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Darken; Yep, he should actualy do that uo down motion (and in fact it is that way in the walking template). Just that when I animated I didn´t remember that XD (was paying more attention to the scarf moving) but I will fix it tomorrow maybe, today I am dead tired from making an iso sports bar x.x

Thanks for the pointer though :D

Thoughts on the Number of Skills/Spells per character.

But then again, the whole component stuff goes for magic in D&D settings, and depending on how a D&D based game was made, this coud be interesting, including the whole memorizing of spells.

Then again in my setting you just have your inner ether and the raw ether which fills the universe.
When you cast a spell your inner Ether touches the raw ether and changes it to the desired effect, kinda like a spark touching gas that fills a chamber and starts a fire.

Guess same goes for a lot of settings in games out there.

Thoughts on the Number of Skills/Spells per character.

Not really realism as realism apply to reality and this would relate to even fantasy or science fiction, it is more like making everything match between story, setting and gameplay, unless of course there little to know story (think fighting games here).

But for rpgs, I at least like everything to make sense and it is not hard neither breaks the game anyway.

Need input on tiles

Like the second screen too.

Also, think adding objects will probably give an even better feel :)

Thoughts on the Number of Skills/Spells per character.

heheh Equip "drive" materia to become a bus driver :)

Anyway, regarding number of skills, I like Chrono Trigger 8 skills for each character, they have everything you need there and the battles are mostly fun and interesting.

Also, regarding unique skills, I ike it when several playable characters and enemies use the same skills, implying those are fairly common things in the world. I am no fan of comic heroes or shounen anime where characters are supers with unique powers, I am more for the regular guys using regular weapons to fight other regular guys (just that I like it when over tech and magic are regular stuff in the game settings :P)

Back again... :D

Thoughts on the Number of Skills/Spells per character.

Yep, but it shouldn´t work for simple stuff like steal, unless you go like all skills are only accessed by tapping on to the spirits inside the stone, but then it would make characters feel rather dumb as if they can´t learn anything for thenselves (like those games where without equipment you can only attack and use itens, in fact, for FF8 you couldn´t even drink potions without having the junction stuff set).

Of course I rather extremist when I discuss.

Pixels

Booble: O.o that schoolgirl is damn should get paid for pixelwork XD

Regarding Evy´s template, this avatar I use was made with her template XD

Thoughts on the Number of Skills/Spells per character.

hehe funny how I disagree entirely with w_w:

I am fairly against building the whole skill set, I think skills are tied to the character personality and background, if you have then all open to choose it makes your character kinda disconnected from their background.

Not to mention it takes speciality away, think F7 where no matter who you had in your party, just which materiais they had equiped.

Similarly, unequipping skills doesn t make sense, you don´t forget skill you learn, so it makes no sense. And gameplay wise: if a skill is not useful, it souldn´t exist in the first place.

As for progression: I only mind strategic diversity, so having several versions of a one target only fire damaging spell is silly, but having a single target, a hit all and a status inducing fire spells would be actually great.

Hello everyone!

aawww I am a nerd, but not a geek u.u