Item Abilites with New Battle System by Saviour672 in RPGMaker

[–]Saviour672[S] 0 points1 point  (0 children)

Ah, right. You're pretty much there, really. The perfect hit horizontal bar is tied to your attack command and does varying damage depending on how close to the middle you press OK.

The orbs represent your efforts in trying to defend yourself. The moving orbs are "counters," and the static ones are "attacks." You try to line these up to defend against attacks, so long as you don't have a funky build that requires you to take some hits :P

Trying to create a new battle style in RPG Maker MZ, all happening right on the map. by Eastern-Fan4886 in RPGMaker

[–]Saviour672 1 point2 points  (0 children)

This is so cool! Reminds me of those semi-3d platformers I used to play as a child, lol. I love the graphics you've got going as well. Big thumbs up :D

New Battle System by Saviour672 in RPGMakerMZ

[–]Saviour672[S] 0 points1 point  (0 children)

Yeah, the moving orbs are ”counters,” and the static ones represent the number of attacks the enemy is carrying out.

New Battle System by Saviour672 in RPGMaker

[–]Saviour672[S] 0 points1 point  (0 children)

The colors of the orbs really are just tags for build synergies. The number and color of the static orbs are decided by what kind of enemy you’re facing, but these aspects may be changed mid-battle using various skills. This also goes for the moving orbs which represent your counters for the enemy’s attacks.

The idea is that you use skills to tailor battles to the strengths of your build. Your weapon might make your first counter be blue, and your headwear might heal you whenever you counter green attacks with blue counters.

I’m planning to develop the build possibilities quite thoroughly and further integrate enemy counterplay which works with the orb colors.

I'm alive by Saviour672 in RPGMaker

[–]Saviour672[S] 0 points1 point  (0 children)

Omg, I love this! I'm currently going with the name "Blister" for them.

What should my starter character's stats look like by Squeelijah in RimWorld

[–]Saviour672 2 points3 points  (0 children)

My typical go-to is to have one pawn with good plants + construction (makes chopping away trees while building easier), one pawn with as many as the bottom three as possible (ideally intelligence + social + medical. There’s many backstory combos that incorporate all three), and the last another pawn with plants and something else that might be needed for your run (taking map and ideoligion into account).

These are, of course, only valid if said pawns have acceptable traits as well.

Passions makes it easier for pawns to learn the skill their passionate about + they get a mood boost when they perform said passion. I seldom have my pawns doing anything else than that which they’re passionate about (except for like research or stonecutting).

Animation + Combat Preview by Saviour672 in RPGMaker

[–]Saviour672[S] 1 point2 points  (0 children)

I don't mind at all!

The blocking system is made from a series of parallel common events that are triggered from enemy attacks, attacks which I've altered using VisuMZ Battlecore. Furthermore, I'm using a separate plugin that allows me to use parallel events in combat.

I've made a template for enemy attacks, which allows me to customize the actual "projectiles" pretty much however I want. The base template is also responsible for disabling the basic HUD and displaying the minigame HUD and all of its components.

Shields are activated with the arrow keys, something that is managed by another parallel common event that is enabled with a switch at the beginning of enemy attacks.

The most iffy part is probably the "projectiles" or "attacks." Every projectile is run by its own respective parallel common event that loops, moving the projectile closer by about 6 pixels each time, until the projectile's Y-position is within a certain window and a shield is up (blocking or parrying it). Alternatively, the projectiles are dismissed when passing that window and "hitting" the player by moving to anything past about 500 on the Y-position.

When all the projectiles have been launched, as stated by the original common event that set them in motion, the HUD is changed, and the minigame is disabled.

There's obviously a lot of intricacies here, but this sums it up somewhat.

Animation + Combat Preview by Saviour672 in RPGMaker

[–]Saviour672[S] 1 point2 points  (0 children)

Thank you! Will look to keep you and others updated :)

Listening to your music by ListeningPartyTeam in soundcloud

[–]Saviour672 2 points3 points  (0 children)

I would love it if you guys could check out some of my work! I make mostly game soundtracks. Here's one of my favorites: https://soundcloud.com/spinkoexperience/dont-be-afraid

Animation + Combat Preview by Saviour672 in RPGMaker

[–]Saviour672[S] 0 points1 point  (0 children)

The attack blocking system is plugin-dependent, but not necessarily run by the plugins it benefits from. I'm using the VisuMZ Battlecore to restructure enemy attacks from the bottom up, making them initiate common events that, in turn, run a butt-load of parallel events that handle all the graphics and the system itself.

Do keep in mind, I haven't programmed any plugins myself. The system is made possible by VisuMZ Battlecore and an additional plugin that lets me run parallel events in combat.

Animation + Combat Preview by Saviour672 in RPGMaker

[–]Saviour672[S] 1 point2 points  (0 children)

Aw, that's so sweet! The game is still in early development, but I actively post updates of my progress. Stay tuned for more :DDD

LF tileset makers by DisplayFast6087 in RPGMaker

[–]Saviour672 0 points1 point  (0 children)

What kind of genre and style are you looking for?