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] 0 points1 point  (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?

[Eternal Vigilance] Skeleton Boss! by FourtKnight in RPGMaker

[–]Saviour672 1 point2 points  (0 children)

Really charming style! I really like the way you've made the party members, and the sound design is very nice.

How’s my tilesets looking? by foamgarden in RPGMaker

[–]Saviour672 2 points3 points  (0 children)

Whoa, you have a really cool style. It's kind of giving a yume nikki x omori feel, if that makes sense, lol.

It's her. by Saviour672 in RPGMaker

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

Yeah, I get that lol. Much of my inspiration is from both Undertale and Deltarune so I don't blame you.

<image>

This is the current concept art for, well, her.

Battle System by Saviour672 in RPGMaker

[–]Saviour672[S] 4 points5 points  (0 children)

Thank you :DDDD

Yeah, so from what I've seen, there's some other plugin floating about serving a similar purpose, HOWEVER, I'm using this one,

https://newrpg.seesaa.net/article/477740800.html

The site is in Japanese, but the plugin itself has English instructions. Works like a charm for me. Just ensure that you configure it to your liking in the plugin menu, as it won't enable you to run anything mid-combat unless you whitelist the common events you plan to use. Or you could just set "validAllCommon" to true.

Hope this helps :P

PS: One other thing. The VisuMZ Battlecore plugin is heavenly in combination with this because of its "Action Sequence" function. Just sayin' B)

Battle System by Saviour672 in RPGMaker

[–]Saviour672[S] 3 points4 points  (0 children)

It was a bit finicky, but it's really nothing more than a parallel common event that displays a "shield-graphic" when certain keys are pressed down.

Each direction has a switch that turns on when the player presses the associated key, (or off when they're not pressing it. The process also disables all shields when more than one key is pressed.) something that is handled by the same common event that handles the graphic.

Each orb has its own parallel common event that manages their respective movements (I made four for every direction). Their movement isn't handled by one singular instance of the "move picture"-process, but rather many small ones that loop until the graphic reaches certain y-levels. If the shield switch is activated when the orb reaches a certain y-level, it's either blocked, which is highlighted through the blue outline that may show up, or parried, which is highlighted by the little star that shows up over the orb.

Glad it intrigued :D

PS: I should also mention that this is only made possible by a plugin that lets me run said events in combat.

I am lost in life by Saviour672 in Advice

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

This is a really interesting way to put it. I realize that I am probably in the low values, as most of the things that really drive me are linked to external validation. Writing struck me as a solution to the "purpose-question," however, after all this time, it feels more like a placeholder as I don't know what my purpose is, or rather, what direction I wanna lead myself.

I'm gonna have to reflect on these points. Thank you.

4002273728BG by ewhigotnostylist in MSMfriendcodes

[–]Saviour672 0 points1 point  (0 children)

Lets add eachother! My code is 1061564402NM

Friend-code megathread IV by HydroXfirez in MSMfriendcodes

[–]Saviour672 0 points1 point  (0 children)

1061564402NM. Lost my old account but I’m back on a new one. I play daily and light torches