GREATREDSPIRIT'S PROFILE

sherman






o
Mario vs. The Moon Base
Mario must fight his way to Bowser's Moon Base to rescue the Princess!

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Do you ever cringe when watching watching a Let's Play of your game?

Yes but only at my own poor design decisions. Usually the p-switch part of Lifeline in Moon Base Mario

What are you thinking about right now?

Who wants some Zelda propaganda posters?

(I love the rupee one but as a filthy poor I don't have $40 for a poster nor a good wall to hang it on)

MAKE GAMES TO FEEL ALIVE

*makes idle game*

Revive the Dead 2: Deader or Alive

I may have added a gif to my post

What have you accomplished on your project thus far?
I have furiously polished a turd!

- I added some new enemy mechanics, the big one being shields. When they take damage all damage is negated but the shield counter decreases. Good for enemies to have who are on the losing end of the action economy but the player can also get them (for now). There's also recovery rate up/down states but they're collecting dust right now. Current plan is probably a tanky boss that'll tank your healing. I'm not sure if the player will get access to them either.

- I cleaned up some icons. Some state icons didn't have the state background, there's a Max HP/MP buff that I standardized to look like the other stat buffs, and a few other little things.

- I cleaned up the scan screen. Now it shows more relevant information like the rates of states the player can actually inflict like debuffs instead of what they can't like confusion. Bosses also get big kewl hp bars too!

- For some reason I have a weird holdup with elemental resistance. In earlier versions of Demon's Gate the common capstope ability for classes was... a single target single element half damage buff. In Altima there are accessories that increase one elemental resistance by one level and were unique items! I added them to a big accessory shop in the game and removed the unique description from the armor.

- I did a boss and some enemy AIs! Still untested and unbalanced!

- I made a map of the game! I might change the color balance on the dungeon markers though. World map is cruddy and has few interesting landmarks but redoing it killed a previous attempt to finish this dumb game so I'm just going to settle on it and leave good and interesting world maps to kentona.


What unexpected challenges have you run into in reviving your game?
Nothing unexpected, just my usual flaffing about. A brief panic attack when testing something and my accuracy rates were in the toilet for a reason I couldn't find right away. My script backend is basically a disaster but most of the heavy lifting is already done at least.


How far through making the game would you say you are, currently?


I'd give it still about 80%, I haven't done much to really progress it so far beyond waxing. Like the scan stuff I could've left unfixed and the game would still be playable. Most importantly though is I got some steam going again, I just need to focus and put it to good use!


Now that you've actually started working on the game, do you think you'll finish in time?
I'll give you a definite maybe. My motivation, energy, and enthusiasm flies and shines like Icarus!


Can you see any big challenges that you might have to deal with in order to complete the game?


Altima is a really simple game. Every big hurdle should be cleared except for the ones I'll make for myself. Maybe I'll break my accuracy algorithm again!


Is there anything in particular that you'd need help with in order to get past these challenges?


pls fix my broke brain


Would you be willing to ask others to help you with these possible issues?

only one shark rules this roomba

Revive the Dead 2: Deader or Alive

This weekend was polishing stuff weekend despite still having content to do! Key things include:

1) After reviewing what status effects the player can inflict I updated the scan window to only show these. Y'know, a common sense fix.

2) The scan script puts an icon next to buffed/debuffed stats, except they weren't set to the correct icon. A buff was a mirror for example, another sensible bug fix right?

3) Since enemy MP is now internal only so I had to remove it from the scan window. There's no consistency of what MP does now besides whatever bludgeon I try to use to form enemy AI.

4) You know what bosses need? BIGGER LIFE BARS!

5) You know what I hate about the gauges? The gradient is drawn so that the right color is always drawn at the end of the gauge. So if HP is 50% and the gradient is red to yellow the gauge will always be fully yellow even if it only takes up half the full HP gauge. I changed it so the second color of the gradient always appear on the right when the gauge is full.

6) I also changed the HP and MP gauge colors. They are no longer default! HP goes Red/Yellow and MP is now two shades of purple.

7) Blind is too good. It started as VX's 1/4 hit rate, I changed it to 1/2, now it is 2/3rds. I'll make more enemies vulnerable to it too but it should help the Sentinel tank.

8) panic attack thinking I broke the hit algorithm again. Turns out I had a custom hit script sitting around and one enemy I was testing it on ??? ago. Whew!

9) Some traces of adding an intro. I think it'll just be a basic Enter Name, ??? Effect, Player Drops Into World.

here's some compare screens since I cheated out of it last time:


The old HP gauges. Yanfly default and the bright end of the HP gauge will always be at the end of the current HP. Bleh.


NEW AND SEXY gauges! Boss gets a bigger one, and the gradient is now baked in place. See the scans for the full color:


Old scan window featuring a bunch of status the player can't inflict and a MP gauge that could mean anything.


NEW AND SEXY scan! Featuring full HP gauge color. Actually when I first put it together I realized the number of status the player can inflict was tiny. KO, poison, blind, 4 debuffs, and buff immunity. Maybe I should add stun and make it so the enemy gains immunity to it for X turns.




shit

What are you thinking about right now?

Nothing like busting for two weeks to get a deliverable to a client only to get an automated reply that they're out of the office for another week

Oh neat this new Beck album is really good

w/o a youtube link I'm left to assume that you meant to post this:


(power blade has cool music)

Revive the Dead 2: Deader or Alive

Altima's plot is so bare the player doesn't even have to experience it! Nothing stops the player from ignoring the first town that gives the gist of the story. It's also about two windows long:




Everything else is a mix of gameplay hints and some lore stuff I added years ago that I've long since forgotten and feels janky as fuck.

For an After shot I got this:


Simple boss: Starts with some ST moves, one can inflict paralyze, then turn 5 (AI turns start at turn 0 iirc) is his phase change: He starts with an AoE Stun, gives himself regen and ATK Up (Photosynthesis), Negation (removes buffs and gives buff immunity to party), and his king ST move Suplex. His AoE Stun and strongest ST move enter his moveset until he goes down. Not tested or balanced yet though. I found some internal issues that need to be fixed, mainly status players can inflict. Mainly moving player-inflictable poison to be a more balanced DoT and giving more than one character an ability to inflict it (lol I'll never stop changing important internal stuff).

e: For a Before shot assume the Green Giant only had one attack and like half those stats because lol original altima.

e2: Also one of those Negation (10MP) should be Negation (50MP) since I've switch MP to a boss AI control thing. Actually, I need to change the scan too so MP isn't displayed...

What are you thinking about right now?



stan lee is cool

An N64 Mini? Does it have 21 good games?

where the fuck is Wave Race 64?



You'd also need Mystical Ninja Starring Goemon too as the piece de resistance



- Mario 64 is mandatory
- Mario Kart 64 or Diddy Kong Racing. I'd go with MK64 but DKR has it's own advantages. I'd go with one or the either though, two kart racers feels a bit much especially when combined with...
- ofc Wave Race 64!
- Episode One Pod Racer afaik was good too but 4 racers is pushing it...
- Zelda Majora's Mask or Ocarina of Time. MM is IMO much better but OoT is the more iconic game.
- Golden Eye can cover the shooters. afaik Perfect Dark was good too but I don't know which I'd pick.
- Star Fox 64! Finally the ideas of the SNES Star Foxes tech demo can become a good game
- Rogue Squadron is good too for more free range shooting
- Hell yes Kirby 64
- Mischief Makers was another good game
- Blast Corps was fun but fuck Baboon Cavern
- Pokemon Stadium 2 I guess to cash in on the piles of pokemon money
- Tactics Ogre 64 or Quest 64? idk I'm running out of things here
- Some Rare collectathon horror idgaf which soundboard shoved up Rare's asshole game it is
- Goemon's Great Adventuere? it was pretty eh but I need more games and I could use more 2/3d platformers

- MYSTICAL NINJA STARING GOEMON HELL YES

man that's only 16 not counting trying to avoid oversaturing a genre like MK64 and DKC. Add some Mario Gold/Tennis I guess. rip n64