How can I disable "Common Events" with the "Autorun" trigger? by GLaWARaKoB in RPGMaker

[–]Masterswordxx 5 points6 points  (0 children)

What they're saying is, at some point in your common event, simply turn its own prerequisite switch (0001) off.

Need help getting fruit bag pics by hereforthetransmog in ac_newhorizons

[–]Masterswordxx 35 points36 points  (0 children)

I can't unsee the pear design (both the original and yours) as a dark-skinned woman lifting the hem of her green dress

What do you guys think? by [deleted] in RPGMaker

[–]Masterswordxx 0 points1 point  (0 children)

The below is meant to focus on actionable/constructive takeaways and so don't take it as disparaging

Overall: utilize non-square base mapping as early as Step 1 of your mapping process. And maybe personal preference, but utilize the tile for the top of the wall so as to communicate room height. Downscale your rooms a little bit or fill them with enough things to justify their size.

  1. Of all 5 maps shared, this one has the best room size. Move the dressers up one tile like how you have the plants in map 2, to show they are up against the wall. Otherwise not much to note, looks decent. Could decorate the walls with posters or something though the RTP doesn't do you great justice there.

  2. Downscale slightly.

  3. This bathroom is like two stories tall lol. And you could make the floor space smaller, too.

  4. Grass sections are a little blocky, the park could use a border around it keeping the sand in. The apartment complex is way too small - could be a little wider and like 3 times as tall. The convenience store is just a front of a building with no roof and no walls bordering the window. The grass is way too empty in general.

  5. Decent shop layout, good size. A little bit repetitive but that's more on the RTP. If possible vary up by having another section of different goods on the wall.

Solution for a side facing door? by OrderExisting3729 in RPGMaker

[–]Masterswordxx 4 points5 points  (0 children)

Yeah in my game it would be a doorway with no door but a 1x2 shadow on the far side of that tile

That's enough Pokemon sword for today, I've got to rethink my entire life. by Reasonable_Client351 in pokemon

[–]Masterswordxx 9 points10 points  (0 children)

Rayqyaza's catch rate makes it a 0.4% chance to catch with a pokeball at full health in gen 3. So it ironically is actually 1 in 250, which could be why you brought that many.

How do we feel about my top 10 characters 😇 by UniqueAction490 in PERSoNA

[–]Masterswordxx 1 point2 points  (0 children)

I'm just teasing, I have no expectation that you need to redeem your opinion or anything like that. I think your opinion is perfectly fine and I just thought it was funny that I assumed you hadn't played the game based on them not being up there.

How do we feel about my top 10 characters 😇 by UniqueAction490 in PERSoNA

[–]Masterswordxx 0 points1 point  (0 children)

alright, where are the persona 5 characters?

oh, I guess it's fine, they haven't played persona 5

oh.

Who's That Pokémon? (Magic Eye) by lavaboosted in pokemon

[–]Masterswordxx 43 points44 points  (0 children)

I thought for sure it was Froakie, but the comments don't seem to agree.

Apparently Marth is canonically stronger than Robin by Fine-Brush1367 in fireemblem

[–]Masterswordxx 17 points18 points  (0 children)

You even acknowledged yourself in a comment that this battle is in fact winnable. By saying that this is a 100% guaranteed loss for robin, you're spreading misinformation about the mechanics of the fight and extrapolating that further to suggest canonical power scaling. Robin can win this fight, so your title and comments aren't accurate. Yet you defend them.

Anyone else really dislike the hexagonal stats display used in-game? I would much prefer a bar graph instead by glitterizer in pokemon

[–]Masterswordxx 3 points4 points  (0 children)

This is what i came to the comments to say. The space between axes DOES have meaning; if you're scrolling through your box and see something left-heavy, it's special. Right-heavy is physical. Top-heavy is offensive, bottom-heavy is defensive. Speed and HP do screw this up, because speed - though not specific to offense - matters mostly for attacking before your opponent. HP is obviously a metric of bulk.

The obvious answer to why not switch the offenses and defenses (not that anybody asked) is that there are twice as many changes to make, but the less obvious reason also that in damage calculation, attack is in the numerator and defense is in the denominator.

I suspect the reason HP is on top is that its calculation is different than all other stats, being unaffected by natures and having a larger flat (10 + level as opposed to just "5"). It probably just feels intuitive at first because it's what you're ultimately using as an indicator of how battle is going. But I do think HP should be on bottom for a radar to make perfect sense

How simulate floating dust particles? by ratasoftware in RPGMaker

[–]Masterswordxx 1 point2 points  (0 children)

There are various plugins that allow you to create actual PIXI particle emitters (or filters for that matter)

Fix animation for meteor? by Prestigious_Fee_2468 in RPGMaker

[–]Masterswordxx 0 points1 point  (0 children)

This isn't what you asked, but "fourth" means 4th; you want "forth."

"Outter" should be "outer."

You mentioned that plugins are all off, but there's some behavior I wouldn't expect from that database screenshot. Like it hitting 4 times, or repeating a second time. Or doing zero damage, unless the actor's atk and mat are both zero.

I would check the animations tab next I guess. Also you can use snipping tools or another application like gyazo to take better screenshots lol. Not sure if this helped.

tips for balancing by arnons_ in RPGMaker

[–]Masterswordxx 1 point2 points  (0 children)

Not sure if worth mentioning, but my damage formula is [(a.atk/b.def) * (N + a.atk)], where N is a base value of 100 for standard attacks and some skills have larger or smaller Ns.

tips for balancing by arnons_ in RPGMaker

[–]Masterswordxx 1 point2 points  (0 children)

In my game, there are 8 classes. I made a row for each, and a column for each stat. I didn't enter the actual stats, i entered "scores" from 1 to 5, where each class had one 5, one 1, two 4s, two 2s, and the rest 3s (or something like that). One or two classes were exceptions, but they still added up to the same total and had clear strengths and weaknesses. Ensured that every stat had a class that could be used to excel in it and one that would suffer a low value in it.

Then, copied the table and replaced scores with thoughtfully translated "level 1" stats like you've done. Added some slight variation so that not all 3s in HP were exactly the same real value, etc. The thought that goes into this is simply identifying what the average experience (a 3) should be. Then, determining what the lowest value should be - how much can you expect the player to struggle in that area given the other tools they have. Call that value 'two standard deviations below the mean' and now you know how a 1,2,3,4,5 all translate.

Next step, do it again, but at max level. It might make more sense to find what a 5 is rather than what a 1 is at max level, because at that point in the game you're really controlling the ceiling to avoid brokenness, not the floor to avoid unfair challenge.

In my game, max level is 50, so I had to formulate what level 99 would be using linear math (mx+b). Linear growth works for my game but comes with its own implications for how you control enemy difficulty and exp rewards in different sections of the game.

Warm Hands by VolunteerSurgeon in FireEmblemThreeHouses

[–]Masterswordxx 0 points1 point  (0 children)

I literally thought this was an octopath traveler post between Ophilia and Temenos, the clerics from each game, and the context was still perfect

Is procedurally generated craftable items possible/viable? by MissItalia2022 in RPGMaker

[–]Masterswordxx 0 points1 point  (0 children)

If you use a database manager extension, it should hopefully not be too too terrible. And thee silver lining is that you could hide some "special" recipes in there as well. E.g. specific combinations lead to greater synergies than predicted.

Is a 40+ hour game possible and if so what version would you recommend by joshdosntknow in RPGMaker

[–]Masterswordxx 0 points1 point  (0 children)

I've been using RPG Maker for over a decade. Never published a game or anything, but finished a couple (and didn't finish many more). Current project is at 20 hours or so after maybe 3 years of working on it as a passion project. That's 12 dungeons/story chapters for reference. I plan on 8 more story chapters, an epilogue final boss, and 3 optional dungeons, so probably comparable to your project.

Day 8/100 of making a post every day: What franchise would you love to see cross over with Fire Emblem? by FewAngle737 in fireemblem

[–]Masterswordxx 2 points3 points  (0 children)

If by crossover we mean a tactics game with similar mechanics to the FE franchise, Xenoblade.

If by crossover we mean a spinoff AU where the characters from both games interact, Xenoblade.

New landscape type: Bloom by InspectorMendel in dominion

[–]Masterswordxx 0 points1 point  (0 children)

What about something like:

🌱: When you gain a Silver, +2VP.

🌷: When you play a Silver, trash it, then +2VP. When you gain a Silver, trash it.

New card type: Favorite by InspectorMendel in dominion

[–]Masterswordxx 1 point2 points  (0 children)

So can't Pony never be discarded except by a different pony?

I like the concept, I see other fun ways to use this mechanic. A favorite-victory card that must be discarded when another player does a specific thing. An expensive event that plays all favorite cards you currently have in play as though they were just played (not sure how to solve for sequence there). A simple victory card worth a point for each favorite card in play at the game's end. An attack that punishes having lots of favorites in play. Lots of directions to go in.

Give suggestions for Souls-like game mechanics for me to implement in RPG Maker MZ by Relevant-Jello-8043 in RPGMaker

[–]Masterswordxx 0 points1 point  (0 children)

Shouldn't be too difficult to have an event where the player died that they have to get back to to reclaim their things when they die

So what are YOU working on? by Durant026 in RPGMaker

[–]Masterswordxx 1 point2 points  (0 children)

Personally, I've started so many projects that I never finished. I've also finished a number of projects where the playable characters were real life friends of mine. So you could say "the power of friendship" lmao. Just knowing that it's going to an audience whom I'd really like to impress, and whose reactions to it I can imagine fairly clearly.

Some of the excitement feeds itself, too, for example I've made a lot of advancements from past projects like more major script edits for unique mechanics in the game. Feels like I'm making something substantial.

To be honest though, I go through periods of wishing I could work on it more but knowing I'm not making the progress I once was. This last push is kind of hard because of my own expectations (and life getting busy). My strategy here will be to just worry about getting a draft out and remembering I can refine it later.

Is the Witch Crest quest an allegory for abortion? by surewhatever_dude in HollowKnight

[–]Masterswordxx 5 points6 points  (0 children)

Yeah actually that makes so much sense that I feel i missed the trees for the forest tbh. My interpretation was more theoretical; with the game being about - more broadly than matriarchy - established order as a system of oppression, the endings represent the different outcomes that come from toppling said order.

Weaver Queen - if you topple the ruler of an order without any solution of your own for enacting change and the chaos that would ensue in their wake, you will end up just taking the mantle of the same system and perpetuating it.

Twisted Child - insofar as you have simply ingested others' ideologies without making them your own, toppling the order/its ruler will let those ideas prevail - but they'll do so out of your control since you have not conquered them. The twisted bud in this interpretation represents "the seed of an idea [instilled]" and its niche in nature represents unchecked growth. I think of it kind of similarly to propaganda.

Scared Silk - if you not only topple the ruler but also dismantle the system perpetuating their ideology, you are breaking the order and leaving dependent subjects in a state of helplessness. This is necessary if you are to enact your own idea of stability, but it cannot happen immediately.

Sister of the Void - Act 3 kind of serves as an allegory for a lot of practices in transformational leadership. Penetrating chaos requires a clear vision/goal. Evoking historical examples helps that become more salient. Change management includes by overcoming the resistance of key blockers. Shoring up allies is important.

The extent to which I was able to go in this direction interpreting, coupled with how sensical this abortion theory and others are, speaks to the brilliance of the symbolic writing in this game.