ENKER'S PROFILE

An English Graphic Designer and Illustrator with a passion for gaming!

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The Fifth Slot

I like this idea, it reminds me of 'Dark Chronicle' where you added the aid of extra characters go give bonuses without dragging them around full time. There's great scope for a huge amount of customization in party format and tactics here!

Rise of a Legend

Happy to help - if you want any help with character/story ideas message me - I love creating settings and character interaction, and have a pretty good track record with scripts (http://cascadestudios.co.uk/goldenage/ for an example)

Rise of a Legend

I would recommend making the switch to custom or original graphics sooner rather than later in order to gather more attention and better tweak level design to them. With platformers a lot of the size and scale specific jumps and passageways you design could be totally de-railed if the new sprites don't quite match up, and some jumps may need recalibrating for height and length. Similarly it is more eyecatching and gains more of a fanbase - allowing you to flesh out new characters and faces in your story without people thinking about the personalities or locals associated with them in the original games. There's a ton of people on RMN who will happily help you with this. Something I learned making Shadows Reach is that for later game projects original was always better (I took a real beating for use of FF7 music for example).

That said, I am keen to see more and know how it plays. Is there a background for the world you're making or character info you can share? I'm assuming your four playable characters fit the traditional wizard, warrior, thief and healer brackets and each play to different strengths, but you could be about to surprise us with something we don't see coming :)

ACTIVE TIME BATTLE SYSTEM

I'm breaking up things a little with the battle items - which work off timer - and hope to add more features as I progress through the game. I'm having the create all the variables and events through TGF's 'cause and effect' system so combat can't have a massive scope right off the bat.

The plan is that you will later have several additional options pre-battle to customise your combat - including the option to hire and bring support craft into battle who add actions other than the basics to your pool. Flying a solo basic-level fighter at the outset, I wanted to give the initial grounding before fleshing too much out as it needs to be dropped in one element at a time. Kind of similar to 'Zone of the Enders 2' where you play in a very low-spec machine for the first five minutes to make you appreciate how much cooler it is to have the giant mech later. Or like having a 'Warrior' character before he meets 'Mages' etc.

ACTIVE TIME BATTLE SYSTEM

author=what made you decide to go with designing the game with Game Maker instead of RPG Maker?


I am only really proficient with RPG Maker 2000 and I wanted to create some high quality graphics from scratch that didn't have to be pixel-based. I'm actually using the 'Games Factory Pro' by Klick Team, but Game Maker is the closest reference the site has to it. I also plan to involve several modes of play outside of the RPG norm, with elements of old-fashioned point-click Adventure gaming when you're out of the fighter on a planet, as well as shooting gallery segments of the same.

Successor Project

A short sub-note, for those interested in the setting of this project using the (frankly awesome) engine Psy has made, visit: http://cascadestudios.co.uk/goldenage/

RPG MAKER 2000

author=InfectionFiles
I totally agree with you about everything you said here.
I love rm2k. :']

And I'm glad more people than myself still do.


A fellow fan! Fantastic :)

SPIRIT PATH

The game will come with a full walkthrough and there are hints in-game. The character in question has powerful special attacks that could easily kill one of the Shadow Selves before they run if needs be, so farming them wouldn't be an issue. Think of it as a less mean version of Final Fantasy 4's rare item. Oddly enough, when testing on just 2% chance, three people won the blade on their fourth/fifth try.
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