UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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Weird and Unfortunate Things are Happening

author=Trozz
Real nice. Full stars on every category. My only complaint, art related, is that the sclera constricts the iris in this game's character art whereas the iris should just constrict the pupil. MakioKuta did really good otherwise. I also feel like I'm the only one that gets value from chess pieces after having seen Kaz and Slio stream it (megaelixer syndrome), although maybe that comes from having played a lot of SMT lately.

Thanks very much for the feedback and praise! :DDD As for the artwork, to each their own, but given the art's style, that doesn't bother me so much.

As for the Chess Pieces, yeah it's a definite Megalixer Syndrome. In hindsight I feel like most people didn't use them, so I think I'll be a lot more wary of tying skills to items like that in the future.

Thanks again :D

Edit: Also wanted to mention, both Kaz's and Slio's streams were a ton of fun to watch! This is the most any of my games have been streamed, so if anyone who has streamed it is around, thank you so much for that!

[RMMZ] VisuMZ Options Core Custom Options Help!

Hello everyone! I'm working on a big MZ project and I wanted to add some custom difficulty options to the game. Using the VisuStella Options Core menu I was able to add a new tab called "Difficulty" but when it comes to adding the options themselves:



...I get a lot of javascript prompts and I'm completely clueless as how to go about setting up what I want with them >.<;;;

The things I'm looking for are:
An option that adjusts a variable, with a bar the player increases/decreases if possible, with a range of 1 to 5.

An option that is just a switch off or on.

If anyone can instruct me on how to set these up or knows of a place where I could learn, please let me know.

Thanks so much! :D

[RMMV] Noob mapping question

I believe what you want is a technique called shift mapping or shift-click mapping, depending on who you ask. I'm not great at explaining how it works, so here's a couple of tutorials for it:

https://rpgmaker.net/tutorials/1053/

https://forums.rpgmakerweb.com/index.php?threads/shift-click-mapping.14387/

Hope this helps! :D

Soma Union: A Post-Release Look Back

This was a really good read! :DDD Games always have a lot of hurdles, and it feels like sequels add a lot of additional headaches, so seeing how you handled the situation has been very illuminating!

I think Soma Union is your best game yet and I feel like your dungeon design is still pretty solid, as the pace and feel of the dungeon still feels pretty great. Really excited to hear that you're working on prototyping something new, can't wait to find out what it is! ^_^

Meteo Chronicles

author=KrimsonKatt
I get that. I should probably fix the game then and play though the entire thing. Problem is is that I'm working on a 2.0 patch right now, so if I fix the stuff in the old MV version I'll have to playtest the entire game again for the new version to find all the bugs. I just need a quick fix, as if I fix the glitches in the MV version I'll have to fix them in the MZ version all over again. I really don't want to do that. Maybe I can just port over the maps after fixing the bugs in the MV version? Maybe that will work? IDK. I just really want to get the 2.0 MZ out but I keep having to go back to MV to fix things.


So you're making a definitive version for RPG Maker MZ? In that case, you have some options. If you don't want to support the MV version anymore, you can put a notice, maybe above the trigger warning, announcing that you are retiring this version and that the MZ version is coming soon, and please wait for that one.

That may upset some people who are in the middle of the MV version, but it may be for the best overall, as it's better to have one version with all the fixes and you might not have the time to make two complete versions. Just make sure you thoroughly test the MZ version before you release it so people don't run into problems so much.

Alternatively you could bugfix both versions, but that might be too big of a headache.

Meteo Chronicles

Thorough game testing is one of the keys to making a good game. You can find and improve so much just by playing the game and taking notes, not just of the bugs, but also lots of other little things like difficulty balance and making sure passibility is working as intended (meaning you can't stand on walls or tables, etc). Trying to do things out of order or otherwise break the game can lead to even more bug fixes and improvements.

15 hours to test it all may seem like a lot, but you're asking your players to spend 15 hours playing your game. If your players can't even see all the content because of game-crashing bugs and other errors, they can't experience the characters and world you spent all this time putting together.

Weird and Unfortunate Things are Happening

I'm glad the difficulty level was to your liking :DDDDDD

As for the chess pieces, in hindsight, I like the idea of how I executed them less and less as I think about it so I'll probably do stuff like that differently in the future.

author=Dyhalto
I prefer pre-ending uber-dungeons personally. It's more satisfying to bust butt all the way through, then set the controller down as the final boss disintegrates and watch the best ending.
Maybe you could compromise by having the end of the uber-dungeon make the final boss stronger as a consequence? Just throwing ideas out there :P

Be sure to include Dumbass Ghost and Smartass Ghost as enemies in LA2. They made me laugh xD

Interesting. Yeah my only worry is that they make the final dungeon and last boss too easy but I can do like you said and make it harder if the player has already cleared the bonus dungeon.

I do have one other worry though. I was planning on possibly (small spoiler)
giving you Chisa and Merel from LA as a post-game reward, inspired by how Disgaea sometimes does stuff like that
and I feel like you'd be a little weird to do that before the final boss instead of after. But I'll keep thinking about it and maybe I can find something that works.

Edit: and yeah sure maybe I'll edit in those ghosts and put them in the game too. They aren't the only call-backs and references I'll be making XDXD