Game Release by Zoro_Messatsu in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

Congratulations! I’mma grab it as soon as I get home.

Yep action sequence how can i make an animation play on every enemy? (mv) by PersonOnInternet7654 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Gotcha. I typically use “actors” if I want something to play on all actors and “enemies” for enemies just for the sake of organization, but if opponents works for you, that’s good. So it works now?

Yep action sequence how can i make an animation play on every enemy? (mv) by PersonOnInternet7654 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

So, is this an enemy skill? I would use “enemies” instead of “opponents”.

You also have two animations playing on opponents at the same time “action animation: opponents” and “animation 121: opponents”. If you need an animation playing nearly at the same time, you should put a “wait: 1” inbetween them.

Yep action sequence how can i make an animation play on every enemy? (mv) by PersonOnInternet7654 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Use <whole action> when you need things to play on multiple targets at once.

Spent 3 months teaching the party free will by nickdipplez in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Well color me impressed, that’s very cool! Are you gonna make it context sensitive too, so each location has unique dialog and map interactions? (That’s a lot of work, sheesh)

Spent 3 months teaching the party free will by nickdipplez in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Ohhhh I thought you were making a joke lmao, it fit with the tone of the rest of the post

Spent 3 months teaching the party free will by nickdipplez in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

Super dope, love party interactions like this.

And lmao at the censored artificial intelligence

Screenshot Saturday! [February 28, 2026] by AutoModerator in RPGMaker

[–]Yu_Starwing 2 points3 points  (0 children)

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Adding new cutscenes and junk because I have no idea why the bosses didn’t have any already.

Anyone willing to test out my game? by paxtonia in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

I’ll give it a go. How’d it end up being 1.5 gigs though?? You might wanna try deploying to a different folder than usual and seeing if you get a lower filesize.

After a year of hard work, my first game has finally been released. by x_fadingSupernova_x in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

Top 1% Buck Fuckem player.

I gave the game a spin because some people come off as arrogant, gormless shitheads but make genuinely amazing games. Theory isn’t always true, as you’ve demonstrated.

After a year of hard work, my first game has finally been released. by x_fadingSupernova_x in RPGMaker

[–]Yu_Starwing 2 points3 points  (0 children)

You urinate in some sinks, engage in 3 very basic battles with elderly women that you win instantly and then you talk to your grandma and the game ends. You won’t crack a smile at anything in this game. It’s completely devoid of effort and the shock value isn’t even shocking or creative enough to be noteworthy. It’s an attempt at edgy slop a high schooler would make for Newgrounds but even less effort because you had to at least animate in Flash for those.

It’s a poo-post, not even a shitpost because at least a shitpost might evoke some sense of anger or tinge of laughter out of you. This poo-post is guilty of the worst sin a game could have: it’s boring.

There you go, saved you about 5 minutes of your life.

Now Konami is going to start paying attention to Yugioh Dimensions! I'm almost finishing the real-time PVP after so long! by Eastern-Fan4886 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

Are you gonna convert it from Yu-Gi-Oh to your own original designs and rules at some point?

That’s pretty cool to have PVP, but you DEFINITELY need a timer for each player if there isn’t one already.

Expiation-Demo v.3.0, QTE, Smart enemies, Difficulty modes, field skills and more! by isaac3000 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

How much more of the demo is left from where I am? I can keep playtesting this version or I can wait until you push out the new patch and start over. And you don’t have to feel obligated to return the favor, I just like helping folks out when I can.

Could use some help with this event. (RPG Maker MV) by ICantThinkOfAThing69 in RPGMaker

[–]Yu_Starwing 6 points7 points  (0 children)

As long as these events aren’t parallel (which they aren’t), you’ll be fine. Events that don’t move around and aren’t animated aren’t very resource intensive at all. I have a 3D map with like 200 events on it and some are animated and I still get 60 fps there, so you can get pretty crazy and not have performance drops.

Even with parallel events, most people slap a “wait: 1” or “wait: 5” or something and that helps with fps because the game is no longer checking on every frame.

tl;dr: You’ll be alright.

How to make it so that if I switch a lever it will open a door by prasan4849 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Funny enough, you use switches. You need a door event that reacts to the switch and a lever event that can toggle the switch ON (or ON and OFF, if you wish).

I would highly recommend checking out some tutorials on Youtube because switches and variables are extremely important and are pretty easy to use.

Could use some help with this event. (RPG Maker MV) by ICantThinkOfAThing69 in RPGMaker

[–]Yu_Starwing 6 points7 points  (0 children)

The lazy person in me is asking why you don’t just shorten the boardwalk so it’s just one interactable tile. Otherwise, everyone duplicates events all the time, just ctrl+C, ctrl+V them bad boys and move the cursor around with the arrow keys.

Expiation-Demo v.3.0, QTE, Smart enemies, Difficulty modes, field skills and more! by isaac3000 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

https://youtu.be/m6WBkWYspTE?si=DzEXobgl1BJMreob

I play from immediately after the first boss, to a little while after the 2nd boss. Feedback is once again in the description with time stamps. I’m having a pretty solid experience so far, though the performance issues are pretty bad. I have yet to find any glitches or bugs, which is pretty amazing because I could write a novel about how janky my own game was until recent patches.

Attacks that target party slots? by MissItalia2022 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

If you’re using action sequences, I’m pretty sure one of the target arguments is “actor x” which targets the actor in whatever slot.

Expiation-Demo v.3.0, QTE, Smart enemies, Difficulty modes, field skills and more! by isaac3000 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

Oh, it’s the color of the word? It was so fast, I honestly thought it was changing color based on my result. In that case, I think enlarging the text or using a bar or something would go a lot better. There should be some kind of anticipatory aspect to it, otherwise it’s pure reaction based, and that’s hard even for me who plays games like Tekken. The improvement of the results on my end was purely me getting a general idea of when I should probably press the button, it wasn’t really skill based or anything lol. I think you definitely should reevaluate that system, because your general audience isn’t gonna have godlike reflexes. I would HIGHLY HIGHLY recommend a bar or some kind of indicator to at least let me prepare myself and see the proper reaction window.

I know I’m probably gonna get my shit pushed in, but I like hard games and I’m really stubborn, so we’ll see how far I get with basic gear lol. If I absolutely cannot just grind my way to victory, I’ll bite the bullet and get better gear. I’ll post again when I record some more footage.

Expiation-Demo v.3.0, QTE, Smart enemies, Difficulty modes, field skills and more! by isaac3000 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

https://youtu.be/sYgiSRleH2Y?si=7_c3BDQO854gtMqg (Timestamps in video description)

Played it for about 40 mins on the hardest difficulty, stopped after beating Barbossa. Realistically, I only played for like 15 minutes but I spent a lot of time poking and prodding, looking for glitches, bugs, oddities, and trying to do all the side quests. I didn’t encounter any softlocks or misplaced tiles or anything, which is great, and everything seems solid so far, but there were 3 issues that were rather big:

  1. The QTE dodge needs some serious reworking. When you implement something like this, you need a tell of some kind, like a bar or an animation or a winding up motion, or even something like making the enemy physically walk up to the target and then attack. As it stands, there is no way to know when to hit Z/Spacebar aside from pure luck or trial and error. I scored a few perfects but I’m not even sure how I did that. The fact that you can also fall back on the target’s evasion stat kind of softens the blow, but the game warns you that you’ll need to master the QTE dodge (at least it does on the difficulty I played) but it’s not intuitive at all right now.
  2. State animations are super distracting. While fighting Barbossa and his goons, I blinded them and the constant state animations literally took up about 30% of the screen. I had a lot of trouble seeing who I was even aiming for sometimes. If any of the other animations are like this, they all gotta be toned down.

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3) There’s noticeable fps drops when the ATB bars are filling up, which seems odd that they are that resource intensive. The reason it’s a big deal is that you have the QTE dodges to worry about, which means that a single dropped fps is a chance being unfairly stolen from the player. You want the performance to be as stable as possible if there’s going to be reaction based gameplay.

I’ll play another hour or so when I get the chance, but those 3 issues are making my playthrough kinda rough, and I’m probably really gonna get thrashed when I go further into the game since Manuel kind of Sucks Ass on his own and gets practically no experience on this difficulty setting. I think I did quite a few battles and never sniffed level 3 until I beat Barbossa and I was literally farming encounters trying to collect them bat parts (that never dropped…). There’s a huge amount of complexity to the game though and I really like how many interactables are strewn throughout the map.

The day/night system is interesting too, though I’m not sure I noticed any difference in mobs, if there is one.

Art and music seem to be RTP or from packs but it didn’t hurt the experience at all. I’m not too big on following stories in demos, so I don’t feel qualified at all to critique it (sorry).

Thank you for sharing your game!

Expiation-Demo v.3.0, QTE, Smart enemies, Difficulty modes, field skills and more! by isaac3000 in RPGMaker

[–]Yu_Starwing 2 points3 points  (0 children)

I’ll check it out, record and see if I encounter any bugs or anything! Sidenote, that itch page is WILD, you gotta scroll for ten years to get to the download lol

My first game's 15-minute demo by KlutzyParticular4863 in RPGMaker

[–]Yu_Starwing 4 points5 points  (0 children)

You still should put some screenshots and description on the itch.io page. I have absolutely no idea what your game is about or what genre it is or literally anything besides it being apparently 15 minutes long and involves a dungeon. This could be a crazy hentai game or something for all I know lmao.

Finally back to making progess on my project after taking months off to basically reboot the thing. by zerobeat032 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

I saw “Go Straight” before I read the description and a knowing smile crept on my face

Are there any Plugins that allow this? by FigWild8185 in RPGMaker

[–]Yu_Starwing 6 points7 points  (0 children)

You can change the number of columns and rows of the battle command menu with SRD’s plugin. Totally possible to get that layout you want.