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Patch Notes 12/15/2015 - Updated (12/20/15)

Demo v0.1d is now live! The Patch Notes have been updated to reflect the most current/biggest changes in Green.

Enjoy! :D

Patch Notes 12/15/2015 - Updated (12/20/15)

That's not a bad idea...maybe I could somehow tie it into the following:

I'm in the process of getting a custom script created by a well-known scripter. It's going to allow me to implement an armor/weapon "randomizer" sort of like the loot system in Diablo. It will allow me to create hundreds of variations of the same weapon.

For example, the default "Oaken Bow" that Luna uses could become:
Oaken Bow of the Ravager
Oaken Bow of the Synergist
Oaken Bow of the Fox

And each of those variations will have different bonuses. On top of that, they will also have a "quality" rank, ranging from common all the way to "legendary" which will influence the bonus stats they get. This will allow for even greater customization, and will also give the player more incentive to beat up baddies for more loot drops.

In fact, it's the EXACT same loot system I used for my other game Demon Hunter, and according to most of my players, it was one of their favorite aspects of that game.

Patch Notes 12/15/2015 - Updated (12/20/15)

I have toiled away for a good 10 or so hours to bring you all the updated skill learn system! Weeeeeh!

Now, every ability that a character learns has THREE upgrade options!

I had to completely re-organize and re-haul the Skills database to get this to work, not to mention the 250+ switches and variables that were needed to accomplish this. I am 99% certain it is in working order and bug free, so when I release demo v0.1d, you can all play around with the new upgrade options!

I also came across a nasty bug where runes would disappear when removing them from equipment instead of being placed back into the inventory. This problem has been fixed.

On another note: "Rune Essence"
I started to think about how at a certain point in the game, the player will have created all the gems he/she needs, and then Rune Essence would essentially be useless to them. To counter this, I want to create a secondary use for the Essence, so that way players can do something with it once they've created all the runes they want. I'm totally open to ideas and suggestions! :D

Thanks for reading. :)

Patch Notes 12/15/2015 - Updated (12/20/15)

I'll be mostly modifying what's already there. I'll be including a tiny bit more story that happens post-Boss #2 so that players could mess around with Ryudo a bit.

Honestly, I would be able to churn out content much faster if it wasn't for parallaxing my maps. It takes so much time to do them, I almost wish I hadn't even bothered lol...but since I've already done up to this point in the game with paralax maps, I can't go changing it now.

The next major patch/demo I release (v0.1e) will hopefully include up to Boss#3 and a fair bit more of the story itself.

Eternal Twilight

So, I've got Finals this week, and have been studying and writing papers since last Friday. I hope to get back to work on the game this weekend once all of this is over!

On that note, I did play around with the database a bit, and I was going to add more options for Skill Learning, but I would have to re-arrange the WHOLE skill database, the switches involved in creating the skill branches, and all sorts of other stuff, so I decided to just scrap that idea and leave it how it currently is. It was far too much work for so little gain.

Once school is over this week, I'll have tons of free time to work on the project, so I should be able to bust out an updated demo in about 2 or so weeks! ^_^ Cheers!

Demon Hunter

Hello all! Just throwing out a shameless plug to my next project!
If you liked Demon Hunter, then I'm sure you'll enjoy my newest game.

It's still fairly early in development, but there's already about 2 hours worth of demo gameplay available. You can check it out here:

http://rpgmaker.net/games/8326/

Eternal Twilight

It's slang for "using your hands to sexually touch or grope somebody."
So in the context of that scene, she is saying that if Ryudo tried to touch her in any sexual way, she would beat him up.

Eternal Twilight

@Firefly84: Great catch, that has been fixed! :p There are multiple versions of stuns in my game, I just forgot to make sure the charm protected against all of them instead of one, oops!

As for the crash, if you didn't get an error message, I honestly wouldn't even know if it was because of my game, or your computer. :/

Eternal Twilight

Perfection. I balanced him to be beatable about level 7-8, with those who are savvy at RPG's being able to beat him at level 6. I am hoping I can make them all that challenging. ^_^ The thing that made Vygor so challenging is that the damage of his Megaton Punch got higher as his HP got lower. I will have to think of cool little mechanics like that for my other bosses as well.

As for the skills...I am unsure yet. Personally, when it comes to skills, I prefer quality over quantity. I dislike it when you have all these different skills that essentially do the exact same thing, except maybe cost more MP to do more damage or something. As of right now, every character will have 9 base abilities, and then later on in the game, they each unlock a special "combo" ability, that sorta acts like a "Limit Breaker" from Final Fantasy, resulting in 10 abilities per character. If I can think enough more cool abilities that aren't just clones of other ones, then I'll possibly add more.

As it is now, a character has to reach about level 30-32 to have enough AP to unlock and upgrade every ability, so there's no shortage of grinding there. Not to mention the "stat boosters" I'm implementing as well, where at a certain point in the game, you'll be able to use AP to permanently boost a character's stats.

Shoot me a link to your project via PM if you ever need some feedback! :)

Eternal Twilight

Thanks for the feedback Squallstorm! ^_^

I was actually playing around with the HP of the enemies within the Muyan tunnels and I too felt that maybe they were a bit high, I just wanted to get some player feedback on it before I made any changes. I went ahead and removed some of the enemies from the on-map encounters (from 2-3 per maps, down to 1-2 per map), which should help lesson the amount of battles, and also reduced their HP by about 15-25% as well. To counter this, I added about 1-2 attack power to each enemy, which will increase their damage output by 3-5 per hit. Random battles should be easy, but I don't want them to be trivial.

The transfer events are all set to "activate on touch", you just have to actually stand ON the event for it to trigger. Example, instead of just standing next to the doorway, you have to walk INTO the doorway for the event to trigger the transfer of the player from map A to B. Maybe this was a bit different than most players are used to in RPG MAKER games, so I've gone ahead and adjusted accordingly, oops! :p

As for Boss #2, I have some questions: for you on the balancing:
  • What level were your characters and what skills did you decide to unlock with them?
  • Was the boss too easy, hard, or just right?
  • IF you could make any suggestions on the boss, what would they be?

I am glad you're liking Trish. Not to choose favorites, but she's sorta my favorite as well, hahah. As for Ryudo, you'll be able to play around with him and his all his amazing melee animations in the next release!
I've very grateful for your feedback by the way, it helps me tons! ^_^