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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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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.

Thoughts of a Deceased Crawler

I got turned off Edifice early and can think of a couple main reasons.

1. Like kentona and flowerthief said, lots of information about lots of party members to absorb at the start. I feel a little weird about this because the exact same criticism was leveled at the last thing I worked on, and like you I don't necessarily see an answer. Maybe segregating into first-run vs. new game+ modes, where a first run introduces things and new game+ throws it all at you? I'd be happy to hear any great ideas.

2. I don't really like having to explicitly choose "no, you can't possibly do anything useful this turn" as much as ended up happening, between party randomizers and starting skills' cooldowns. It slowed things down a lot.

Necropolis: Part I

I saw the exclamation point once before my very first random encounter and never again (only up through Crypt Keeper so far, but I did explore the catacombs thoroughly). Fighting everything got to be wearisome.

If you've just finished a combo, is there any benefit to starting the next one in the stance you comboed into? Seems to me like you might reset all the stances to red "ok" bars after a finisher.

Return of the Mack

Not able? I'm not familiar with that script package, but in anything decently written that should be a really easy change. (I've heard it's basically one line in default VX, for example.)

I tend to prefer low HP numbers too, and atk - def is a lot more sensible than the atk * 4 - def * 2 sort of scaling default RMs use.

(And wow, white preview text on this ultra-light gray reply box.)

Update ( 3/30/2011 ) - Culminating Checklist III, Return to Work after Abscence

Nice to see this still exists.

Healbot Express: Convincing Players to Drop the Healer Chick

One benefit of a traditional reactive healer that Einander didn't touch on - these are often the characters who can heal outside of battle, meaning they don't have to waste turns on it in battle. That can be a valuable trait for any character when getting through pre-boss fights. Don't know how you have this planned, though it sounds like at least some skill-powering resources may evaporate at the end of combat.

(Have to agree about the dominance of a turtling strategy in many games. My usual CT endgame party is Crono/Frog/Marle.)

Update ( 6/23/2010 ) - It's been six months since this two-week game was started.

Oh! Glad this is moving forward.

Core: Damage Mechanics

Yeah. There's a 2:3:4 ratio that roughly holds (in HP too; there are tanks at all dodge levels). Fast super-specialization might be F6/M6/S6, whereas Slow super-specialization might be F2/M3-4/S12. Medium super-specialization I guess F2/M9/S9. (The Fast and Medium specs both are decent/good at hitting the next level up, but I can accept that.)

Barry in the picture probably isn't a terrific reference point - he's the main character and so far I have erred on the side of him being extra strong.

Could use a few testers

Thanks!

I'd kind of like to have real-time communication with some of you trying things out for the first time, doesn't have to be everyone. I'm usually on the RMN IRC channel (though sometimes AFK there for long stretches), or can come on AIM or whatever's convenient.

(I'll send you PMs in a bit, anyway.)
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