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VX Ace: Is it possible to have a spell that removes an enemy from battle?

I think the difference is that by removing the enemy, you don't get any exp.

All I can think of is having the skill calling a common event which in turn calls a script. I don't think this can be accomplished without a script.

Level requirements for Weapons/Armours

Games sequels, stay the same or go different? why and how?

That reminds me of something that happened in Kingdom Hearts II.

In the original KH, many people complained about the rather poor platforming. Then KH II came and the worlds were made more or less flat. There was some elevation differences, but nothing that leads to platforming. Now many people instead complained that the worlds are flat and boring. On a first glance it may seem like the fans are never pleased. However, it makes sense when you realize that SquareEnix never did improve the platforming, they just removed it altogether.

Whenever you make changes, think very carefully about what exactly you're accomplishing.

Anyway, I think I should explain more why I prefer changes that's geared towards improvement rather than making something new.

Imagine you make an RPG. You notice that a lot of tactical option simple aren't used by vast majority of the players, be it equipment, skills or special features like formation. Looking at for example skills, you see that 95% of the players only use about half of them (many RPGs have way lower skills existing vs skills actually used ratio.)

What you could do in a sequel is to make various changes to the underused skills. You can improve a skill, you can remove and replace it with something else or you could change other parameters that creates situations where those skills are called for. Even if you only have the same success as before, meaning you only managed to make half of the underused skills useful, you still improved your useful skill ratio to 75%. However, if you instead make a new battle system altogether, it will be much harder to make use of the feedback you got from your old game and it's likely that you again find that the players only use 50% of the skills.

Games sequels, stay the same or go different? why and how?

I want a sequel to keep what I associate with whatever brand name it has. On the other hand, I do want sequels to improve on their predecessors and improving means change. Generally, I prefer when a sequel changes things for the sake of improvement, but not for the sake of change itself or for trying something new.

My game idea im working on , any advice

Your game sounds very generic. As 0range00 said, it's not necessarily a bad thing, but it still means that you have described nothing interesting. You could put interesting spins to it, but what those spins would be or if they even exist. we don't know. As such, there aren't any advices for this project specifically that I can think of.

Of course, I can always give you generic advice such as use good writing, make the battles fun and make the maps look good.

obsorber Bish Bashes the Best RPG Maker Games

I don't mind the idea of LP-/LT'ing the best RM games. I also don't mind pointing out the flaws when you see them. However, I think the idea that people should suggest games "which need a bit of bish bashing" is a problem. Regardless of what you say the purpose is, anytime someone else than the author suggests a game, there's a chance that person simple has a problem with the game. This makes the mere act of suggesting a game risky if you care about what other people think of you.

Rpg Maker VX Ace - Stat Help

author=kory_toombs
I have honestly made my enemies luck 999 and noticed no
difference. It's one of the more useless stats.

How much luck did the heroes have? Also, luck will only affect status and debuff rate.

Let's say the heroes have a luck of 500. They try to inflict a status effect that normally has a 50% chance of working. The luck difference will modify it to about 25% chance. Likewise, if the enemies tries to inflict a status effect on the heroes that normally only has a 50% chance to succeed, their superior luck gives them an almost 75% chance instead. This should be noticeable. Of course, if you give enemies a status attack that already has a 100% chance to land and the heroes simple don't bother with status effects, then you will indeed not notice any difference.

Rpg Maker VX Ace - Stat Help

ATK: Determines how strong your default attack is unless you change the topmost skill and is supposed to determine how strong physical skills are.
DEF: Defense against the default attack command and is supposed to also help against physical skills.
MAT: Is supposed to determine how strong your spells are.
MDF: Is supposed to determine how strong your defense against spells are.
AGI: Determined turn-order and how likely you are to escape from an encounter (party average is checked against enemy average.)
LUK: Determines defense against status effects and how good you are at inflicting status effects on your enemies. The difference is checked, meaning 60,500 vs 60,000 gives the same advantage as 600 vs 100. Also, the difference needs to be a couple of hundreds to really be noticeable.

I said supposed to quite a lot of times. There's nothing in this game that prevents you from making a physical skill that does more damage the more defense you have and is reduced by enemy attack. Heck you can even make something as crazy as a spell that deals more damage the more agility you enemy has and is reduce by your own luck. Only your sanity is the limit.

The Long Long Road.

author=Incarnate
there is a general consensus that the game is too hard. It's painful to watch as most people struggle because of terrible decision making... whether it's from not taking the time to look for the chests i scattered EVERYWHERE, or if its from not bothering to read the dialogue and then getting lost. Or some people that spam the chain attacks and never use spells at all. I do not blame the players though, How can I? A game is fun, or it isn't I need to investigate how to overcome different players and their different skill sets.

Now you definitely have my interest. Whenever something like this happens, it's a question of whether the players are really making terrible decisions or if it's a case where making the right decisions practically requires you to be the one who made the game. Seeing as you're nerfing the monsters, it may be to late to find out though.

I wonder if people will instead complain about the game being to easy.

Getting Noticed; Updated Demo

author=StarGGundam2
There's not much to expect when it comes to that. It's like an Action battle system in the making and it's trying to come out of it's shell. A lot of people would just settle for side view turn based. Me? Heck no, I'd quit making RPG's all together then.

Well, you're doing something the RMXP isn't designed for, so I understand it's an uphill battle. Good luck with the combat engine.