Jump to content

Xeno

Restricted
  • Posts

    681
  • Joined

  • Last visited

  • Days Won

    39

Everything posted by Xeno

  1. Here's a preview of "The Great Ascent", a level 45-50 zone:
  2. Looking quite sharp.
  3. Khione, a level 50 boss from Ice Pyramid.
  4. Daikokuten, a level 50 boss from Earth Pyramid.
  5. It looks like a good start. I will say this though. If you're wanting people to be interested (whether you're in it for money or not), you may want to consider doing original assets or trying those that are not rpgmaker. The reason being, they're extremely over-used. I commend that you have so much passion, and want to make a great game.
  6. It may bother you but there's nothing wrong with it. Squaresoft has mixed mythology into every story they've made for the Final Fantasy series, among others. If you limit yourself to being inspired by a single culture, chances are the stories will be like the original and have no appeal anyway. Technically this hammer is gold, but I can see how that's confusing. And of course, he will have the most amazing, epic forge room to smash people in.
  7. Hephaestus, a level 50 boss for Fire Pyramid:
  8. This is Jupiter, a level 50 boss for Thunder Pyramid:
  9. Amazing story. The mixed assets for the game are a bit unappealing though.
  10. You need to set the proper amount of frames in the animation editor. In this case 4 horizontal, 4 vertical and 16 total.
  11. How would I go about changing the chat, and character window font? I was able to change the others no problem, but am having a hard time finding where to set these..
  12. Basically what Zetasis said. One correction though. Enemies can either damage the highest damage dealer or simply whoever aggros via this checkbox: When set to off, it is easy for a tank character to get aggro if they are ahead of the party. But if the checkbox is ticked a skill would be needed to regain that aggro as a tank. (This is hypothetical) Having a skill to taunt mobs would be pretty awesome, but its not available at this time.
  13. Here's a fairly straight-forward tutorial for a water drainage system. For those of you who've played Zelda: LTTP or Super Mario RPG you know what I'm talkin about.. For those of you haven't, this system is useful for blocking areas with water until you activate a switch. For example you could have a whole ground layer covered in water, with an area on another level above it that you use grapplehooks or bridges to navigate until the ground layer is free of water. The options are pretty endless and this has been used many times in various RPG games. To achieve this effect simply create animations for each of your water sections. Unless you have no borders on your water texture, the total animations will be 9: Top left, top, top right, left, middle, right, bottom left, bottom, and bottom right. Here is a picture showing each of the animation pieces that I used: After you have your animation pieces, simply make an event that activates a switch. Then place down events for EACH water section, each with two pages. (Copy and paste helps here) On the first page simply select the appropriate animation (from the 9 total), and on the second select no animation with an Execution condition (If the switch is true). Here is a video of it in action:
  14. I really dont see how this is beneficial, unless the map editor is restrictive to what you're visually trying to display. What are you gaining visually from doing it this way? Here are a couple issues that come to mind: When you want to do edits you have to update the tileset each time instead of piece by piece If you only use two layers you're gonna have a hard time editing the tileset, unless of course youre using another map editor which seems redundant
  15. Weather and Fogs are now being added across Sylvenus:
  16. Thanks for the share. I took the liberty of converting some of these to fit the asset pack a little more, as well as adjusted some of the original fogs (clouds, water, and trees are 2x the size):
×
×
  • Create New...