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author=suzy_cheesedreams
@s_w The placement of the ear makes no sense. Ears typically sit at the edge of the jawline, not in the middle of your temple.


Oops, bad habit.

Random Art Topic



I hate tutorials. Because:

1. Somewhere in the middle a wizard finish the tutorial
2. I always messed up when the wizard showed up

Walking The Line: Development vs. Promotion

author=Max McGee
(PS on unrelated issue, your game was nice but I have to cheat on most of them. Especially that Eldrich game thing, which actually got me HOOKED into the whole Eldrich horror genre. I dunno, I think it was pretty unforgiving.)
That "Normal" or even "EASY" difficulty for the game's creator (who knows every single mechanic intrinsically and in depth) is always going to be "HARD" or even "NIGHTMARE" difficulty for random players is a lesson that it has been taking me literally DECADES to learns. I always think I've gone far enough towards making my newer games "disgustingly easy" so much so it's impossible for me to enjoy playing them. It's NEVER far enough. When you have a game that's kind of MEANT to be pretty hard in the first place (i.e. Eldritch) then it gets even trickier for the creator to balance. Anyway, it's awesome to hear it got you into the genre. XD

I think your eldrich game actually just suffer from limited Rm2k3 Mechanic to be honest. Reloading (arms) is cool, I am alright with wasting turn to reload but I think the damage was rather miniscule? The idea with sanity is cool (using MP) but I think i'd be better if you can separate them to three parts instead HP/MP/SN. To be fair though, during those days, it was rather unheard of to modify the DBS - it takes another two years?

In the end, the strategy that I used was : Spamming the uh, squelch? quench? Shiver? Something along the line of rot I think but I forgot the magic name (sorry). Basically that magic is the only one (during those days, I admit I wasn't much of strategist) I used alongside with "calm" command since it does respectable damage aside from other methods (like I said, I am not much of a strategist! In retrospect, perhaps drown spell would be better against humans? I really didn't check the database). I'd shoot all my magic, go insane, hope that my partner is still alive and calm me down (up!) to 50 MP. Repeat. Worked until before the star spawn too! Can't win against that though.

As for IG:V, it was neato, but the dice roll was kind of skewed, though you kind of knew that already (I think you suggested post release with limiting it to d20 instead of d100). The final transformation skill (again with Rm2k3 limitation ahoy!) actually made me lose the bonus fight! Not sure how that happened but I got chainsaw-ed since I can't heal/defend (command removed?) or due to loss of turn (due to transform command activation). Or was it another game? Hmm, I am not too sure now.

Ok, enough with offroading

I am actually fine with HARD game these days to be honest. Over the past few years, I appreciated Etrian Odyssey (1&2 the more...unforgiving (and slow) and dark souls - kind of games a bit more (In the past, I'd have throw the game right to the bin). And I agree, a degree of difficulty is necessary to make a game interesting; and while I am sure many would disagree, I really like battle with close (sometimes within a sliver of health) victory. Sure, you can make the boss cheat-y, but let the player able to counter/mitigate it too (not faux difficulty where you hit with a force of a stick, while the boss hit with a force of a meteor; and have a meteor sized health. Repeat ad infinitum). I remember these battles more in the end.

Also yeah, having someone as FIRST! reader is neato. Definitely would help in discussing your ideas, especially since creator oversight is a real thing. Someone that can help to point these plotholes beforehand is a boon.

R.I.P. RPG Revolution

Yeah, the whole GW is Dieing became a reality. I think most of the veteran members stayed there though. Never really see them here, or maybe they just use a new name.

Why did they call it SALT though, I never really found out.

Anyway, to get back on topic, RIP RRR, I believe did get a few resources/tools years ago from your site, so, uh, thanks.



Walking The Line: Development vs. Promotion

Well dang, from reading this topic I realized that I still have the old mindset (screenshot bombing).

I gotta admit it was pretty nice though, having people comment on your screens, of course that means in-game actual screenshot not some mockups. As terrible as hyping is, it does give you a bit of boost of willpower (that someone give a damn about your game). I dunno, kind of like to showoff some sprites or map like that (hmmmm maybe a blog would work better)- but sometimes no one comments or anything so it can be a letdown too.

I kinda lost touch from the community since I live in a different timezone now than most of my peers, and no one in close proximity really like GAM MAKing. Having people give inputs/exchange ideas on the game would be nice to keep you going IMO.

I kind of operate with your #2 method though, so I never make any GAEM page. Sometimes I wonder if I should, since that means I get more exposure and credibility? In your case, I think you are an old player in the community so they'd know you got your things going; the newcomers? Well they gotta prove something and I guess that's what the page is good for.

(PS on unrelated issue, your game was nice but I have to cheat on most of them. Especially that Eldrich game thing, which actually got me HOOKED into the whole Eldrich horror genre. I dunno, I think it was pretty unforgiving.)

As for game page, it might be nice to make one if we finish 50% of the main focus of the game. The coding and all that jazz, which is usually about the battle system (I admit that's my favourite part of RPG) and the art/resources (another major thing I really scrutinize (?) about). That's one of the trouble with sideview battle, tons of sprites - which seems to become a relic with all the new First Person View games lately.

As for bad reviews, yeah sure that'd be troubling. But on the other side, I keep imagining that after all the work is done and the game is out, not a single soul give a damn/mostly get a meh reaction. That's... whew, good enough to make me procrastinate instead.




R.I.P. RPG Revolution

author=Archeia_Nessiah
But SW, GW IS dead ;_;
Didn't it become something like spiceworld? (。´∀`)ノ (actually saltworld)
I haven't been there for a long while too but they did have a screenshot topic back then~

R.I.P. RPG Revolution

author=kentona
my first community was Gaming World.
Aye, the good ole days (depends on how you define good)

Obligatory: GW is dying

Pizza's Products

What the heck? TC suddenly got infuriatingly angry in his last posts?

And his topic is one of the (the 2nd I think) I posted in when I got back too!

[Rm2k3] Best way to make a variable-comparing calculation?

author=bugmenot
<about the icon-battle system thing>
All right, I think I got the gist of it. It might need a lot of testing and all that, but at least i can understand the idea better. Now I just need to improvise.

author=bugmenot
author=s_w
I just need to change the "greater" comparison to "lower" right?
Yes. Or lower/equal to not have A be considered slower than E if their SPD is the same (prioritize the player).
All the better, since yeah, I am a bit more partial to the player.

Again, thanks a lot for showing me how it is done; it really take a load off my mind!

Peri's assorted art

The pixels are excellent. I dig your colour scheme.