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Bust A graphical representation of a character during a message outside of the message window. Bug Coder slang for a programming/eventing error. When used by a game dev, this could mean improving/boosting a mechanic, character, enemy, skill, etc. Not to be confused with a status effect, which could potentially do the same thing. Buff A temporary boost to an actor or enemy that increases their stats. Broken When talking about skills and/or items, this means something is incredibly inbalanced to the point where it breaks the game. Beta An early stage of a product before it's released. Bestiary An in-game log of the monsters that the player has seen/fought/defeated. Differences in battle systems usually involve how turns interact, actions are performed, and status effects behave. Battle System (BSys) In the RPG Maker community, refers to how battles work in-game.
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Base Code Refers to the original code that is included in any RPG Maker iteration.
The thing you should always be doing on a regular basis. B Backup The process of creating a copy of your game project or anything you're working on in case you lose it. A status effect that comes as a source (usually a character) and affects units (usually party members) in a wide area. Aura A term carried over from WarCraft 3. ATK Attack Physical attack parameter in RPG Maker MV. Asset Flipping A derogatory term referencing how certain games are just clones of other games with swapped out graphics and sound.
Artist In the RPG Maker community, this often refers to content creators that make graphical assets. Could also refer to as a small condensed target range based on screen position achieved through the Area of Effect plugin. This can target either an entire enemy party, entire player party, or perhaps even the entire battlefield of units. Area of Effect (AOE) Actions that target multiple battlers at once. For Y values, 0 means its origin is at the top. For X values, 0 means its origin is towards the left. Anchor (Sprite) Determines the origin point of the sprite. The JavaScript term for this is "monkey patch" Alpha An extremely early stage of a product before it's released. The phrase carried over into RPG Maker MV and MZ's JavaScript plugins.
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Alias (Programming) Used in RPG Maker XP, VX, and VX Ace to patch Ruby scripts to create compatibility between scripts. The more aggro a character has, the more likely it is targeted for an action. Refers to the likelihood of a character being targeted for an action, usually from the opposing party. AGI Agility Character speed parameter in RPG Maker MV. Active Turn Battle (ATB) See Battle System - ATB.
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Action Sequence A series of actions made through text commands to dictate how a skill or item acts visually and mechanically.
Closely resembles the battle system in The Legend of Zelda series. Action Battle System (ABS) Refers to a genre of RPG's where the player fights enemies on the map rather than being sent to a different battle scene to fight them. AAA games are usually multiplatform, have multimillion-dollar budgets, and expect to sell millions of copies.
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This page will provide a summary of what they mean but not a full explanation.Ī AAA A high-budget game with a large development team, or game studios that make them. as a team, there wasn't a lot of time to focus, other than making this game because we wanted to, and if someone else at nintendo, other than mr miyamoto, wasn't looking at the switch for a lot of reasons, they might never have come up with what we wanted to get out of this machine.'Īs e3 draws to a close, and everyone seems to be moving their attention to the other big console releases of the year – the ps4, xbox one and steam machine – williams is getting worried about his studio being left behind.These are a list of commonly used terms and/or abbreviations that you will often see in the community. it's been a lot of learning on this, so we had to get this stuff into our mind while we were working on the game. 'it's a new type of development tool, with a new kind of engine, a lot of new things happening. 'there's a lot that we don't know yet,' says williams. To make this possible, there was a lot of development work going on at e3 for the switch itself, so the development team had to learn an entirely new way to develop for the console, using the hardware that has been a standard in nintendo's hardware lineup for 15 years. so that's where we're at – we've taken one of our popular titles, and now we can take it to the next level by doing this.'