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Thanks for the LP! I'm not surprised you didn't like it, I didn't do a very good job on my part of the game and the bits I did fix after the initial release probably wouldn't have helped what issues you had with it much. (and I still missed Decay not ending after the fight, I never noticed it since I'd go straight for the exit after
).
Thanks again! :)

Thanks again! :)
I bet it all on the kazoo and when that falls flat it falls hard
Don't be so hard on yourself, GRS. You did a good job with the little time you had to finish the game. I thought it was pretty fun and the kazoos definitely added as icing to the cake.
Doesn't the Dispel Herb cure Decay?
Doesn't the Dispel Herb cure Decay?
Nah, I never touched the status healing items. Decay was intended to be a damage over time (-5% HP/turn) that lasted the entire fight with the Wraith. There's no abating it (except for stunning it on the first turn but it has good stun resistance). I just forgot to only have it last that fight since, as a dev, I knew there weren't any fights after it and ran right outside where the party gets fully healed.
Nope! I missed it entirely until I saw TheSacredLobo's LP. I'll be sure to squeeze in a fix for it tonight before I forget about it again.
That's very dedicated of you, man. You've been putting a lot of work into fixing this game since its release. Maybe you got pretty attached to this little game like I did. ;)
Eh, it's a quick little fix. Making the Mail Thief Casters work right* look a lot more effort. If I'm going to release something, especially in tandem with somebody else, I can at least spitshine what I work on! You can see how frustrating it was to players too from Lobo's LP so while it's mostly harmless it's still worth fixing.
* Their gimmick is that they're only supposed to cast while Chanting. RPG Maker picks actions before the player does** or even take actions so even if you removed Chanting from the casters via hitting them they can still cast that turn. I had to use Yanfly's restrict skill script to make sure that they were chanting on their action to make sure they could use their spells. I got so frustrated with the whole thing I'm sure it's still not working right but it should be in the realm of 'good enough' for a trash mob you might run into once.
** iirc this is why if you want an action to take place on the first turn you set it to go off on 'Turn 0' since it's turn zero when the game is picking their actions.
* Their gimmick is that they're only supposed to cast while Chanting. RPG Maker picks actions before the player does** or even take actions so even if you removed Chanting from the casters via hitting them they can still cast that turn. I had to use Yanfly's restrict skill script to make sure that they were chanting on their action to make sure they could use their spells. I got so frustrated with the whole thing I'm sure it's still not working right but it should be in the realm of 'good enough' for a trash mob you might run into once.
** iirc this is why if you want an action to take place on the first turn you set it to go off on 'Turn 0' since it's turn zero when the game is picking their actions.
Yikes, that's kind of irritating. Doesn't that happen only when the player uses regular attacks? Skills probably do the job better since you can cancel states that way.
I've been doing that a lot in my other games (letting enemies, especially bosses, act at the start of the battle before the player gets control). It's a neat little thing that adds that "BANG" at the start of a battle, which I like.
I've been doing that a lot in my other games (letting enemies, especially bosses, act at the start of the battle before the player gets control). It's a neat little thing that adds that "BANG" at the start of a battle, which I like.
To my knowledge the player's actions themselves has no bearing on what the enemies do. So for the casters I had it set so if they had the Chanting state they'd use magic. So when Turn X begins the enemies decide what they do, like cast Fire because they have the Chanting state on them. The player can then act and do w/e including knock off the Chanting state. However since the enemy already decided what they're going to do they use Fire anyways once it comes to their turn. I tried to balance the skills/exp curve around having the hit-all skills to counter the casters but it wasn't exactly smooth. Also I didn't know Ace's Substitute/Cover rules, like how they'll cover party-wide attacks but won't cover 'Certian Hit' attacks!
Bosses acting first is a novel way around this issue! :P
Bosses acting first is a novel way around this issue! :P
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