CRYSTALGATE'S PROFILE
Crystalgate
694
Search
Filter
Help with mathmatics.
A formula for it is (Speed * 100) / (Speed + 100). A more advanced formula is (Speed ^ X * 100) / (Speed ^ X + 100 ^ X) where I'd recommend you make either X=1, which makes this formula identical to the first one, or X=2. Another possibility is (Speed * Y * 100) / (Speed * Y + 100) where again, Y = 1 brings you back to the first formula. Combined, you get (Speed ^ X * Y * 100) / (Speed ^ X * Y + 100 ^ X).
Play around with different X and Y values until you get the curve you want.
Play around with different X and Y values until you get the curve you want.
Tutorial design
I see no reason to tell the player things that are present in practically all RPGs. Why would people who aren't even interested in RPGs play an RPG maker game? You should however inform the player of features normally not present in other RPG maker games. Even so, I'd assume the player can put two and two together. For example, if you use the skill learning system inbuilt in Yanfly Melody, all you need to tell the player is that the option to buy new skills exist in the skill menu, the player can then figure out the rest on her/his own. Heck, just the presence of JP usually tells all there is to know.
If you're taking part of a multi million dollar project, then you need to consider new players though. In that case I think Max McGee nailed it.
If you're taking part of a multi million dollar project, then you need to consider new players though. In that case I think Max McGee nailed it.
Variables - Usefull or not-so-much?
I think that with variables, the TC only means the variables that the editor calls variables, not everything else that's also variables. Even with that definition though, I wonder what kind of game you can make without them.
Dungeon Champion
My experience with the cure series is that Cure is great for mages while Cure II is great for fighters. Mages have enough spirit to make Cure heal enough, but fighters need the upgraded healing to outheal whatever the enemies throws at you. Also, fighters don't have anything else to spend their MP on, so they can easily handle the higher cost.
Dungeon Champion
The balance is better now. Mages and fighters are more even now and they have both strengths and weaknesses compared to each other. That said, if you have two fighters, there's little to no reason to to make them different from each other. The same goes with mages.
There are various options, but most of them aren't attractive to use. For example, spears have less attack than great-swords, but gets a bonus to critical hit. Unfortunately, the bonus is extremely minor and is hardly worth the loss of attack. Also, you can go one-handed or two-handed. However, if one character can do without a shield, then there's no reason why the other character would need. The same goes if you do need a shield. Most likely you either have all characters using a shield or none of them.
I think your game is on the right track, you just need to refine it and make it support more options. For example, there's equipment which boosts dexterity. If you give the player the option to go for dexterity, you should make dexterity builds viable, else there's no reason to even include such equipment.
There are various options, but most of them aren't attractive to use. For example, spears have less attack than great-swords, but gets a bonus to critical hit. Unfortunately, the bonus is extremely minor and is hardly worth the loss of attack. Also, you can go one-handed or two-handed. However, if one character can do without a shield, then there's no reason why the other character would need. The same goes if you do need a shield. Most likely you either have all characters using a shield or none of them.
I think your game is on the right track, you just need to refine it and make it support more options. For example, there's equipment which boosts dexterity. If you give the player the option to go for dexterity, you should make dexterity builds viable, else there's no reason to even include such equipment.
Whatchu Workin' On? Tell us!
I've done some cleaning up work and evented a loot selling system. The reason I can't just use stores like normal for that purpose is because the money you get goes down the more you sell of the same thing.
Eternal Grace
I played the demo. It was generally rather fun. There's some issues though.
Millia's field skill would sometimes just not work. It was not related to ammo, sometimes she could use her field skill despite lacking ammo and sometimes she could not even though she had ammo. When she couldn't use her field skill, the solution I found was to enter a battle after which she would be able to shoot again.
Playing as Millia is way easier Razh. I just used her charge attack over and over. Razh has to go up close to the enemies, something that usually gets him hurt.
Millia's field skill would sometimes just not work. It was not related to ammo, sometimes she could use her field skill despite lacking ammo and sometimes she could not even though she had ammo. When she couldn't use her field skill, the solution I found was to enter a battle after which she would be able to shoot again.
Playing as Millia is way easier Razh. I just used her charge attack over and over. Razh has to go up close to the enemies, something that usually gets him hurt.
Script Calls and Base Stats in VX/ YEM
Try "$game_actors(X).dex += Y", but with square brackets instead of brackets. It increased actor X's dexterity with Y when I tested it.
Dungeon Champion
I did a black magic playtrough. Black magic works and the spells does provide a good amount of +Mag bonus. However, you end up paying MP for something that has very little advantage compared to physical skills. Some enemies have elemental weaknesses, but the base damage is lower and fighters also have an attack that forces a critical hit. Drain is kind of nice though. Still, all in all, black magic takes a bit more effort and is somewhat weaker.
Dungeon Champion
I played trough the demo.
I've noticed two bugs. One is that if you can afford a skill, you can keep giving it to other characters as well even if you don't have the money. Let's say you have 400 gold and a skill costs 300. You should only be able to afford the skill for one character. However, if you buy the skill, you can keep teaching the other characters it anyway.
When selecting commands in battles you can press left and right to enter commands for other characters instead. This has some rather wonky results.
Now for some balance issues. Offensive magic looks very unattractive. You recover 5% of your max MP every battle. If you stick to healing, you can go on forever, but if you use offensive magic you will run out of MP faster than you recover them. Also, I could often one hit kill enemies with standard attacks, so offensive spells aren't in great demand to begin with. My strategy was to stack as many physical moves as I can since they boosts attack. Once I have 5 AP I use Critical Strike.
The last boss fell in about 2-3 rounds. One of my characters could take of 20 % or so of it's Max HP with a Critical Strike. Considering that the game set it up as powerful by giving you the opportunity to get help for some money, that was rather anti-climactic.
I've noticed two bugs. One is that if you can afford a skill, you can keep giving it to other characters as well even if you don't have the money. Let's say you have 400 gold and a skill costs 300. You should only be able to afford the skill for one character. However, if you buy the skill, you can keep teaching the other characters it anyway.
When selecting commands in battles you can press left and right to enter commands for other characters instead. This has some rather wonky results.
Now for some balance issues. Offensive magic looks very unattractive. You recover 5% of your max MP every battle. If you stick to healing, you can go on forever, but if you use offensive magic you will run out of MP faster than you recover them. Also, I could often one hit kill enemies with standard attacks, so offensive spells aren't in great demand to begin with. My strategy was to stack as many physical moves as I can since they boosts attack. Once I have 5 AP I use Critical Strike.
The last boss fell in about 2-3 rounds. One of my characters could take of 20 % or so of it's Max HP with a Critical Strike. Considering that the game set it up as powerful by giving you the opportunity to get help for some money, that was rather anti-climactic.













