IS IT JUST ME, OR ARE BATTLES WHERE IT ALL GOES WRONG FOR RM GAMES?

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Max McGee
with sorrow down past the fence
9159
post=135545
Difficulty levels are so simple that even you could do them.

And to be honest the easiest way to test them is to select a sampling of battle troops from throughout the game and fight those on different difficulty settings.

I would feel the need to fight every fight in the game on every difficulty level because I am kind of a perfectionist. (There is one fight on the Hard mode of the original Iron Gaia that I never got around to testing in actual game conditions and it haunts me to this day. Did anyone ever beat it? Was it even beatable? Was it too easy? I have no idea.)
LouisCyphre
can't make a bad game if you don't finish any games
4523
Well, I was kind of taking all of the "I don't know how to script" talk you do as meaning... you don't know how to script.
Max McGee
with sorrow down past the fence
9159
I don't know how to script, at all (and have to ask for help for even the most basic things when they are scripting related) but what you said implied that I'm an idiot or something. I don't know, complaint retracted.

Anyway...

I am sure I could do it, Chaos because there are lots of scripts out there that do it and I have, you know...fingers.

But if you are implying that I could script difficulty levels MYSELF from SCRATCH?

Prove this to me.
Hard mode could be eg. a switch that's set on ON when hard mode is selected, which permits standard enemies to use more powerful skills and causes events to trigger stronger bosses (Also allows a whole lot of other changes).
Difficulty levels might be easy... but difficult to perfect. I've used 2 difficulty level scripts and they make peaks and valleys you need to overcome.

In other words (depending on who's script you use), your monsters can be uber powered... or your party can be uber powered compared to the level of the other.

I still say lack of basic fun is where RPG maker games go wrong.
Decky
I'm a dog pirate
19645
Honestly, I think it's best to just release different versions of your game. That way, you can customize more stuff, like HP and whatnot.
Craze
why would i heal when i could equip a morningstar
15170
post=135602
Honestly, I think it's best to just release different versions of your game. That way, you can customize more stuff, like HP and whatnot.


That sounds horrible.
post=135605
post=135602
Honestly, I think it's best to just release different versions of your game. That way, you can customize more stuff, like HP and whatnot.
That sounds horrible.


Well, Craze, it would certainly help the people who don't know how to script like Max and I to solve such a predicament.
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=135627
post=135605
post=135602
Honestly, I think it's best to just release different versions of your game. That way, you can customize more stuff, like HP and whatnot.
That sounds horrible.
Well, Craze, it would certainly help the people who don't know how to script like Max and I to solve such a predicament.

Well, imbecile, it certainly helps that we have request forum where questions for things like this are asked every day.
Come on, let's stop the name calling. We're a community, remember?
post=135602
Honestly, I think it's best to just release different versions of your game. That way, you can customize more stuff, like HP and whatnot.


To back up a bit, this is a bad idea because of a well-understood design principle known as "single point of control". Anytime you unnecessarily copy something you greatly increase the effort needed to update it and the error rate of doing so. Even a "finished" game typically needs bugfixes and updates for some time, so this is an easy way to make lots of work for yourself and screw it up worse in one stroke.


The ease of implementing difficulty levels depends on what exactly you want to do. I'm sure everybody could find a way to include more consumables in treasure chests in an Easy game.

post=135546
I would feel the need to fight every fight in the game on every difficulty level because I am kind of a perfectionist. (There is one fight on the Hard mode of the original Iron Gaia that I never got around to testing in actual game conditions and it haunts me to this day. Did anyone ever beat it? Was it even beatable? Was it too easy? I have no idea.)


One of the things I accepted with Aurora Wing is that I had to leave the judgment of the appropriateness of other difficulty levels to others! On the other hand, I was testing on Hard and knew the constant stat adjustments I was putting in for difficulty levels shouldn't be too horribly gamebreaking, at least for Normal mode. Gripping hand, I probably would have wanted to be much more careful had I been adjusting enemy strength upward - nobody likes "Oh, same battle as Normal, only it takes twice as long because the boss has 150% HP and defense!"
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