ZenVirZan":ydf1pw88 said:
I appreciate the cutscenes and I feel like the game would feel kinda hollow and empty without them. The only problem is now he has to make enough of them or it'll feel unfinished.
I disagree with you because I believe game actions are louder than sitting down and talking at each other whilst the player hit the A button.
Why did Kokona need to go to Yandere Chan's house for the conversation? Why not a location on school grounds where the player can set up a complex trap or let her turn up and have a much shorter conversation (with the added extra of letting the player walk around during this and at any moment step in and change the flow - ie; kill her mid conversation)?
At the moment, it's like hitting the play button on a video and then hitting F when you want to branch into auto-kill target or just let it be. The cutscene does not play off the game environment in the slightest and is a completely out of place entity, as a result the developer is forced so make more just to they don't feel out of place.
Juan J. Sánchez":ydf1pw88 said:
How would you go around making a Chrono Trigger battle system in RMMV?
Make a Javascript plugin is the best option. MV is probably the most flexible RPG Maker when it comes to the plugin system. I can imagine someone tying meta data to events on the map that trigger ATB battles there.
The original Chrono Trigger did a fair amount of hard-coding with setting up the battles and getting the actors located properly and animating enemies joining in. I'd probably go the route of auto-animating the entry of additional enemies onto the screen to save time and maybe even see about auto-calculating the player party actor locations.
In terms of graphics and all that, I'd personally hide the event layer on the map and disable map event processing. I don't think it's a good idea to try cobbling such a battle system together purely with MV events (should be a single event to trigger the battle, all the complexity of setting up the fights done elsewhere).