Incidentally I'd probably omit combat completely or just make it like zelda where you stab something and it stops moving. I noticed there's some guides on steam already and I guess when either me or my friend want to do something we can always use a search engine to find more. It seems pretty straightforward compared to how other game engines deal with maps which is nice. I opened it up yesterday and fiddled with it out of boredom and messed with the map editor. I intend my battle system to be more like Super Punch Up than FF4.Īwesome, thanks. But even with no knowledge of coding, you can completely ignore or hide all of these things and replace them with your own alternatives. I'm with you on not caring for the FF4 style graphics or battle system. You'll definitely start to see more possibilities for building your game from the ground-up, the more you do. Originally posted by ncstaunton:As long as you learn how to create events and use switches and variables, you basically don't need any actual scripting knowledge - just testing your custom events and systems using conditional branches and learning how to import graphics and getting used to the way in which RPGVXA will handle them will avail you of a lot of inspiration. I'm sure the game linked in an earlier post is a good game, just not one I'd play.Īlso I dunno how much of that I'd need, but I guess it's good for my friend to know, she's less evasive about scripting than I am so I'll pass it on to her later. I figured you could make something besides an RPG with it - the game that sparked my interest in it wasn't an RPG - just that I'm not that interested in playing other RPGs simply because I don't care for the genre. Using the switches, variables and random number capabilities, you could just as easily create a Whodunit murder mystery with a different killer every time and one massive QTE fight at the end with Frank Miller style splash art. You're under no obligation to create an RPG using this engine. You can absolutely make your own Pause / Quit menu, and I'll be b*ggered if you won't also be able to create yor own designated Save points with personal artwork. You can find custom scripts which are easy to import and allow you to bring in a sprite of any size and with as many walking frames and animations as you like, as long as you are okay drawing all the sprites and programming events to manage any specialist controls. There are commands you can enact through Autorun evnts at the very moment the game begins to disable menu access, and you can instead create your own interactive inventory screens (even animated ones, using Move Image commands. Yes, you can make a game in rpgVXA using nothing but your own artwork if you want to. To my knowledge she just wanted to make a personal project. Dunno about my friend's opinion on them except she really likes KH but she doesn't commit much of her time to playing video games. Not sure if you're joking or not but I'd like something with more functionality than paint v If there aren't specified tools for tilesets that are free I might as well use SAI's binary brush and work on a small canvas.Īlso, to be perfectly honest I dunno if I'll try that game, I don't like RPGs that much, they're too combat-focused and repetitive most of the time and anything I made wouldn't even have combat in it or work like an RPG in the traditional sense, I just like not having to program. There are quite alot of templates laying around the internet :) When you import your tilesets make sure that each square of colour is within 32x32 otherwise you will have half a tile here and only some of the other tile there. When it comes to programes to make tilesets, i would recommend paint :)Īlso long as you know that the programme recognizes and devides the tiles at 32x32 intervals you'll be fine :)Īctors and other event stuff can be much bigger but if your character is bigger, doors and walls will not be so big anymore. Originally posted by DJ Schmonkey:I would recommend playing Legionwood 2, it's probably one of the best RPGM games out there imo.
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