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Rpg maker vx ace cutscene
Rpg maker vx ace cutscene







rpg maker vx ace cutscene

#Rpg maker vx ace cutscene plus#

Plus the fact that I’m using a lot of D&D terminology and formulas.Īlso the fact that it’ll probably suck a fat one.īefore I ramble about scripts, I’ve conferred with my Executive Director of Naming Games and have changed the working title to Fateless: The Crimson Tide. Not that Fateless will be, due to all the scripts I’m using, of course. Basic (1st-ish) level balance is mostly complete, though.įinally, I found a large deposit of music to use in the game that is royalty-free, even in a commercial project.

rpg maker vx ace cutscene

I may revisit a few alternate systems in the meantime, such as adding spell cooldown after casting each kind of spell, but spamming 87 Magic Missiles at level 20 is probably the least of my worries when it comes to an MP pool. Right now I’m cobbling together special attacks and arguing over a magic system Vancian magic (prepare X spells every morning, lose them as you cast them) is a bit outside of the game’s grasp, so for now spells are assigned MP costs according to their ‘level’ and I’m running blind from there. Very little story work has been done in the past week. A minor difference but it’ll all work out okay in the end. Normal weapons work fine, but trying to attach a ranged weapon to a non-basic attack skill so it costs MP to balance out the lack of ammunition is a smidgen broken for the time being.Ĭhain skills don’t work properly with the tactical battle script, so skills like Improved Trip won’t allow for a chain into the proper attack skill – I’ll just have to assign some damage and let things work as they may. Not really what I wanted, so I may have to scale those feats back and make them universal or find another way to handle them.įurthermore, there are a few hiccups when using an attack skill that isn’t basic. Feats like Weapon Specialization (meant to make your character(s) better with one specific weapon) instead add a flat bonus to ATK. There are a few new problems to fight, though the passive skills/states I’ve found don’t allow for passives to be turned on/off depending on what weapon a character is currently equipped with, or at least not right out of the box. ROGUES: YOUR TARGET, SHOULD YOU CHOOSE TO ACCEPT IT You’ve fought long and hard for it, so take your 3 HP and rejoice. Speaking of skills, passive ones have been added as well – along with a system to allow skills to be purchased at certain levels! Joy! So now you can actually hit level 3 and buy that well-earned Toughness, slugger. Rather than trying to pin everything down into their little sub-categories (Simple Bludgeoning Staff is just too much) skills are restricted on a basic type basis. Only took half an hour to fix after I bumbled around in a state of sheer terror, but at least I know my heart is still beating.įurther changes to bring things in line with D&D-ish-esque combat: Weapon types are now boiled down to Simple, Martial, Exotic, Monk, Crossbow, and Bow. Lesson learned, Valkyrie: Clean up your stupid messes you idiot. Nightmarish! Thankfully, that was not the case. To make matters worse, I hadn’t tested combat for a great number of hours, and it terrified me so badly that I thought I’d have to test offending scripts out one at a time to see which one was hosing me over – or worse still, restart the project and port all of my resources over.

rpg maker vx ace cutscene

I had apparently set something up very poorly and ending combat caused the game to check for values that didn’t exist, causing a sudden crash. I actually had a massive scare thanks to the relationship menu system that I absolutely reviled: crashes after combat. OH MY GOD AN ARCHER JUST OFF-PANEL RUN FOR YOUR LIFE









Rpg maker vx ace cutscene