker for high damage, Juugernaut for HP boost and ability to tank (hence my "taunt" script request made earlier)) The idea is to choose classes to compliment the other choices, so team building can add lots of replay value, IMHO.

*Hero class promotion decided by three variables, which track player choices to play as a loose cannon bad-***, a logical tactician, or a heroic leader.

*Scripts found on this forum, such as Tons of Addons, Stormtronics CMS, ATES(for day and night), Easy Party Switcher by Blizzard, Dynamic Sounds by Ryex, and Blacksmith Shop by ForeverZer0 (which loves to cause me trouble, but is a central focus of my game, thus well worth it.)


I'm working on the storyline right now, which is always troubling for me. If anyone is interested, I can make a thread about this game in more detail. I'm always open for suggestions.




Nice to meet everyone.
19
General Discussion / Skill to attract enemy attacks?
April 07, 2012, 01:04:30 am
Hello everyone!

I'm currently working on a game that has the player able to choose class promotions for all 8 of my playable characters once they meet their specific criteria. For example, my dodge-type character (known as an Agent) can class up to either Assassin (stronger damage dealing skills) or Saboteur (skills that cause status effects and moderate damage, i.e poison, sleep, etc)  :ninja:

What I'd like to know is if it is possible to make a skill that can draw enemies attention during combat. I'm currently using the standard battle system, and I'd like to incorporate a tank-type class that can draw enemy attacks for a short time (kind of like a tank pulling aggro in MMOs)

If this is possible please let me know.

Thanks in advance for any help.   :beer:

~Grim