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Messages - Azuriyuu

Hm, it's been a while... and I'm not all that much a scripter, but I'm modifying it to suit my needs(Making the script check weapon elements rather than IDs).

Would it be impolite to post such a thing here?  What's the ettiquette for this sort of thing?
Recruitment / Re: Shattered Infinity
July 01, 2009, 12:39:18 am
I'll be posting some plot details soon once I'm no longer a bit shaken up.

Real Life events have kept me from being into the RPG Maker scene for a week or so.  Much lulz.  Only not really lulz.  Things are settling down, though.
Welcome! / Re: Azuriyuu Appears!
June 24, 2009, 07:19:15 pm
*Bows* THank you all for more warm greetings.

And if I were a Pokemon, I'd be Electric/Fighting type.

Imagine THAT mix.
Tutorial Requests / Re: Item Database Save/Load
June 22, 2009, 04:48:50 pm
Huh, does it, now?  Well, don't mind me, I'm just gonna put my foot in my mouth and chew on it for a while...
Tutorial Requests / Re: Item Database Save/Load
June 22, 2009, 02:40:00 am
Exactly.  I can see that as being a very useful and multi-faceted function and I think it could be used for quite a bit.
Welcome! / Re: Azuriyuu Appears!
June 22, 2009, 02:13:53 am
Well, I posted an ad in the 'Project/Testers Recruitment' for any who want to see some of what I have planned.
Recruitment / Shattered Infinity
June 22, 2009, 02:12:53 am
Howdy, all.  I'm starting a team to work on an RPG which I have been working on and thinking of the designs for several years.  However, the scope of this project is...well, a bit on the big side for one man.  So I'm looking for people to help me.  I'm -especially- looking for a scripter to help me out, to assist in my game.  So far the features I have planned are...

Multi-tiered Status Effects: Status Effects have a Minor, Major, and Severe stage, including Drowzy(Behaves similarly to a mix of Sleep and Blind), Cursed(Lessens the effect of healing spells used on the character), and positive status effects such as Alert(Raises accuracy and evasion and allow critical attacks).

Item Creation System: A dynamic item creation system by which you can build weapons, armor, and potions from various item creation shops.  The only items that one can buy directly are materials, however to simplify matters you can commission shop owners to build items at a higher cost, but without having to worry about finding materials.

Seven Characters, Skills and Genius Skills: There are seven main characters, each of which can level up in any way and gain almost every skill.  However, each of the characters have 'Genius Skills'; a synthesis of two different skills which they themselves can learn as their own unique abilities.

Advanced Elemental Circle: An element system in which even without factoring in enemy weaknesses, elements play an important role.  Using the five chinese element system, in which each element generates one other and defeats one other.  In addition to simple weakness and resistances, using the elements in the order of the generating circle (i.e. Fire, then Earth) can increase the effectiveness of elemental spells, including healing and status spells.  Additionally, there's a seven-day elemental week, which boosts the power of certain elements.

Various Difficulties: Four planned difficulties: Easy(For casual RPG players), Medium(Persona 3-like difficulty), Hard(Persona 3 Hard Mode-like), and Hero(...For experts only)

I'm intending on making a very long and involved game, and while I have an idea of how I want everything to be gameplay-wise, but I welcome anyone on the team who is committed and thinks that they have something to add to the project.
Welcome! / Re: Azuriyuu Appears!
June 22, 2009, 01:15:36 am
I have a project that I've kinda been working on for a few years, but I haven't known what to make it in.  I've been frusturatedly acknowlaging that I'd have to learn programming to actually reach that goal.

But for some reason it clicked to me a few days ago(When I've played around with RPG Maker casually for a few years) that I should actually sign up for the site instead of lurking and join it.

And with that in mind, seeing all the scripts and the community, for some reason I feel spirited and determined.

So my project is both new and old.
Tutorial Requests / Re: Item Database Save/Load
June 22, 2009, 12:46:53 am
That still doesn't quite have all the functionality that I'm looking for, but thank you, game_guy.  It'll be a good place to start.
Welcome! / Re: Azuriyuu Appears!
June 21, 2009, 11:31:28 pm
Hm... alright, why not?  I've been hoping to get a team together ever since I got this in mind, so maybe I'll post a few of the systems I have planned out for my game.  I'm DEFINATELY a designer and a writer more than anything else, but I've taken a few programming classes so I sometimes I speak in some bizarre language which is honestly halfway between coding and english.
Welcome! / Re: Azuriyuu Appears!
June 21, 2009, 10:44:43 pm
That's right.  You trainers need to remember that you don't fight electricity with water.

Unless the water's like level 100.  Then maybe.
Tutorial Requests / Re: Item Database Save/Load
June 21, 2009, 08:08:00 pm
Well, while New Game +ing is one of the reasons why I want to be able to save and load the item database, that's not the main reason.  :P

The main reason is actually so I can add additional properties to the items, particularly because in the game I'm making I don't want to work with Str, Dex, Agi, and Int(I want to change Dex to Con for defense and add in a Spirit for Magic-Defense), and I want to be able to make equips capable of adding or subtracting from the fifth actor/battler stat.

Additionally, I want to add a few more, 'hidden' properties which would have other effects.  If I could load the item portion of the database from a seperate file, then I could just type in all the items in the game into that seperate file and have it behave as if they were saved into the database.  Then the saving an item database would come from if I did both item crafting and a New Game+, or something like Golden Sun, or again, it'd be handy if I wanted to make a Roguelike style bones file.

EDIT: Also, I thought of another use; if one extended it to actors and classes, and used the RMX-OS, one could also use it as sort of a DLC-type function, allowing a creator to add bonus-characters or weapons in later if he so felt like it.  :P
Welcome! / Re: Azuriyuu Appears!
June 21, 2009, 07:57:08 pm
Thank you all for your kind welcome.  I hope I'm able to bring a unique perspective to the community.

...And, uh, are you sure grabbing radioactive bulldogs with your hands is a good idea?  I usually use radioactive tongs for that.
Welcome! / Re: Azuriyuu Appears!
June 21, 2009, 07:41:03 pm
I don't want to say too much about my game for fear of jinxing it(Though I AM kinda looking for a team to help with scripting and other things), but it's an RPG about dimension travel, in-story character development having a strong effect on combat ability, highly tactical combat, multiple difficulties ranging from Final-Fantasy-ish to Harder-Than-A-Shin-Megami-Tensei-game, and I've been working on the story and concepts in some form for...over 4 years.
Hey, I'm asking for a tutorial for RPG Maker XP as to how to save/load an item database from a seperate file which is attached to the save file(Or even embedded in the save file).

The reasons for this would primarily to be mixed with the Item Creation System that Blizzard designed.  The uses I imagine are to allow one to do a New Game + retaining the existance of created items, be able to trade created items to another player, or to create bones files if one wanted to create a Roguelike in RPG Maker XP.

EDIT: Pay no attention, folks, move along, nothing to see here, no dead bodies behind the curtain.
Welcome! / Azuriyuu Appears!
June 21, 2009, 06:58:53 pm
Well, this is WHERE I'm supposed to be stepping out of a Lightning Bolt, but...

Well, my special budget's been cut, so, y'know, you'll just have to do without the lightning bolt.  Sorry if I'm disappointing.  I'll try to make sure that Season 2 of Azuriyuu has a better budget.

As you can see, I have an...odd sense of humor.  I'm hoping to be a game designer for my actual career, so I'm trying to make an RMXP RPG to get some experience in designing games.  Plus I love games.

Anyways, even though I'm not a programmer, I'm bustling with ideas, and I can design all sorts of systems or gameplay elements and help anyone with any balancing issues they have.
One concept which I always thought was interesting was the sort of 'Mirror Boss' idea.  Like a Boss which compared to most bosses is actually very weak, and could be taken out in four or five turns if they were the kind to just sit there and take your nuking...but they're a party of 3/4/whatever size your party is.  One of them would have an AI which loves to buff and acts as a healer whenever someone's HP is low who's semi-fragile, one of them is a strong physical attacker with some minor healing ability and a ton of HP, one is a strong magical attacker, and the other is an incredibly nasty physical attacker who's only got moderate health, but inflicts all sorts of crazy debuffs on your party.

To make it even nastier, you can make the AI as Player-Like as possible, raise their stats or give them new skills if the player's above a certain level and even do some horrible tricks like giving them an inventory and access to healing, and even reviving items that all of them can use.

Although in doing so you could give the player some concessions too; weakening them if the player's level is low, giving them an inventory of a specified size, giving them limited(And truly limited, not a level of which they'll NEVER run out) of SP and forcing them to use their limited SP healing items to restore their SP and continue to assault you, as well as being HIGHLY succeptible to status effects.

Bosses which are strong because they possess the player's strengths are fun; there's countless examples.  And having such bosses having the same weaknesses as players could make it interesting as the player continues to fight them until they realize that they can fight using a strategy similar to one they'd use against themselves.