Description

What're We Cooking?


A full game cooked up in two weeks (and a weekend)! The cookoff begins on February 1st and wraps up on February 17th where all games must be submitted before the end of the day. Check the event page (and your account's timezone) to see when the event ends in your local time.

The Kitchen Suite

The tool of choice is RPG Maker VX Ace Lite! It is the free but feature limited version of RPG Maker VX Ace. The restrictions of Ace Lite are as follows:

Maximum Database Entries
  • 10 Actors
  • 10 Classes
  • 126 Skills
  • 16 Items
  • 60 Weapons
  • 60 Armors
  • 30 Enemies
  • 30 Troops
  • 25 States
  • 110 Animations
  • 4 Tilesets
  • 10 Common events
  • 100 Switches
  • 100 Variables
  • There are no other database restrictions


Map & Event Limitations
  • 20 Maps
  • 10 Events per map
  • Call Common Event is disabled


Script Limitations
  • The script editor is disabled.
  • The 'Script' event command is disabled. Other script commands in Assign Variable, Condition Branch, and Move Event are still enabled.


These are strictly implementation restrictions that you are free to work around. Need more than sixteen items? Make your key items weapons nobody can equip! Want more than ten playable characters? Perhaps when one leaves the party you could overwrite its name and stats with your new character! Twenty five troops too limiting? Make a troop that adds random enemies via battle events!

Please note: While it is possible to add your own scripts to a game through devious means the spirit of the Ace Lite restriction rules in this contest. Injecting scripts is not allowed beyond using the enabled script calls for their intended purposes. Of course changing the database caps through other means is also right out. Any game found violating these restrictions will be disqualified.

You can download RPG Maker VX Ace Lite here.

If you want to see what you can do under such restrictions Deckiller has made a game in Ace Lite called Kolmesarta. Feel free to check it out!

Your Ingredients!

Everything in the kitchen is allowed! There is no theme to the cook off besides obeying the restrictions of Ace Lite. There are no resource limitations for this contest as Ace Lite does not restrict what you can import into your game. Whip out the spice rack! Prepare the vegetables! Go hog wild! It's a free for all!

Nobody wants a half baked morsel though. The only requirement beyond using RPG Maker VX Ace Lite is that the game must be complete. Only finished games are wanted here!

For the Tastiest of Them All

We've got four judges reuniting to sample the delicacies of all participants: The RTP Princess Liberty, The Amazing Artist Nessiah, the Makerscore Master Deckiller, and the Ludicrously Lazy GreatRedSpirit! Their number one game will received a boxed copy of RPG Maker VX Ace generously donated by Liberty! The lead developer of the winning game will be contacted by Liberty to make shipping arrangements.

That isn't the only prize though! After submissions are closed there will also be a two week voting phase for all members of RMN to vote for their favorite game! Voting will be open from February 18th to March 11th. The winner will receive their choice of any item excluding RPG Maker VX Ace from the RPGMakerWeb.com store courtesy of RPGMakerWeb!

There is always the achievement badge for participating too! One of a kind will not be made available again! Submit to that completionist tingle and take part!



Sponsored by


RPGMakerWeb.com




Donut clip art from SweetClipArt.com.
Other clip art from Clker.com.
Hai Yo © Konami.
Cooking Master Boy is by Makoc

Details

Achievements

Registration

You must be logged in to sign up for RPG Maker VX Ace Lite Cook Off!.

Teams Members Entry Votes
Blue Coral Games
  • 12
Nachtheulen
  • 3
In Depths of Pain
  • 0
Oshun mak my gam for me D:
  • 0
CERN - Common Events Research Network
  • 3
DRAGONSEVEN
  • 0
Stallentaurus
  • 0
Doggie Dayz
  • 1
Dark Horse
  • 0
Small Dwemer Lever
  • 2
NeriAl
  • 4
Day Ja Voo
  • 0
Alchemy: A Bit Overused? NEVER!
  • 0
Echo Dragon
  • 1
The Heartfelt
  • 2
I lost a whole week D:
  • 0
Mekalist Productions
  • 1
Centridus
  • 0
DyingAge
  • 1
No Stars Over Bethlehem
cant game make today too busy
Dude with a Machine Gun
Why Not
In Depths of Power
Might as well.
Cooking With Kung-Fu Panda
M.S. Prima Vista
My name... is... NEO!
Just making the list look bigger
Little Busters!
Order, Resolution and Industry.
Trying For Fun
White Petal
The Liquorice Wall Spikes
A Hill Reborn Games
S.K.Y. Art and Design
Thank God I can't script anyway
Titan
I'm here to win whats rightfully mine.
The Best at Failing
Needs More Slime
ManOnAMission
Single_Seacliff
Aerial Interactive
Team JonRPG
PIRATES!
DarkAcers
Our Legend
Winter's Call
indiebond's Team
24 Hour Frenzy!

Posts

LouisCyphre
can't make a bad game if you don't finish any games
4523
The caterpillar can be turned off in "System".

You can just make every PC's sprite the main character's walking sprite once it's off...
Craze
why would i heal when i could equip a morningstar
15170
Then make every character's sprite the MC!

wow ninja'd

by two hours

goddamnit
LouisCyphre
can't make a bad game if you don't finish any games
4523
by an armored ronin
author=LouisCyphre
You can't. You're using Lite.

You could force the player into the menu if the hero isn't in the main party, but... why?

But you can change the formation access can't you? On the third page under system settings, it gives you the option.
LouisCyphre
can't make a bad game if you don't finish any games
4523
He wants to lock only the hero, though.
UGH, I hate balancing...My first dungeon enemies are either too easy, or too hard...

...That's it. Screw it. My normal enemies are gonna be on the easy side. I don't have time for spot perfect balance, and for normal enemies, a bit easy is better than "waste all your resources". And I'll make potions actually reasonable to buy. As it is, they're super expensive. ;_;
There exists not such a thing as "too hard".
Craze
why would i heal when i could equip a morningstar
15170
Simplest way to balance stats on enemies:

-Decide how many hits you want the average character to fall in (for example, "a character hit roughly eight times without recovery should die")
-Find average HP/defenses for characters at the dungeon's target level (don't forget equips!)
-Give enemies an appropriate amount of offensive stats so as to kill a character in x hits (for example, using the default formula (4x a.ATK - 2x b.DEF), to kill a character with 600 HP/35 DEF in eight hits, an enemy would need ~37 ATK)

Assuming you know algebra, solve for x (which is a dungeon's average ATK value). DEF is the average character DEF, and HP the average character HP. y is the number of hits you want a character to fall in (if you have a lot of healing options, choose a lower number, like 5-6. If you want something based on attrition like oldschool FF or the DQ series in general, use a higher number like 8-10.)

x = (HP + DEF * 2y) / y / 4

(You can check to see if your calculations are correct if x * y = ~HP (it might be ±1 or so due to rounding).)

If you're using a different calculation, I or somebody else can totally whip up another equation for you to use. Also, you can use this for magic! y this time is how many casts of a specific spell before an unhealed character dies, and x is the caster's MAT stat. Assuming the default formula again (base + 2x a.MAT - 2x b.MDF):

x = (HP + MDF * 2y - [base damage] * y) / y / 2

So if you want an enemy mage to kill a 600HP/35 MDF character in four casts with IceBolt (50 base damage), it'd need X MAT.

(Remember PEMDAS! Do MDF * 2y, then base damage * y.)

Edit: NESSY THAT IS SO DAMN CRUEL. THINK OF THE WATERFALLS
author=Craze
Simplest way to balance stats on enemies:

-Decide how many hits you want the average character to fall in (for example, "a character hit roughly eight times without recovery should die")
-Find average HP/defenses for characters at the dungeon's target level (don't forget equips!)
-Give enemies an appropriate amount of offensive stats so as to kill a character in x hits (for example, using the default formula (4x a.ATK - 2x b.DEF), to kill a character with 600 HP/35 DEF in eight hits, an enemy would need ~37 ATK)

Assuming you know algebra, solve for x (which is a dungeon's average ATK value). DEF is the average character DEF, and HP the average character HP. y is the number of hits you want a character to fall in (if you have a lot of healing options, choose a lower number, like 5-6. If you want something based on attrition like oldschool FF or the DQ series in general, use a higher number like 8-10.)

x = (HP + DEF * 2y) / y / 4


(You can check to see if your calculations are correct if x * y = ~HP (it might be ±1 or so due to rounding).)

If you're using a different calculation, I or somebody else can totally whip up another equation for you to use. Also, you can use this for magic! y this time is how many casts of a specific spell before an unhealed character dies, and x is the caster's MAT stat. Assuming the default formula again (base + 2x a.MAT - 2x b.MDF):

x = (HP + MDF * 2y - [base damage] * y) / y / 2


So if you want an enemy mage to kill a 600HP/35 MDF character in four casts with IceBolt (50 base damage), it'd need X MAT.

(Remember PEMDAS! Do MDF * 2y, then base damage * y.)

Edit: NESSY THAT IS SO DAMN CRUEL. THINK OF THE WATERFALLS


*Takes notes* That's a great way to do it, thanks.

Progress: Ok, first dungeon is pretty well balanced now. Normal enemies aren't that much of a threat, but if you treat them casually (except the rebels) and just mash attack or whatever, they can suddenly get very annoying/dangerous. And the boss is good. He lasts long enough to be a challenge, and if you take too long to kill him, he becomes more and more of a pain in the ass. You have to flip between full on offense and defense to beat him. :D
Locking formation is a better option... having all characters look like the MC is weird when you save the game.

Another question: can I return the amount of XP of a character to a variable?
Craze
why would i heal when i could equip a morningstar
15170
Set a variable to (using the script box):

$game_actors[x].exp

x is their ID in the database.

So, the third actor is:

$game_actors[3].exp
RMN's super villain is being very helpful. Perhaps... too helpful? ;)
I've reached that point where I feel like it's almost complete, I get lazy by the notion that I still have too much time left, but in truth there are a zillion² things to do yet.
Yes...Yess...Second boss is working great. I'll need to tweak the damage, but the mechanics are so annoying it's wonderfu-

Wait...What?

......Oh for- two of it's moves are intersecting. *facepalm* He has a charge up move you need to interrupt, but then his "cover his minions" move also sometimes triggers on the turn the charged move is supposed to kick in....modsbannit...

...I have a few ideas for fixes...no big deal...

EDIT: Waaaaaaiit..........Oh wow, this works to my advantage. *click click click* You can now FORCE him to use the charge move instead of his cover move. STRATEGY! :D


Autotiles are tough to get right in Ace. But welcome to my post apocalyptic fantasy world.
Caz
LET'SBIAN DO THIS.
6813
I love his bee-rd.
So, since we are limited in the number of events and the use of scripting in conditional branches and the like, I just want to clarify a few things to make sure I can do them:

  • Use a script in the Control Variables window to set the player's location to variables.

  • Use scripts in the Move Route to alter whether or not the player can dash (holding shift), and their base speed(I know that you can change this, as I've done it ;) )

  • Use a door's move route (where it changes the graphics) to also run a script that will 1. Enable showing the map name and 2. Change what the name is if you move between the same map, but different spots


And unrelated to scripts:
  • As long as I don't use more than 10 events, I can do anything with them, yes? Main point being is there a limit to the number of event pages? (oh no, my secret idea on making amazing levels is out!)