Nice! I'm impressed that this was all done by eventing. That's a lot of thought put into a system... I always tend to do the most uninteresting things. Y'all are innovative as hell here on GDU.
I was thinking about it as I was watching, since I was thinking that if someone had accumulated a lot of skill points and wanted to use them all at once: is there a way to use multiple points on one character at a time? But that might be kind of complicated, and it doesn't seem like you'll get those skill points too quickly, so that's not a big concern.
I'd like to be able to pick up some skill points by doing quests and stuff, though, not just by going up levels. Picking them up from defeated bosses? Stuff like that? Change it up a bit so that the player has incentive to go and do side-quests and really explore the world. But then again, you should keep the skill point supply limited so as to not throw too many skills in there...
You should keep track of how useful each skill is, too. There isn't too much incentive for a player to earn more points or use them if you don't build up with the power of the skills bit by bit. I'm not interested in having 10 skills for one character if all I'm ever going to want to use is that one really kickass, powerful move. Though I'm sure you know all this already :P Feh. Just writing what I think!
Also, excuse my lack of game terminology -- but when you say every skill tree has four skills, does that mean the members of your parties can only gain four skills each? Or can they have multiple "skill trees"? sorry if this like super obvious, lol
I know your question's alreayd answered, but I'll add some more to that lol.
I understand your concern with the game's data, but I think that using a character graphic would be much less work than making a whole plugin that wouldn't really benefit you much. And would probably be used, what, once or twice throughout the game? unless you're building a game around this function. Using a new map isn't really going to bog down much, though it might get time-consuming and hard to keep track of all these maps (if you're going to do this more than, say, two or three times). I would suggest doing Yokutoo's character graphic method more than the map method, as that can clutter up your database.
What really lags the game is a ton of events on one map, or something like that -- if that's what concerns you. Even then, it takes a whole lot more of events to slow things down than the amount it would take for you to use a character graphic.
Trump Rex: But look at my little hands! I can't press the nuclear missile button and jump at the same time!!!
That's a pretty good pixel art, though! And I like the music -- very lighthearted. It gives me the sudden urge to make fanart of Wonder's War, lol. Hope your computers are back, or that they get back soon!
I think Roody's on point. The only other thing I was thinking about was maybe lowering the volume of the drums, but that's more of a personal thing. I'm no composer and probaby would've given the drums a sharper, twangy sort of sound and a bit of reverb. I dunno, that might hurt some ears after hearing it after a while though.
I can't think of two much besides revising the second tune, which, as Roody pointed out, doesn't seem to belong very well, especially when you loop all the way back to the beginning with the drums starting out again. You should reserve the second part for another song, though. I think it'd be a nice chill piece on its own, or maybe usable for a select region of the city... or maybe a shop.
Where is the sushi? Why is Roody and his work so awesome?
These are the questions that scientists are still, to this day, searching for the answers to.
In all seriousness, it's looking great. The more I see, the more I'm pumped. It's been a long time since I last played Cyberdrive Ninja, and I'm thinking that the time that's passed will only make it better than before.
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I've been toying around with RPG Maker XP for years. Had a little bit of experience with 98, VX, and VX Ace, and super limited in MV. I'm a story writer and big on mapping -- basically I like to make things look nice.