DRAKONAIS'S PROFILE

"Time you enjoy wasting was not wasted."

-John Lennon
Second Death
After crash-landing on a strange island, a Chicago cop must face horrors of the wild to save his loved ones and himself.

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Final Fantasy I origins HP level up

Here is your solution, as LockeZ described:



As you can see, the Hero "Klaus" is gaining 20-39 HP every time he levels up. If you set a specific number to be gained on the HP graph for Klaus, the 20-39 additional HP will be gained on top of that amount.

Boss Design Theory

If you do tackle normal battles in another article, consider what I'm trying to implement in my current project: full healing after every battle. Personally, I've always found that buying an arbitrary amount of potions before jumping into a dungeon didn't increase my enjoyment of the game in the slightest, only frustrating me if I overstocked or ended up being a few potions short.

By being at full power at the start of each battle, it's about exploiting weaknesses and utilizing strategy instead of trying to get by (but just barely). Of course, for any real sense of danger in this scenario, the threat of death needs to be ever-present and the consequences of a gameover have to be balanced to that (with frequent checkpoints, carry-over exp, etc).

Boss Design Theory

I would argue that normal enemy encounters can and should be more than learning tools or endurance challenges. If that's the only purpose they serve, it's a design problem. Bosses are necessarily harder than the average encounter, but I think there are plenty of ways to keep combat in general from becoming a chore.

Super RMN Bros. 2

RPG 20XX Engine

It'll make your game for you!

I know it'll provide advanced display options for pictures, show more than one battle animation at a time, fix the broken ATB system, allow the designer to make global events for things like battle start/battle finish to get rid of copy+paste madness, several other great features.

I don't think you necessarily have to craft your game to suit the new engine, it just makes a lot of things simpler and/or better and can be implemented at any time.

My game design brain dump thread

Hmmm. What if you had no chance of dying from a hit until your damage rating hit 100%? Any subsequent hit has 1/10 chance of KO until 150%, 1/8 until 200%, 1/6 until 250%, etc, etc. A hit at 500% damage would very likely kill you, but there'd still be a slight chance.

Of course, for players to even take advantage of this mechanic, a single KOs would have to be less of a game-ender. You'd have to have several characters in the party at once so a few can be on revival duty.

Complete Newbie 2K3 Question

The only time I've ever used auto starts is in cut-scenes that remove control from the player exactly because of this lockup issue. I suppose I've just gotten into the habit of using a repeating wait command for my hero anytime there's a wait command in play.

Complete Newbie 2K3 Question

author=Zeronamous
I try and test it out, the directional controls don't work. :/


Try making your event parallel process instead of auto start.

Complete Newbie 2K3 Question

Or to avoid using auto start or parallel process events, you can have the commands activate in the switch event itself, asking if the other two are on. When the other two inevitably are (when the third switch is thrown) the path opens up.

Overuse of auto starts/parallel process events can bog down performance, but you need a dozen or so before the effect is noticeable.

Side View Battle system needed

I've heard from some that Tankentai sideview is easiest for beginners to use.

I personally have adopted Yanfly's Battle Engine Melody, but I think its site crashed recently. You can find the files somewhere if you're really interested.