DORKLORD'S PROFILE
DorkLord
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Reporter, Indie Music Producer, Imagineer, Amateur Freerunner, Tomato Enthusiast, 10th Level Google Mage
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Cliche Quest
author=kalledemos
If this is a full release, you might want to mark your game as complete.
EDIT: Darn! I played the wrong version. And I was just about to give this a good ol' review;oh well. Hope you didn't lose too much progress
It's still in development aside from the time I lost from the Steam Cloud screwing up syncing my project files. I think I lost about a day or a day and a half. It's somewhere between 20-25% complete right now.
Fortunately, I took notes on the stuff I was working on.
All talk, no play
author=thatbennyguy
Do members of the RPG maker community spend too much time discussing development of games, and not enough time developing them? Do you think that discussing game mechanics with others dilutes the artistic integrity of your game, or do you like the open method of suggestion? If we created graphics and maps just to be like others, wouldn't we all end up with roughly the same game? Where does innovation come in?
That's the general population of the RPG Maker community in a nutshell. Spend months, years planning and designing your epic masterpiece and then quit because your artist/scripter/everyone you thought was gonna do all the work for you got a cold or took a vacation. Either that or you've decided to do everything yourself and you have overly-grandiose plans that aren't attainable for a one man team.
Everyone likes to plan or talk about what sort of game they would make, not as many people can actually make it happen.
The Screenshot Topic Returns
This is a screenshot from a game I just released (still in dev) called Cliche Quest.
While I was crafting the game's first dungeon inspiration struck me for an inventive sort of puzzle. The chest has already appeared and been opened in the screenshot below. Props if you can guess what you have to do to make it appear.
I'm not a huge fan of must have meta-knowledge so, if you defeat the Skelebro guard (which I already did) on the left side, he reveals the clue to solving it. It's mostly just for funsies.
It was made with simple event code with the aid of some variables and conditional branches.

While I was crafting the game's first dungeon inspiration struck me for an inventive sort of puzzle. The chest has already appeared and been opened in the screenshot below. Props if you can guess what you have to do to make it appear.
I'm not a huge fan of must have meta-knowledge so, if you defeat the Skelebro guard (which I already did) on the left side, he reveals the clue to solving it. It's mostly just for funsies.
It was made with simple event code with the aid of some variables and conditional branches.

"Did no damage" - Problems balancing player gear/stats vs. enemies
author=Crystalgate
The enemies can't hurt you because their attack is less than half of your defense. How much attack they should have depends on your defense and HP, not your attack.
Here's a quick help. If the target has no defense, it takes full damage (duh.) If the target has same defense as the attacker has attack, it takes half damage. If the defender has twice the defense than the attacker has attack, it takes no damage. For values between those examples, the damage will be somewhere between.
Your characters have a default +95% chance to hit via their classes. If the handaxe has a -10% chance to hit, that makes the accuracy 85%.
The guide you're using looks worthless to me. The author seem to have a poor grasp on how the stats work.
I may be able to help you with balance. I need more information though. How high do you want your character's stats to be at first level and end level, approximately that is?
That looks like both of my problems right there.
1. The guide seems to be giving some bad advice about enemy defense and...
2. I forgot to add hit-rate when I created my base class from scratch. Derp.
I'm still scripting/play-testing/mapping so once I average out encounters per area/average xp/expected level progression and finish making all the areas, that will give me a better idea on how to set my curve.
Aside from those stumbles, I'm actually making pretty good progress. This was an old forgotten-ware project of mine that I dug up from a few years back. It's not one of those overly-ambitious projects, it's a very tongue-in-cheek-just-for-funsies type game.
"Did no damage" - Problems balancing player gear/stats vs. enemies
author=bulmabriefs144
Yea, I hate this too.
The first thing I usually do instead is make 80% accuracy physical skills. It always damages unless it misses, you can reduce by 1/5 I think it was by using Defend, and you don't drive yourself crazy trying to scale for being hard enough for level one only to overshoot in five levels. Enemies that damage 15 hp will get overshot challenge-wise when you get higher stats but you don't have the mess of screwed up stat progression working against you.
Also, what engine?
Sorry, shoulda mentioned that at the beginning or title. Using VX ACE.
"Did no damage" - Problems balancing player gear/stats vs. enemies
Using: RPG MAKER/VX ACE
So, my enemies seem to be having a really hard time hitting my level 1 player in basic gear. I'm using my own xp curve and trying to balance the enemies to player player level. I've read a few guides on balancing but something just isn't working.
Here are the stats:
Attack: Using default attack formula (a.atk * 4 - b.def * 2)
Player Starting Stats:
HP: 50, MP: 10, ATK/DEF/MAT/MDF/AGI/LUK = 5
Level 1 Gear:
Sword: Atk 3
Armor: Def 3
Helmet: Def 1
Boots: Def 1
Shield: Def 2
Total: ATK: 8, Def: 12
Enemies:
Base Enemy: 75HP/35MP/ATK/DEF/ALL = 5
Strongest Enemy in 1st Area: 250HP/60MP/ATK/DEF/ALL = 6
Now the guide I read here:
http://www.rpgmakervxace.net/topic/4933-making-a-balanced-game/
Suggests standard enemy ATK be about 30% less than player's and dungeon enemies same as player, with all the other stats DEF/etc. about the same as player's but not counting the player's equipment this seems to be resulting in no hits for enemies.
Also, I've been having some issues with my weapons. The default weapon's in the database such as hand axe have a default of EX-Parameter Hit - 10%.
Now, I'm not sure how a weapon with a negative 10% chance to hit is supposed to hit an enemy at all.
With Hit Rate set at 0% for a weapon, it won't hit at all. So, I've got my default weapon set to an 80% hit rate, which if I'm reading that right should hit 80% of the time.
So...why in the hell do all of the default RTP weapons have -10% - 0% hitrate for ex-parameter?
Perhaps, someone could just recommend a better curve/player/enemy/gear balancing guide or tell me why using that guide's advice isn't working for me here?
I just want a standard stat progression where the player doesn't start off with hundreds of hitpoints and end up with 10,000 hit points at the end of the game.
So, my enemies seem to be having a really hard time hitting my level 1 player in basic gear. I'm using my own xp curve and trying to balance the enemies to player player level. I've read a few guides on balancing but something just isn't working.
Here are the stats:
Attack: Using default attack formula (a.atk * 4 - b.def * 2)
Player Starting Stats:
HP: 50, MP: 10, ATK/DEF/MAT/MDF/AGI/LUK = 5
Level 1 Gear:
Sword: Atk 3
Armor: Def 3
Helmet: Def 1
Boots: Def 1
Shield: Def 2
Total: ATK: 8, Def: 12
Enemies:
Base Enemy: 75HP/35MP/ATK/DEF/ALL = 5
Strongest Enemy in 1st Area: 250HP/60MP/ATK/DEF/ALL = 6
Now the guide I read here:
http://www.rpgmakervxace.net/topic/4933-making-a-balanced-game/
Suggests standard enemy ATK be about 30% less than player's and dungeon enemies same as player, with all the other stats DEF/etc. about the same as player's but not counting the player's equipment this seems to be resulting in no hits for enemies.
Also, I've been having some issues with my weapons. The default weapon's in the database such as hand axe have a default of EX-Parameter Hit - 10%.
Now, I'm not sure how a weapon with a negative 10% chance to hit is supposed to hit an enemy at all.
With Hit Rate set at 0% for a weapon, it won't hit at all. So, I've got my default weapon set to an 80% hit rate, which if I'm reading that right should hit 80% of the time.
So...why in the hell do all of the default RTP weapons have -10% - 0% hitrate for ex-parameter?
Perhaps, someone could just recommend a better curve/player/enemy/gear balancing guide or tell me why using that guide's advice isn't working for me here?
I just want a standard stat progression where the player doesn't start off with hundreds of hitpoints and end up with 10,000 hit points at the end of the game.
Where are all the resources?
author=Liberty
Basically RMN has never been big on resource dumps. Most resources are added in the Creative sub-forum. The resource area is pretty new so it doesn't have much in there as yet.
I recommend you upload each characterset in either your locker space (found under your name dropdown list) or a site like imgur or dropbox. Then hover over the Submissions header and choose the Resource option. You'll have a page and there you can add all the resources by using img links.
If you use your locker you can use the shortcut in the bar (the small brown chest) to choose the files you want to add.
But yes, just add them all under the one 'thread'. Also, keep in mind that the rules are that you must me the creator of the graphics:
Only original resources will be accepted (and possibly heavy edits to rips). Rips and light edits will be denied. You must also be the owner of the resource to be able to submit it.
Rips are less likely to be accepted unless very heavily edited. Hope that helps a little.
Ah, okay. Thanks for the skinny. Yeah, the charsets I was gonna upload are original 8-bit-ish U.S. Marine charsets I made for an old RPG Maker game I was working on years and years ago. If you stepped on the Gunny's grass, he came out and yelled at you. :P
I wish I could dig that game up. It was pretty funny if you ever served in the Marines or military. Basically, the premise was you had to do all these ridiculous sidequests to get to the end of day formation. It featured enemies like Sick Call Commandos and Duties who try and make you clean stuff. :P
Where are all the resources?
I was just looking for graphic resources on RMN, and there's one single solitary page of threads with graphics and a couple other misc. things.
http://rpgmaker.net/resources/
Am I missing something? I thought RMN had an uber repository of stuff? Or is it just for games?
I wanted to upload a couple old charset sheets I had made, but from what I can tell when you upload a resource it creates a thread under resources and it seems silly to create a thread for every charsheet I want to upload.
If I'm looking in the wrong spot could someone please link me to the right spot? Thanks. /pre-emptive derp
http://rpgmaker.net/resources/
Am I missing something? I thought RMN had an uber repository of stuff? Or is it just for games?
I wanted to upload a couple old charset sheets I had made, but from what I can tell when you upload a resource it creates a thread under resources and it seems silly to create a thread for every charsheet I want to upload.
If I'm looking in the wrong spot could someone please link me to the right spot? Thanks. /pre-emptive derp
I've got 64kb and I'm not afraid to use it...
author=Gourd_Clae
You make decent music, and the Cliche Quest demo looked promising as well!
Welcome to RMN, DorkLord!
Thanks for the encouragement everyone!
I'm also working on scripting a "Clichiary" like a beastiary but keeps track of the rpg cliches you've uncovered in the game so far, sort of like an achievement list. I know there are a couple achievement scripts already but I'd rather make my own.
I've got 64kb and I'm not afraid to use it...
I'm a longtime gamer and hobbyist programmer, artist, voice actor, writer and musician and equally terrible at all of the above. I've done music, voice acting, art and programming for a few indie projects in the past. There's a roughly hashed together voice demo on my youtube if anyone is interested but I expect not a lot of people work with voice on RPGM stuff.
I started out programming on a Commodore 64 for those of you who actually know what a Commodore 64 is and got the reference in the title. :P
My music making and programming roots come from creating my own games, cracks and chiptunes on the C64.
I used to contribute to the DarkDominion community site before it was sadly lost to time. If anyone knows if the resources on DD were saved to another site, I'd love a link.
I'm currently re-working one of my older XP/VX projects, Cliche Quest on Ace at the moment.
I got some very positive feedback as well as inquiries on when it would be finished on both Youtube and Steam on a teaser video I originally made for it back in 2009.
Cliche Quest Demo:
http://www.youtube.com/watch?v=nBd8ydC0_IM
I've got the source project and I'm working on porting it over to Ace, making improvements, etc.
Youtube: (includes fun stuffs, music, games and more)
http://www.youtube.com/superawesomemovies
Soundcloud:
http://www.soundcloud.com/djcolletta
Crapsoft Studios: (like any REALLY good indie game maker, I rarely update this)
http://crapsoftstudios.blogspot.com
I started out programming on a Commodore 64 for those of you who actually know what a Commodore 64 is and got the reference in the title. :P
My music making and programming roots come from creating my own games, cracks and chiptunes on the C64.
I used to contribute to the DarkDominion community site before it was sadly lost to time. If anyone knows if the resources on DD were saved to another site, I'd love a link.
I'm currently re-working one of my older XP/VX projects, Cliche Quest on Ace at the moment.
I got some very positive feedback as well as inquiries on when it would be finished on both Youtube and Steam on a teaser video I originally made for it back in 2009.
Cliche Quest Demo:
http://www.youtube.com/watch?v=nBd8ydC0_IM
I've got the source project and I'm working on porting it over to Ace, making improvements, etc.
Youtube: (includes fun stuffs, music, games and more)
http://www.youtube.com/superawesomemovies
Soundcloud:
http://www.soundcloud.com/djcolletta
Crapsoft Studios: (like any REALLY good indie game maker, I rarely update this)
http://crapsoftstudios.blogspot.com













