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DARIA'S PROFILE

I make games for fun, sometimes.
I also review RPGs on YouTube, sometimes.

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Gameplay Video

Yeah I have done nothing combat wise so that expectedly rough. I'll try the fade out for screen changes, you're talking about when entering and leaving houses right? Cause theres also a visible tint change between morning and noon that I'm trying to soften.

Tutorials, learning and hand-holding

Gotta love the illusion if choice. The outcome may be identical but the player feels better about the situation if they think they are in control.

Tutorials, learning and hand-holding

Or Oooh! Cheesey dream sequence for the wins! Really there are a lot of ways to tie in the same principle to thematically fit your game.

Tutorials, learning and hand-holding

What about using one of those fake bosses that are unbeatable? Dying just continues the story but you purposely have the boss target the party leader on turn 3 or something with, as you suggested instant death. You could throw the player into a false game over and continue the game.

lovecraftmadness.PNG

Hey! That's the cover to uh... one of many HP Lovecraft collections. I always thought that illustration was freaky looking.

Experienced Programmer Needed

So... Post your script as code and describe what bugs you're experiencing. If someone's able to help they will.

What Kind of Game Would You Like To See On-Site?

I don't see anything wrong with fan games, I mean I'm not going to play them but if you're passionate enough about a series to emulate it: I can respect that. I also think fan games are the only time that ripping off commercial art is good idea.

In any other indie title I'd rather see RTP than stolen content. Like my project, I'm not a spriter. I can edit "ok" with a lot of effort but if I tried to create totally custom graphics on my own it would take forever and I wouldn't enjoy it. I'd rather use the RTP that's available and see what I can do with other effects (such as overlays and mapping) to make my game visually unique despite the limitations.


Tutorials, learning and hand-holding

author=LOLninja
I played TLOZ Spirit Tracks and realized that the dungeon design was actually one big 'tutorial' for the new skill you get in that dungeon.


That's been a big part the "Zelda Formula" since, well there was Zelda. You always get that one useful item that's immediately needed to advance in the dungeon. And then you have to rack your brain to remember where you saw a similar obstacle and rush off to collect another heart container.

The worst example of an ingame tutorial I can think of was Enchanted Arms. The beginning of the game kept interrupting you with useful tips like "press X to climb the ladder" and "press X to jump". It was frustrating because A. Every tip told you to use the X button, and B. More often than not I was about to press X when the message would pop up. Annoying.

The another type of tutorial I despise is the forced mock-battle. Lets face it RPGs are NOT difficult and usually it's just a matter of getting used to the menus- which I can usually do by trial and error during one of any of the gazillion grinder battles. I don't need hand holding to tell me exactly which option to select in the menu preceded by a novel of explanation as to why I should select it. Just let me play the game.

In these instances I usually just mash the selection button continuously without reading and end up having to figure it all out on my own anyway.



Geeky Technical Blog - Shit Malfunctioning

Aww... That's sweet. I actually solved this issue by just coding an ingame clock using incrementing variables. But I'll store this away for future use if I ever want to use the prebuilt timer again.

But really, thank you.

Timers Are Crap

Heh no. Blinx the Time Cat this is not. Although I'm a total sucker for time traveling story lines (gotta love Chrono Trigger and Dragon Warrior 7) the mechanic wouldn't be appropriate for my game. I actually plan on doing away with traditional xp and levels. Instead you have to purchase training at a sort of Adventurers college and I needed a clock system to demonstrate a passage of time. Eventually I'll expand it into seasons as well.