BYAH'S PROFILE
Byah
1097
Empty present boxes are like ice cream without ice or cream.
Pandora's Present
Pandora's Present has been opened, and four kids are ready to fight the escaped evil!
Pandora's Present has been opened, and four kids are ready to fight the escaped evil!
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author=Link_2112
I would suggest using "Text Speed" instead of "Instant Text" on the left side. Because one of the options on the right is "Instant".
Do you want your Instant Text on normal or instant?
haha When you say it like that it sounds strange.
Oops, you're right. Totally didn't notice that. :P
Also need to change auto-dash to on/off or something.
Edit: And done, thanks for pointing it out.
Inventory hoarding
author=Byah
I think the actual problem is lack of difficulty
Let me correct myself here: It's one of the problems. Like others have said, making items obselete through spells is another potential problem.
author=Liberty
And yet, when a game is hard, people complain instead of using the many, many items they are given. >.<;
I dunno, this doesn't seem like a very valid complaint. :X But it might not be a bad idea to teach the player that it's OK to use those items. Though I think hard battles should do the trick. Having a low item limit would be another idea (as LockeZ already said).
@Jude: I was thinking of doing something similar, but making them equipable instead. Aside from having a cooldown, you could use them as often as you'd like.
Later potions could have better healing, lower cooldowns, increased priority, etc.
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Gamemaking For It's Own Sake/Creative Expression
author=Darken
That's the contradictory I'm pointing out. Amateurs making games for a mass audience where it doesn't make sense because the games are free anyway.
I think they're just making what they like, and a lot of people like them some final fantasy.
Inventory hoarding
I think the actual problem is lack of difficulty, because I'm not going to use items, if I don't even need to.
A good example is Skyrim, it has all these different kinds of consumables, but you rarely need them, and they end up filling up your inventory. Man, did I have lots of different potions in that game, and instead of using them, I hoarded them in my estate, because "what if I need them later"...I never did.
I definitely use consumables on hard encounters though, even the rare ones.
A good example is Skyrim, it has all these different kinds of consumables, but you rarely need them, and they end up filling up your inventory. Man, did I have lots of different potions in that game, and instead of using them, I hoarded them in my estate, because "what if I need them later"...I never did.
I definitely use consumables on hard encounters though, even the rare ones.
Favorite RPG story and why?
author=CrazeByahThe story is pretty good. The characters (the teenage ones, specifically; the adults are better... but you see the teens 80+% of the time) are abysmal.
Devil Survivor's was pretty good, lots of mystery at the beginning + modern setting + demon/magics = love!
I actually don't even remember most RPG stories. :X
And now the sequel is BOOBS: THE GAME (BOOBS 2) (REVENGE OF THE YUZU) -BOOBS<boobies>- .
Yeah, not a fan of those huge, helium filled, freedom seeking balloons.
Still looking forward to the sequel though.
Favorite RPG story and why?
Devil Survivor's was pretty good, lots of mystery at the beginning + modern setting + demons/magics = love!
I actually don't even remember most RPG stories. :X
I actually don't even remember most RPG stories. :X
battle skills and spells
It's fun defining your characters with only ~4-5 skills, some of which may even be passives. Not only do they end up very differently from each other, they also have more character. For example, a hotheaded warrior could go into a berserk state, when at low HP or something.
Without knowing much about your game, the problem could also be that you have 4 swordsmen. :X
Clarification: Maybe try to make them different kind of warriors, like a berserker, a spellblade, a paladin etc., if it fits your game/story/setting.
Without knowing much about your game, the problem could also be that you have 4 swordsmen. :X
Clarification: Maybe try to make them different kind of warriors, like a berserker, a spellblade, a paladin etc., if it fits your game/story/setting.
Stats are for Sissies: Alternatives to Traditional Growth Mechanics
author=slashphoenix
Craze! I like the idea of "choosing" your growth instead of just randomly getting level-ups. I know I personally never noticed level-ups in FF7, 'cuz they didn't mean much besides a little more damage and health. Materia level-ups, however, meant cool new spells and abilities.
As a corollary, when I played WoW, the level-ups are nice and shiny, and while you get some stats automatically, I never noticed those. I did notice the talent points, which I got to assign wherever I wanted and often got cooler, more interesting bonuses, not just "+1% damage".
So in general I agree, give choices to the player, although it's cooler to give them bigger bonuses less often, because the player suddenly feels like he's getting stronger. If it's a gradual change, he may not even notice.
I find fewer, more rewarding level ups, preferable to 99 level ups with slight stat changes and a new skill now and then.
On the subject of choosing stats/things on level ups, I really like the way Cthulhu saves the world does this:
On a level up you either choose between two sets of stats (like +50 hp, +15 Mdf or +50 mp, +15 Def), or two skills (between pyhsical/magical and AoE/Single target among others). Not only could you make different character builds, but you were also looking forward to level ups. More than in your typical jrpg anyway.
If your game has these words in its title, it's a big red flag
author=iishenron
Again, the reason I pass over games with red flags in their title is because they usually suck. The pros can do it because:
1) They have tons of advertising money (Example: Kingdoms of Amalur)
2) The creators are worshipped by fans (Example: Dragon Age)
3) They're grandfathered in from long running series (Example: Final Fantasy)
4) They aren't RPG Maker games competing against a ton of others using mostly the same art and music assets.
You aren't wrong, but I still don't think the name's that important, as long as it fits the theme/game (just don't call it Bravely Default Flying Fairy, like, wtf?!). People probably check out the screenshots at least, before deciding wether or not to read any further...and sometimes the screenshots are all they need!
And even if your game has the most generic name since Generica, if it's good, word of mouth will help its popularity regardless.













