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Messages - Cid

1
Was that aimed at me? I did provide a link.
2
Quote from: MikePjr on July 20, 2011, 08:08:53 pm
I looked for a youtube video to show how it worked back in those days, but i can't seem to find one showing off how those battle results worked..


I can't help with the request, but here's an example of what you're referring to.
3
This seems a bit trivial for script requests, but I couldn't think of a more suitable place to ask. :^_^':

I'd like to completely disable the announcement of actions during battle, including the "help" window itself. So when Fire Slash is used, it will not say "Fire Slash" at the top of the screen. It'll look just like a regular attack was used. (Note: I still want the help window to appear when you're browsing skill/item menus. I don't want it gone completely)

Is this a simple case of deleting a few lines of code? I have a script that allows me to use my own, custom windows ("help" included), so I don't know if that will throw a spanner in the works.
4
I'm using low numbers for the simple reason that my game is rather mild in nature, so I think outrageous damage would look a little out of place. Although I'm not really a fan of high numbers anyway.
5
Chat / Re: I don't see enough WRPGs here...
May 02, 2011, 10:21:26 am
I don't think there's any need to lock the thread. It's an interesting point and I can definitely see where you're coming from, but your assessment of JRPGs has been a little harsh.

The game I'm making is influenced by both. You don't directly assume the role of the main character, but there is an element of free-roam, the story is relatively grounded and none of my characters or attack animations are massively over the top. Ultimately it will be seen as a JRPG, but there's some western heart in there. 8)

Incidentally, I did toy with the idea of making a completely open RPG like Oblivion or Fallout, but the number of possible complications that could arise from not having absolutely everything nailed down beforehand led to a rethink. It also made it many times more difficult to implement a strong narrative, and the involvement of party members in the story would invariably suffer.
6
RMXP Script Database / Re: [XP] Terrain Step Sound
April 28, 2011, 06:21:48 am
Perfect. Nice work, g_g.
7
RMXP Script Database / Re: [XP] Terrain Step Sound
April 27, 2011, 09:43:41 am
Hmm, I get this error (upon moving the character) whenever I make use of the volume/pitch adjuster:

QuoteScript 'Terrain Sound' line 90: TypeError occured.
cannot convert nil into String


Have I missed something during set-up?
8
RMXP Script Database / Re: [XP] Terrain Step Sound
April 27, 2011, 04:32:53 am
Is there a way to specify the volume and pitch of each sound effect?
9
Script Requests / Re: Stepsound script
April 26, 2011, 10:01:04 am
I've been thinking about using something like this for a while now, so I'd be interested in your superior script as well, g_g.

The one posted above was a nice teaser, but it seems quite restrictive, and also has compatibility issues with Tons.
10
RMXP Script Database / Re: [XP] Continuous Maps
October 04, 2010, 06:13:36 am
Solved my problem shortly after posting. Become something of a habit recently. >_>

Oh well, still gives me a chance to say what a great script this is. Perfect for world maps.
11
General Discussion / Re: Skill Games
September 28, 2010, 06:09:09 am
Quote from: Blizzard on September 28, 2010, 02:45:44 am
From what I saw of the game at his place, you can win battles without doing anything. You can play through the whole game like that. Just grind a lot (again, without actually playing) and then go beat up the next boss. It's a no-brainer. :/


Actually, they took pretty drastic anti-grind measures with FFXIII. The growth system is restricted and expands after each chapter. You don't get complete access until after the final boss.

Anyway, as RPGs are supposed to be games of numbers first and foremost, I think the ideal reflex systems would be affected by character attributes. For example, when using a bow, you'd need to drag a crosshair over the enemy which would remain relatively still or shake erratically depending on your accuracy stat. Combined with the ability to target individual sections/limbs of your enemies, you'd be able to strike weak points more consistently with higher accuracy, or be lucky to hit anything at all at lower values. Furthermore, your proficiency with bows would determine how many arrows you could actually fire.

Aside from that, I think the best way of implementing skill into an RPG is through good ol' fashioned strategy. Simply force the player to think about what they're doing in battle.
12
Another 23 here.
13
General Discussion / Re: I Would Like Your Opinions
January 05, 2010, 06:36:36 am
Quote from: Longfellow on January 01, 2010, 03:34:59 pm
Maybe if they made you investigate to find out something (y'know, drop the big bits like what your goal is &c. in a main cutscene, then let you talk to other people for the rest) it would be a lot more entertaining.


This is pretty much how Dragon Quest handles things. You're often encouraged to find out the details for yourself as opposed to being spoon fed everything in an overly long cut-scene.
14
You can just have a universal sprite for enemies on the overworld. Persona 3 and 4 use a shadowy blob model, for example.

I don't see anything wrong with random encounters, but I switched to using on-screen enemies in order to populate areas and bring them to life.
15
RMXP Script Database / Re: [XP] Tons of Add-ons
October 20, 2009, 06:38:15 am
Psyche Up. It's basically a "charge" type ability that can stack with itself up to four times to increase the damage dealt/HP healed by attacks and skills. I don't know the exact multipliers, but it seems to be something like:

First Psyche Up = x2
Second Psyche Up = x3
Third Psyche Up = x5
Fourth Psyche Up = x7

Your stored "tension" will disappear as soon as you break the chain of Psyche Ups, or if an enemy uses a skill that dispels it. The one exception is if you use a skill that isn't affected by the multipliers (ie: Full Heal, which heals 100% HP no matter what).

Also, in DQVIII you only have a chance of increasing to level 4 tension each time you attempt a Psyche Up. If you fail it will simply remain at level 3.
16
General Discussion / Re: New Sprite Style for my game
October 17, 2009, 05:57:19 am
Looks good. Although one thing that stands out for me is the skull on the hat of the third character. He's facing an angle slightly, yet the skull is perfectly straight. If you shave off a layer of white pixels from the left (with the exception of the two next to the black pixels) I think it'd look better. You might want to dull the white a little, too. The brightness causes it to stand out a bit too much for my liking.

Anyway, nice work.  8)
17
General Discussion / Re: ABS or SV?
October 16, 2009, 04:51:48 pm
Personally, I enjoy turn-based battles in RPGs, which is why I've stuck with 'em in my project. Obviously there are benefits to real-time systems, and I can understand why many people are switching to Blizz ABS, but for now I'm happy with what I'm doing.

At the end of the day I think you should develop the sort of game that would appeal to you. Don't just do things to please other people or get your game noticed.
18
RMXP Script Database / Re: [XP] Tons of Add-ons
August 25, 2009, 10:38:17 am
I admire your honesty.
19
RMXP Script Database / Re: [XP] Tons of Add-ons
August 25, 2009, 10:14:59 am
Would it be possible to add attribute and status resistances for Passive Skills? ie: "Absorb Fire", "Null Sleep", etc. I don't know how difficult that would be, or whether you're even interested in doing it. I'm just throwing it out there.
20
RMXP Script Database / Re: [XP] Tons of Add-ons
August 24, 2009, 04:05:24 am
Alright, that's done the trick. Cheers.

You asked if I was using an add-on with dummy elements. I assumed that since I hadn't touched anything (and all add-ons were switched off), the game should've run as normal.