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DFALCON'S PROFILE

Software engineer and amateur game developer with a focus on challenging non-twitch gameplay. I set the bar for "challenging" pretty high.

Other major chunks of interest go toward reading, math and tabletop games of many stripes.

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Putting a Team Together, To create a new engine.

I'm probably not in a position to take on new work right now, but I find your project intriguing and would like to subscribe to your newsletter. Eventually.

The Liberated Pixel Cup!!

Just thought I would note that the art phase of the contest has now started. That runs to June 30th, with the game phase after it in July.

The Liberated Pixel Cup!!

Glad to see this posted here! A big, consistent set of CC-BY-SA graphics is an exciting thought, and the contest is gravy.

Return of the OneHour

I fondly remember several Onehours and can quote from the winner from Trihan's example. ("Fighting! Fighting is the thing of which I have pleasure!")

I kind of agree with UPRC - the whole point is to see what funny thing you could slap together in an hour, and you lose that madcap effect a bit if it's not everybody racing together and then playing the games right afterward. That's not to say that a 3-hour wouldn't be a good idea sometimes too.

Skyborn - Indie "Steampunk fantasy" RPG

Hope it's not amiss to point out that the thing the "poor girl" went through was no doubt a wringer.

Good luck! I'll check out the demo later.

author=prexus
Let me know when it goes on sale. I'd like to play it (Steampunk is my favourite genre) but I am not willing to pay $15 for it. I'm not saying you picked the wrong price point, I am just saying that I am not willing. I never pay for a PC game unless it is at least 33% off (commercial and indie games alike.)


Just for you, he can make it 33% off $22.50! =P

Star Stealing Prince Finale (Full V.1.1)

Re: RGSS2 Player crashes:
I had one trying to open a treasure chest in Sabine Forest, in the dead-end past the scarecrow that lies about the dead-end. I'm playing the w/ RTP 1.1 version. Couldn't repeat it so I don't know what else to tell you.

Realistic Difficulty Curve?

Disregarding some of the digressions, I think some of what Snodgrass was getting at is:

Difficulty can be used as a tool for generating a feeling that there are many things in the world more dangerous than you. Within the arc of a general RPG, this use tends to be more appropriate early on, when you're nobody really special, rather than later on when you're the next thing to gods. It's also a nice sense of progress to come back and whip somebody who used to intimidate you.

I would emphasize that this usually doesn't lie on the "you must play this well to pass" graph going around earlier. It's avoidable or at least ameliorable stuff: the boss fight where you're expected to lose so it's not a game over, the area you can't easily explore because the enemies there are strong, FOEs in Etrian Odyssey, etc.


This also can be a way of accommodating players who have come close to mastering current battles with their current party, by leaving them a higher-difficulty, higher-reward outlet where they can progress faster.

Making Random Encounters More Bearable

author=Muninn
Half-hour random encounters might alienate the player, but nobody wants to be dragged away from the map for an encounter that's going to be finished in less than 2 rounds of battle (aside from early-game training battles, I suppose).


I think in this case you want to be looking more at how you can improve the UI and process of dragging someone away from the map, than blaming the battle.

Look at easy battles in Chrono Trigger. Many of these are not especially interesting in any mechanical way. But they're fast - it's not a matter of "wait for screen transition, navigate a menu to start, everybody's ATB starts at 0 and counts up, alternately take turn and wait". Instead, the characters jump to their spots, within a couple seconds you're attacking, and within a few more your enemies are dead. Insofar as you have battles that require minimal effort, I think keeping them fast is pretty useful.

Megaman Battle Network is another game (well, series) that does a good job with this. (As well as hitting one of my other difficulty-related buttons, better rewards for better performance, which gives some motivation even to people who are starting to find the battle easy.)

Ye Olde Ancient Screenshots Topique

Man, I look through this thread and see all these maps and graphics. You crazy people. I have no pretty things to offer!

Instead I have a couple efforts (read: the ones that actually have executables handy for screenshots) that were functioning games but never really polished off. I think a few #rm2k and #rm2k_anime playtesters probably deserve an apology...

Color Spill
This used a mechanic I'd seen in a couple places: players at opposite corners of a board, changing their color to take over adjoining areas that match that color. What did I decide the world did not yet have? A 2-player version!

So I got a buggy script for packet data in Sphere from WIP (possibly via somebody else), fixed it up, and Color Spill was born.

After a couple test plays I guess I'd had enough of a break from Aurora Wing and went back to that.


Feng Phui!
A puzzle of concept vaguely similar to a commonly known type, but 2-dimensional. In this case the theme was that you're putting furniture in a house, only certain spots can be occupied, and the furniture placement has to follow certain rules.

The crowning jewel, at the time, was the puzzle generator, which came up with minimal sets of rules which specified unique furniture arrangements. I'd kind of like to come back to some version of this idea as a phone game or something, probably with the set of possible rules a little smaller and better depicted. (Because "No non-purple plant shares a column with any purple non-plant" rolls off the tongue so well.)

(Not pictured: mouse cursor.)


A Civil Garden Party ~ 2k3 Discussion

author=Sailerius
Or use some of the abundant creative commons resources that are free for use.

Any sets you had in mind?

I would seriously welcome a decent CC collection - even better for knowing it's CC-compatible - rather than have to track dozens of individual files along the lines of "A wants credit, B has no restrictions, C can only be used in games, D was released by Enterbrain for official RMs only so I can't use that, E was on a Japanese site so I'd have to go back and translate it to look for terms, F was on some site but looks like part of it was copied from another tileset, and I don't remember where G-Z are from at all", which is about the patchwork I tend to end up with when I go looking for graphics beyond REFMAP. Though I have some hope for opengameart.org, eventually.


I'd love to be a little less shamelessly offtopic, but I doubt most people using 2k(3) and reluctant about using XP/VX are going to want to jump farther out to programming even more directly...