KRIMSONKATT'S PROFILE
Hello! My name is KrimsonKatt and I'm a gamedev who's been working in RPG Maker for over a decade. I am the developer of the Chronicles of Chronicles series and an independent artist. My favorite games are Xenoblade Chronicles (series), SMT/Persona, Octopath Traveler, Bravely Default, Fire Emblem, Terraria, and Deltarune. Here are all the games that I've worked on:
Developed Games
-The Legend of Light (2015)
-Zero Gear Fighters (2015)
-Dragon Ascension (2016)
-Crypt Challenge Classic (2017)
-Generic RPG Quest III (2018)
-Crypt Challenge DX (2019)
-Meteo Chronicles (2021)
-Crypt Challenge DX (2022)
-Chronicles: The Lost Page (2022)
-Noel and the Tower of Doom (2023)
Games in Development
-Chronicles Meteorfall (2026)
Games Planned
-Chronicles II: Artifice of Destruction
-Chaos;Domain
-Boundless;Domain
-Chronicles Black
-Chronicles III: Ascension
-Chronicles Calamity
-Chronicles: The Last Dragon's Elegy
-Chronicles of Heroes
-Chronicles of Beasts
-Chronicles Rebellion
-Reflective Dreams
-Imprisoned Chain
-Chronicles Countdown
-The End of Chronicles
Developed Games
-The Legend of Light (2015)
-Zero Gear Fighters (2015)
-Dragon Ascension (2016)
-Crypt Challenge Classic (2017)
-Generic RPG Quest III (2018)
-Crypt Challenge DX (2019)
-Meteo Chronicles (2021)
-Crypt Challenge DX (2022)
-Chronicles: The Lost Page (2022)
-Noel and the Tower of Doom (2023)
Games in Development
-Chronicles Meteorfall (2026)
Games Planned
-Chronicles II: Artifice of Destruction
-Chaos;Domain
-Boundless;Domain
-Chronicles Black
-Chronicles III: Ascension
-Chronicles Calamity
-Chronicles: The Last Dragon's Elegy
-Chronicles of Heroes
-Chronicles of Beasts
-Chronicles Rebellion
-Reflective Dreams
-Imprisoned Chain
-Chronicles Countdown
-The End of Chronicles
Search
Filter
It lives... AGAIN!
author=ScourgeI finished my demo at least lol and the actual game of Chronicles Meteorfall is like 60% done. It was 0% done when the site went down.
Yeah, with 3 years off, everyone should have finished their games, right? Right?
It lives... AGAIN!
Secret Santa 2023 ::
author=Liberty
Krimson, I don't think people are going to buy expensive games for others. Probably aim for something worth less than $10-15 if you're going to put games on your steam wishlist?
I'm down with anything, but I know me saying that is hairpulling for those looking to gift so I'll say that any fanart is appreciated, no matter how good or bad YOU think it might be (I appreciate anything! :D )
But if you're up something else, I'm down to party. XD
I honestly appreciate anything.
I understand people aren't willing to pay a ton of money for a game. I far more expect a review and/or fanart than a game purchase. The steam stuff is only for a last resort if nothing else can be done in time. However, this is the season of the steam winter sale so most games go massively down in price during this period of time. Secondly, plenty of games on my wishlist are not that expensive and are within the $15 or less range. There's just a lot of expensive games also on there because my steam wishlist is primarily for me to track what games I'm interested in. Since you can't have multiple wishlists, I can't have a second wishlist specificly for this event and fully fill it with inexpensive games. As for the art, other kinds of art are good as well. I was just stating what I would prefer in terms of art, not a definite thing.
Edit: Also I never said the fanart had to be "of quality." Any fanart is good as it's the thought that counts, not artistic skill.
Edit 2: Lol you spelled my username wrong in the first post.
Secret Santa 2023 ::
Yay! RMN Secret Santa! My favorite time of the year. Add me in please! I'm ready. As for the things on my gammak wishlist, it goes as follows:
1: Review and/or lets play of my games "Noel and the Tower of Doom" or "Chronicles: The Lost Page."
2: Fanart of any of my games or OCs. (original characters.) Would prefer if the fanart was from Noel and the Tower of Doom but Chronicles the Lost Page fanart is fine as well as long as you don't draw Treck fighting Karakal. (which is what I got last year)
3: If you can't manage either of those, you can always buy a game from my steam wishlist. My wishlist can be found here: https://store.steampowered.com/wishlist/id/KrimsonKatt/ My most wanted games on there are the Trails series, Touhou: Artifical Dream in Arcadia, Spark the Electric Jester 2&3, Record of Lodoss War: Deelit in Wonder Labyrinth, Freedom Planet 2, and Elden Ring.
1: Review and/or lets play of my games "Noel and the Tower of Doom" or "Chronicles: The Lost Page."
2: Fanart of any of my games or OCs. (original characters.) Would prefer if the fanart was from Noel and the Tower of Doom but Chronicles the Lost Page fanart is fine as well as long as you don't draw Treck fighting Karakal. (which is what I got last year)
3: If you can't manage either of those, you can always buy a game from my steam wishlist. My wishlist can be found here: https://store.steampowered.com/wishlist/id/KrimsonKatt/ My most wanted games on there are the Trails series, Touhou: Artifical Dream in Arcadia, Spark the Electric Jester 2&3, Record of Lodoss War: Deelit in Wonder Labyrinth, Freedom Planet 2, and Elden Ring.
[RMMV] What is a good dagger skill for a ranger class?
I already have a skill from thief that drains MP. (which my game called AP)
But for the ranger I went for something boring and generic since I couldn't figure out anything more unique.
Shave - Deal major dagger damage to one foe that always crits, but has only 50% HIT.
Not really that interesting or all that "ranger-like", but that's the best I could come up with as there's not really another skill (at least in the earlygame) that grants garanteed crits. This synergizes well with the Swordmaster's "Bushido Critical" passive skill that allows that class to gain +1 TP when landing a critical hit. The Swordmaster whole gimmick is that Swordmasters have some insanely overpowered skills, but must must charge up TP over a long period to time to make use of them. Similar to Cyan from FF6 but actually good since you can use the classes various equipable passives to speed up the TP gaining process. So if you combine Swordmaster+Ranger and give a character Shaver, Bushido Critical, and some OP Swordmaster Art like Hakagure or Flame Purge, maybe Bushido Charge to get a bit of leeway with TP, and then watch the sparks fly. Made even better with the Ranger's passive Eagle Eye a bit later in the game, which raises HIT by 100% making Shaver always hit and land a critical unless the enemy has some crazy evasion.
My game relies almost entirely on making good class and skill builds, so this is important to add more synergy between different classes like how you can combine Brawler and Paladin for neigh-invincibility through Pavice, Aegis, Elemental Bracer, DEF Boost, Great Guardian, Chakra, Unchained+No Equips, and Final Force or Dragoon and Freelancer for full elemental coverage against everything + mind charge to strengthen the dragoon's breath attacks. Or the incredibly busted Enchantress+Wizard lategame combo for ultimate magical DPS with Chainspell+Arcane Diffusion+Supernova.
But for the ranger I went for something boring and generic since I couldn't figure out anything more unique.
Shave - Deal major dagger damage to one foe that always crits, but has only 50% HIT.
Not really that interesting or all that "ranger-like", but that's the best I could come up with as there's not really another skill (at least in the earlygame) that grants garanteed crits. This synergizes well with the Swordmaster's "Bushido Critical" passive skill that allows that class to gain +1 TP when landing a critical hit. The Swordmaster whole gimmick is that Swordmasters have some insanely overpowered skills, but must must charge up TP over a long period to time to make use of them. Similar to Cyan from FF6 but actually good since you can use the classes various equipable passives to speed up the TP gaining process. So if you combine Swordmaster+Ranger and give a character Shaver, Bushido Critical, and some OP Swordmaster Art like Hakagure or Flame Purge, maybe Bushido Charge to get a bit of leeway with TP, and then watch the sparks fly. Made even better with the Ranger's passive Eagle Eye a bit later in the game, which raises HIT by 100% making Shaver always hit and land a critical unless the enemy has some crazy evasion.
My game relies almost entirely on making good class and skill builds, so this is important to add more synergy between different classes like how you can combine Brawler and Paladin for neigh-invincibility through Pavice, Aegis, Elemental Bracer, DEF Boost, Great Guardian, Chakra, Unchained+No Equips, and Final Force or Dragoon and Freelancer for full elemental coverage against everything + mind charge to strengthen the dragoon's breath attacks. Or the incredibly busted Enchantress+Wizard lategame combo for ultimate magical DPS with Chainspell+Arcane Diffusion+Supernova.
[RMMV] Xenomic's Question Thread!
author=Xenomic
Much obliged for the help. I ended up dummying the move outright since I couldn't figure the ability out, but that coding might be useful for other ideas in the game~
Since I'm here, I have a couple more involved questions.
1) Summons. So, the idea I have is that you can equip summons (called Collabs in this game) to each character. Each Collab gives a set of bonuses, for example:
Imbue Element: N/A
Element Resist: Darkness (50%)
Element Weakness: Light (100%)
Imbue Status: N/A
Status Resist: N/A
Stats: -40 ATK, 20 MAG, 80 Max MP
Additional: 20% chance for magic attacks to do extra damage, up to 5 hits, Encounter Half
This is what one Collab gives. You can only equip them to one character at a time (i.e. you cannot equip this Collab to any other unit), which works nicely for the passives and such...however, I WOULD like to make them, ya know, Summons. And the method of which I think would help is to do it via like a Limit Break. I know there's a way to do Limit Breaks, and I'm probably going to go that route (every character has: their own Limit, potential Limits with other playable characters, and then the Collab Limit which may or may not vary depending on who has what (taking Fauna as an example, her default Limit would be Let Me Stay Here (and later she'd get Wrath of Nature), some limits she might have with others, if they have a full Limit as well, like say...Bijou, would be Agent 4'7" (it would take both characters with full Limit to use it, and I'd like to make it take up both of their turns, if I can with the CTB system), and then the Collab summon ability). I was trying to set it up so that when you equip a Collab, it gives the character the Collab menu (which I may not use) and then add the summon that way, but then everyone would get access to that. I could potentially have 8 different versions of the same summon and command, but that feels unnecessary and I feel like I could probably code around it??
2) Upgrading ability system. This one is more involved, but I was thinking of having a system where you can slot points into abilities and/or passives, which you gain X points after every level up, so you'd be limited on points. You can remove the points so that you can reslot it into anything else, but as an example, you could slot points into Fauna's Feel Better Beam (normally heals one ally's HP equal to 25% of their Max HP), which you could upgrade the healing potential (50% > 75% > 100%, but increases MP cost obviously), could reduce MP cost, or potentially add other effects (for example with Feel Better Beam, maybe it heals some status ailments on top of the HP heal, or maybe it heals a little MP?). How viable would a system like that be to do in this engine? I have all the skills already set up, so it's just a matter of figuring out how to do the coding for this.
If anyone could help with either of these, that'd be great!! Both are big parts of the game that I'd like to work on, and I feel it'd make strategies more interesting in the game too!
For summons, I know SRD (somerandomdev, previously somerandomdude or sumrdmdde) has a plugin for MV that uses summons. Though, I prefer the summon just being a basic skill and then for the "summon effect" (visuals) I just use Yanfly action sequences. For giving passives when the summon is equipped all you need for that is Yanfly's passive states and in the notetags give that particular summon a passive state that gives the effects you want when that summon is equipped. You can use TP as the summon cost and use Yanfly's TP Core plugin to manipulate how TP is gained. I'm not sure how to gain a skill when an item is equipped and lose it when it's not but there's probably a plugin for it somewhere.
For the "skill point system" there is no way to power up skills though a menu like in Final Fantasy X either in the default engine or through plugins. However Yanfly does have plugins for both MV and MZ which allow skills to "level up" when used enough times or via a script call. When a skill levels up using that plugin the skill gains extra power and features. That plugin might help with what you're trying to do.
But overall you seem to be trying to implement far too many ambitious mechanics into your game for it being only your second project. You should aim for more simple mechanics and not try to do all this crazy scripting stuff with complex moves and systems. There's plenty of interesting skills and passives you can already make with the default engine and a few basic plugins.
What exactly is and isn't allowed on this site when it comes to rips in our games?
author=fafraname
I've gotten to the point whenever I find a resource I want to use I add everything to a document I keep in the game folder so I can make proper credits at the end of a game.
Yeah, that's what I'm starting to do as well. Make the "credits" first before anything else and put them in a google doc/notepad document in order to keep track of who to credit. Then I add the credits both at the end of the game and on my game page on RMN/Itch.io so people don't need to play the entire game to see the credits.
[RMMV] What is a good dagger skill for a ranger class?
So I'm making the skills for my game (Chronicles Meteorfall) right now and I'm trying to figure out what the last skill for my ranger class is going to be. The ranger class in Chronicles Meteorfall wields both daggers and bows, so of course I need to have the class have at least one dagger skill to round things out. Problem is is that I have no idea what skill it should be! I know it has to be a physical attack, has to do dagger damage, and is not a status move. That's about it. A dagger attack that hits all enemies is too boring and is already filled by attacks from other classes. I need a unique sort of skill to stand out, but also something that's not too hard to make with the default RPG Maker MV engine. Anyone have any good ideas? Because I'm stumped.
[RMMV] What is a good dagger skill for a ranger class?
So I'm making the skills for my game (Chronicles Meteorfall) right now and I'm trying to figure out what the last skill for my ranger class is going to be. The ranger class in Chronicles Meteorfall wields both daggers and bows, so of course I need to have the class have at least one dagger skill to round things out. Problem is is that I have no idea what skill it should be! I know it has to be a physical attack, has to do dagger damage, and is not a status move. That's about it. A dagger attack that hits all enemies is too boring and is already filled by attacks from other classes. I need a unique sort of skill to stand out, but also something that's not too hard to make with the default RPG Maker MV engine. Anyone have any good ideas? Because I'm stumped.















