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Post an insane lie about the person above you

Cocassu once built a missile out of a log, a rubber ducky, three coconuts, a Batman book, a Nintendo DS, a tennis racket and a chicken leg. The resulting missile was so pawerful that it propelled itself back in time and ended up causing the extinction of the dinosaurs.

Post an insane lie about the person above you

Yellow Magic is actually Kim Jong Un's account. At least here on RMN he can experience what it is to be normal.

Post an insane lie about the person above you

author=Jeroen_Sol
Every night CyberDagger sneaks into church to play Bach's Toccata and Fuga in D minor on the pipe organ. He almost got caught by a very sleep-deprived local resident once.

You just made me look awesome! Anyway...

giglamesh is actually the ancient Sumerian king Gilgamesh. He thought by switching the order of two letters he could trick us, but I'm on to him. This seems to indicate that he did obtain eternal life, and the reports of his journey are wrong.

Take Down: Infinity Shift ~Forum RPG~

OOC: I lose my bow but get a bow skill on level up. I'm laughing at how evil this is.

IC: Kyle stands still and stiff, his brain still trying to make sense of what just happened. Not only was it completely illogical, but it meant Kyle would only have his sidearm until he could reach civilization. A truly annoying situation.

ACTION: Kyle attempts to reboot his brain.

Post an insane lie about the person above you

Gourdy keeps the last dodo in his basement.

Take Down: Infinity Shift ~Forum RPG~

Seeing what happened to Augura's skeleton, Kyle shows a visible smirk. This fight may end sooner than expected.

ACTION: Kyle picks up the skeleton's disembodied head and hurls it towards the crystal.

Take Down: Infinity Shift ~Forum RPG~

"That sounds like a stupid idea at first, but with magic you never know!", replied Kyle while holding his skeleton in place, his tone of voice making his struggle audible. "If you wanna try that go ahead, I'll make sure this one doesn't move!"

Meanwhile, the skeleton had grabbed Kyle's weapons in an attempt to take them for itself. The bow was useless without arrows, so Kyle let go of it. The skeleton lost a bit of its balance, as it din't expett Kyle to simply stop struggling. This gave Kyle the opening he needed, and he swiftly slid his sword out of the skeleton's hand and brought it to the left, with his arm in front of his head.

ACTION: Strike the skeleton's neck with the sword's pommel, attempting to knock its head off.

What are you thinking about? (game development edition)

It still means that for two characters, there is no reason whatsoever for investing in one stat on level up, so that option is really not appealing to me. I could go with that first option. I could have it so, for example, the magic stat also determines crit damage. But then I'm also planning on spells being able to crit so I can make use of the "proc stuff on crit" mechanic with spells, and having general damage and crit damage determined by the same stat doesn't seem like agood idea to me.

Let's Draw! - Another Comic! CLOSED!

As long as you don't write your speech bubbles as you write your posts, I'm sure Dudes won't mind.

So I just noticed something interesting about encounter rate in VX Ace.

author=Trihan
Edit: Just as a final note, the way encounter steps are calculated would actually make it ridiculously easy to make an encounter proximity display like in Etrian Odyssey.


And now that I think about it, that's likely how Etrian Odyssey does it. Having gotten into the series not too long ago, I noticed how the display seems to be right on track every time, and the battle always starts when it is full red. I've seen games with similar displays that sometimes have encounters happen before it goes full red, as should happen with encounters being calculated randomly on a step by step basis. But not with Etrian Odyssey, it's always perfectly accurate.

And the cool thing is, from the player's perspective this is indistinguishable from a step by step calculation. With save states it'd be pretty easy to figure out what's going on, but the average player does not deal with those. And it actually makes it easier for the player to make adjustments to the encounter rate calculations. And I have to admit, the default formula is quite poor.