WHATCHU WORKIN' ON? TELL US!
Posts
I'm somewhat satisfied with how much TP and SP my skills burn, I'm mostly satisfied with the starting skills and equipment I've given the party, and I'm happy with the damage the party deals.
The amount of damage the party is TAKING however, is proving hard to manage. At the low values I'm using, one little point of attack or defense is a massive difference. I'm going to need to keep an eye on this to see if it needs serious adjusting.
Also, the River Slimes that are required for your first sidequest feel almost like they are bosses. Which is EXCELLENT. (no, there are no random encounters so you won't randomly run into an almost-a-boss encounter by accident)
The amount of damage the party is TAKING however, is proving hard to manage. At the low values I'm using, one little point of attack or defense is a massive difference. I'm going to need to keep an eye on this to see if it needs serious adjusting.
Also, the River Slimes that are required for your first sidequest feel almost like they are bosses. Which is EXCELLENT. (no, there are no random encounters so you won't randomly run into an almost-a-boss encounter by accident)
author=Archeia_NessiahIf you don't mind my asking, which tablet and program/app are you using?
I keep telling you to convert to tablet spriting :<
author=WonderPupauthor=Archeia_NessiahIf you don't mind my asking, which tablet and program/app are you using?
I keep telling you to convert to tablet spriting :<
I use a Wacom Intuos 5 (but I used to use Graphire) and then just use Graphics Gale.
Implemented the Day Care on Route 8 of Pokemon RMN, and also fiddled around a bit with the phone system. Otherwise I haven't done much.
I'm considering how I should balance my party's stats...Ugh...
Tweaking ATK MATK and DEF curves isn't fun at all, and it's so...touchy. One little extra point of attack or defense can have a MASSIVE effect when you're working with low values. And I want my max level to be something like 20 (Each unique boss you kill gives you an item you can use to level up the entire party, and can be refunded at a specific NPC). I'm sorely tempted to just make level ups only affect max HP, and have stat increases handled by limited stat increase items...
Aside from that, things are going super well. I've gotten the Tank character put together, given him a full set of Skills, Equipment and Techs. Just need to finish the text for them and link up his Ultimate skill to the Cover script and he's ready to rock. Then I'll start on the next small dungeon and the next big boss (the first real one)
I've decided that most of my dungeons will be very small. You don't gain levels by fighting normal monsters, so there's no need to make large dungeons with tons of them running around.
Also I'm wondering what I should do about extra leftover monster drops once the quest they belong to is done. I don't have a traditional shop/item system, so you can't sell them... :s
Tweaking ATK MATK and DEF curves isn't fun at all, and it's so...touchy. One little extra point of attack or defense can have a MASSIVE effect when you're working with low values. And I want my max level to be something like 20 (Each unique boss you kill gives you an item you can use to level up the entire party, and can be refunded at a specific NPC). I'm sorely tempted to just make level ups only affect max HP, and have stat increases handled by limited stat increase items...
Aside from that, things are going super well. I've gotten the Tank character put together, given him a full set of Skills, Equipment and Techs. Just need to finish the text for them and link up his Ultimate skill to the Cover script and he's ready to rock. Then I'll start on the next small dungeon and the next big boss (the first real one)
I've decided that most of my dungeons will be very small. You don't gain levels by fighting normal monsters, so there's no need to make large dungeons with tons of them running around.
Also I'm wondering what I should do about extra leftover monster drops once the quest they belong to is done. I don't have a traditional shop/item system, so you can't sell them... :s
author=Aegix_Drakan
Also I'm wondering what I should do about extra leftover monster drops once the quest they belong to is done. I don't have a traditional shop/item system, so you can't sell them... :s
Don't let enemies drop more than the required amount of enemy drops for the quest? I do something similar with 'rare' enemy drops where the drop rate isn't that bad but they'll only drop one or two of the item so the player can't farm them. Track the number that can be dropped via a variable or something quick and dirty and set the variable ID to track in the item's notebox. Only drop said item (after the normal drop chance calculations) if the tracking variable ID is nil or zero or if the variable with the max number of items is greater than zero (then also decrement the variable when the item drops).
e: Added quote so it's clear what I'm replying to :s
author=GreatRedSpirit
Don't let enemies drop more than the required amount of enemy drops for the quest?
Eh, I might use the same material for other quests, though. Especially since I'm trying to make sure the player doesn't massively increase in strength over the course of the game (you get more items/skills/combat options over the course of the game, not really raw power), so the old enemies won't be pathetic as hell later in the game.
I'm thinking I'll just let them accumulate a million Gelatins if they're that insane and want to waste their time getting way more than they need.
Also, WHEEEEE listening to various music tracks at maximum Pitch is fun! *channels his inner child and bops his head to the Etrian Oddyssey 4 mid-boss theme at maximum pitch*.
For some reason I find it hard to get tired of doing that. XD
author=Aegix_Drakan
Also, WHEEEEE listening to various music tracks at maximum Pitch is fun! *channels his inner child and bops his head to the Etrian Oddyssey 4 mid-boss theme at maximum pitch*.
For some reason I find it hard to get tired of doing that. XD
...I thought I was the only one who did these sort of things.
Also I'm doing nothing, as usual.
author=wildwesauthor=Aegix_Drakan...I thought I was the only one who did these sort of things.
Also, WHEEEEE listening to various music tracks at maximum Pitch is fun! *channels his inner child and bops his head to the Etrian Oddyssey 4 mid-boss theme at maximum pitch*.
For some reason I find it hard to get tired of doing that. XD
Also I'm doing nothing, as usual.
Nope, you're not alone.
Join the club! We've got high pitched Midis! :D
author=Aegix_Drakan
Nope, you're not alone.
Join the club! We've got high pitched Midis! :D
Have you ever tried putting OoT's Lost Woods theme into it and raising it to the maximum pitch? It's crazy awesome!

A mockup battle for my FE side project.
Ho hum... I must be crazy, doing animations for 40 playable characters excluding enemies. That's like... 560 animations, since I'm producing them from within the Animation database for Battle Engine Melody. Aaand that excludes every character's config settings.
I'll probably just reduce the number of playable units...
Man, I think I'm a masochist.
I keep making cliff/mountain-pass type maps in my games.
And they're so hard to draw right. ;_; Getting all the cliffs and shadows to work is so much work.....
I'll put up a screenshot once it's actually decorated with trees and rocks and stuff.
I keep making cliff/mountain-pass type maps in my games.
And they're so hard to draw right. ;_; Getting all the cliffs and shadows to work is so much work.....
I'll put up a screenshot once it's actually decorated with trees and rocks and stuff.

I'm making a dialogue system for Unity3D so I can make awesome RPGs with lots of text
It's coming along really well! I might try and sell it as a plugin at some point, or give it away for free...
Done my Mountain Pass map. Gonna start working on the boss.
......*sigh* Yeah. I need to totally change my stat situation. It's way to hard to balance with such low numbers. -_-
......*sigh* Yeah. I need to totally change my stat situation. It's way to hard to balance with such low numbers. -_-
After hearing about people whine about Stun and how it has no counterplay to it and everyone hates it so much, I gave it more thought.
At first, I thought that just having a tank character and various abilities to redirect enemy targeting and attacks was enough, but then I had an idea.
So now I have a skill you can learn that will give the user the ability to shrug off one stun if you use it. And since the first real boss uses a stun, the tank starts with the equipment that teaches it. Lastly, after a lot of debate, I made it Mid-armor (which 4 characters can equip) rather than heavy armor (which only the tank and MAYBE another character can equip)
Now to determine how expensive in MP and TP to make that skill...My initial experiments show me that MAYBE it's a little bit too expensive... :P
As a matter of fact, I think most of my skills cost way too much to use. About 6 turns into combat, everyone is mana-starved and you can only carry 1 MP restore item at the start of the game. I'm going to need to tweak this...
Oh and I've got the skeleton of my variable difficulty system done.
You want save points instead of being able to save anywhere? There's an option for that!
You want to have any hints you find recorded in-game? Option!
You want to be able to heal, resupply, change equipment and retry after a failed battle? Pick the Option!
You're a wuss who wants boosted stats to make combat easier? The option is there, but the actual stat boosting part still needs to be done. :P But it will exist.
Looks alright to m-AAAAAAHH HIS FACE KEEPS CHANGING!
But seriously, it looks alright.
At first, I thought that just having a tank character and various abilities to redirect enemy targeting and attacks was enough, but then I had an idea.
So now I have a skill you can learn that will give the user the ability to shrug off one stun if you use it. And since the first real boss uses a stun, the tank starts with the equipment that teaches it. Lastly, after a lot of debate, I made it Mid-armor (which 4 characters can equip) rather than heavy armor (which only the tank and MAYBE another character can equip)
Now to determine how expensive in MP and TP to make that skill...My initial experiments show me that MAYBE it's a little bit too expensive... :P
As a matter of fact, I think most of my skills cost way too much to use. About 6 turns into combat, everyone is mana-starved and you can only carry 1 MP restore item at the start of the game. I'm going to need to tweak this...
Oh and I've got the skeleton of my variable difficulty system done.
You want save points instead of being able to save anywhere? There's an option for that!
You want to have any hints you find recorded in-game? Option!
You want to be able to heal, resupply, change equipment and retry after a failed battle? Pick the Option!
You're a wuss who wants boosted stats to make combat easier? The option is there, but the actual stat boosting part still needs to be done. :P But it will exist.
author=Chaos17
Trying to learn the basics of Photoshop for my project Bloody Rose.
Looks alright to m-AAAAAAHH HIS FACE KEEPS CHANGING!
But seriously, it looks alright.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Aegix_Drakan
After hearing about people whine about Stun and how it has no counterplay to it and everyone hates it so much, I gave it more thought.
At first, I thought that just having a tank character and various abilities to redirect enemy targeting and attacks was enough, but then I had an idea.
So now I have a skill you can learn that will give the user the ability to shrug off one stun if you use it. And since the first real boss uses a stun, the tank starts with the equipment that teaches it. Lastly, after a lot of debate, I made it Mid-armor (which 4 characters can equip) rather than heavy armor (which only the tank and MAYBE another character can equip)
Now to determine how expensive in MP and TP to make that skill...My initial experiments show me that MAYBE it's a little bit too expensive... :P
If it has no effect unless the boss uses a stun on that character on the very next round... it probably doesn't need to cost MP or TP at all. Costing a round is enough. In fact if it works like this it'll almost certainly still be useless even if it costs nothing and also defends. It should probably restore TP in addition to its current effect.
But if the immunity lasts through the battle and only wears off once you get hit by a stun, then it's much better against bosses. It should still probably be dirt cheap, though, if it doesn't prevent any other ailments.
Another option would be a ticking status-recovery spell that your healer can cast on someone, which heals an ailment from the target every other round for 6 rounds or something like that. As long as it doesn't tick every round, it wouldn't be as good as having immunity to the status. But not everyone can get immunity, and it would be a nice option for battles with multiple ailments. Plus the healer could cast this on himself in expectation of paralyzing status ailments, so that if he gets stunned he'd be able to break out of it. (The healer can presumably already cure the stun ailment on other people. I hope. Just not himself.)
author=LockeZ
If it has no effect unless the boss uses a stun on that character on the very next round... it probably doesn't need to cost MP or TP at all. Costing a round is enough. In fact if it works like this it'll almost certainly still be useless even if it costs nothing and also defends. It should probably restore TP in addition to its current effect.
It lasts 3-4 turns (it's 3 now, but I might extend it). And all my skills restore about 20 TP. :P I actually think TP gets restored at a pretty decent rate. It's MP that you run out of relatively quick since it only regens 10% a turn.
Another option would be a ticking status-recovery spell that your healer can cast on someone, which heals an ailment from the target every other round for 6 rounds or something like that. As long as it doesn't tick every round, it wouldn't be as good as having immunity to the status. But not everyone can get immunity, and it would be a nice option for battles with multiple ailments. Plus the healer could cast this on himself in expectation of paralyzing status ailments, so that if he gets stunned he'd be able to break out of it. (The healer can presumably already cure the stun ailment on other people. I hope. Just not himself.)
I might do that, if I can figure out a good way to make that work. I already have a piece of headgear that auto-triggers every time you get hit by something that might cause a status ailment. Even if the ailment doesn't trigger. :P That's the price to pay for convenience.
Also, why would you cure stun on someone? It lasts one turn and you can't input any commands for the poor guy while he's stunned so unless you cure it literally the turn it happens, curing it is a waste of resources.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Wait, stun only lasts one round? I was assuming it lasted a long time.
The chance of anyone being willing to spend a round for the chance to prevent a stun that only lasts a round is exactly 0%. You're spending a round in order to not spend a round; why would anyone do this ever? The immunity needs to be AOE, so it affects your entire party and prevents a stun against each member. And then it probably also needs to be free, because that's still not very impressive.
The chance of anyone being willing to spend a round for the chance to prevent a stun that only lasts a round is exactly 0%. You're spending a round in order to not spend a round; why would anyone do this ever? The immunity needs to be AOE, so it affects your entire party and prevents a stun against each member. And then it probably also needs to be free, because that's still not very impressive.





















