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sherman






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

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Remarkable lines of some video games.

"Finally; A boss fight!" - Gene of God Hand

"Some call me mad, but I much prefer Doctor Cranium" - Doctor Cranium of Quest for Glory 4

I wish I had a text dump from the QfG1-4 games. There were a lot of great lines in those games :(

:The Game Making Drive/Blog Topic

Today's progress

Changed the encounters on F4-5 of each area so the two-enemy encounters don't show up. It should make the later floors better places to level up and it increases the chance of fighting PEs which are extremely helpful in the first area.
Increased the speed of the Tartarus PEs. It might unbalance them when they first appear though, but it should make them more threatening after another two levels or so.
Increased the accuracy of Magician's damage spells from 90%->100%. Partly because magic should have a success rate at least on par witih regular attacks and partly because I just missed with a 90% success rate six times in a row. Rm2k3!

Getting close to where I have to actually make real progress instead of endlessly polishing various already-made bits. Ya~ay!

Let the Skill Questionaire rise from the ashes!

1. Do you maker use of tiers?
Yes, but barely. There's only two version of single target damage spells and each tier belongs to a different class. There's only one tier of multitarget spells and most other spells don't have a stronger/weaker version of itself.

Not as much tiers as upgrades. Getting the stronger version of a damage spell overwrites the previous spell but there's no point in having the older version since they both cost the exact same. There are plans for a higher costing version of damage spells with the intention of dropping an immediate nuke since its DoT is less than the lower cost version of the spell.

2. What are your skills called?
Magic. Its just flavour text and there's no explanation at all so just stick with whatever works best. The name of individual skills is "Whatever sounds cool/Stolen Homage to Something Else (see Missile Punch)".

Abilities which cover magic and passive/active skills. For names, I don't have decided names on for now and every once in a while I change names.

3. Do you use elements?
Absolutely. There's seven in total (Physical, Fire, Ice, Air, Earth, Dark, Holy). They're all interchangable really, you're just as soon to find a weapon that deals Physical damage as one that does Earth damage. The only exception is Holy as nobody can learn a spell that does Holy damage. Its important to diversify the elemental damage your characters can deal, putting all your eggs in one basket can be bad until characters get a good array of elemental attack magic.

Absolutely, but I divided them into Physical/Magic (Slash, Pierce, and Bludgeon/Heat, Cold, Electric, Corrosive). Characters can only deal one type of physical damage since they can only use one type of weapon, but anyone can deal any type of magic damage which makes it too generic so I've been thinking of improving that (but with little success so far). There's also some elements that fit into both categories, such as Divine. A weapon or spell can be divine in nature but these elements play by a different set of rules compared to the others.

4. Do you have status effects?
Yes. I currently have ~30 status effects although all of them are just variations of stuff seen before. Some of the stronger status effects are just combinations of others (one is a mix of Confuse, an IntDebuff, and MP-Poison), some of which are monster-specific. Instant death attacks are available and work on most bosses with three exceptions, although success rates vary depending on the skill and who it is being worked on. Later bosses resist InstaDeath more than earlier ones (but at the same time better InstaDeath spells are available).

Yes, but the current list is far from complete and everything currently planned is tentative. Some of the current ones that aren't as old as the NES is "HP can't be recovered", "Stop MP regeneration", "Status can't change (except in certain circumstances)", and "Increase damage of next attack, but next turn can only be increasing damage again or attacking". No InstaDeath for either side, there'll be other ways to cheese instead.

5. Do you raise or lower stats?
A level up increases stats by a set amount before level 10, but after the amount each stat is increased by is slightly increased. There's also the x2/x0.5 (de)buffs which last as long as the buff lasts.

Base stats can only be increased by a set amount via special items or through experience but combat stats can be modified through a variety of ways such as equipped items, passive skills, (de)buffs, or the best modifier out of a character's class list. These modifiers can be both set amounts or multipliers, the source being what determines the modifier (equipment usually gives set bonuses while (de)buffs give multipliers)

6. Who has what skills?
The skills that can be learnt are based on the character's class and you can change classes as often as you like so you can have a party of characters who know every skills in the game if desired. Skills are learnt through level ups while a certain class.

The skills available are based on the character's class but unlike above each character only gets three classes so the pool of available skills is limited. There can only be one character of each class which adds to diversity although some skills are available to multiple classes. The first class of every character is predetermined so that only leaves two classes at most for the player to customize characters with, and some characters even have their second class predetermiend as well. The skills are leant the same way a character gets base stats or levels: Spending experience.

7. What skills do enemies have?
Enemies have a variety of moves including their own special status conditions mentioned earlier. The early enemies have poor movesets and they usually don't have access to more than two attacks and their status effects are weak or don't have a high chance of working. Later enemies start throwing other attacks into their line up such as (de)buffs, lower/raising elemental resistance, and some AI to use these skills properly instead of randomly.

This is something that's been given some thought, but its mostly been on a per enemy basis and there aren't many enemies yet so I can't really say (plus I've been writing this post too long and I want to wrap it up :I)

BOSS MONSTARS

Take MI2 and adapt it for your game. In MI2 you're running from the last boss in a small corridor maze. Change it so the boss can kill you and keep the player moving: Stick around too long and the boss will find you and kill you. The player needs to find some way to kill the boss while keeping away from him, keeping his eyes open to find anything that will help kill/trap/escape the boss.

Smash Bros. Tier List

The variety of the characters is one of the things I like about the game. I'd be damned if I'm going to play as the same set of characters just so I can learn top tier characters. I select random unless there's someone in particular I want to play as and even then its not for more than a few rounds.

BOSS MONSTARS

See Monkey Island 2. Its one big puzzle: The game gives you a hint on what three items you need to defeat the boss and its up to the player to use the right items (either in the inventory or in the area) at the right time to get the three items needed to defeat the boss. One involves luring the boss to a specific area so you can flip a switch and the boss gets hit and drops one of the items. Another has leaving a trap where the boss pauses giving a wide, open, view of another item you need that you need to quickly grab. There's no way to get stuck in a YouAreScrewed position since there's no time limit and scewing up anywhere doesn't punish you at all (unlike Sierra games where you can get fustrating/hilarious death scenes)

:The Game Making Drive/Blog Topic

author=Euphorian link=topic=2027.msg43410#msg43410 date=1226554988
AllOfTheDaysInTheAboveCategoryThatIDidn'tActuallyWorkOn-
Played Okami... for, um, inpsiration? Yeah... That's it...



Demon's Gate
Revive items were showing up too late (especially how surprising power enemies can be) so they got moved to the first item store upgrade with the party heal item going back a level.
The encounter event gets stuck in a loop. I'm not sure where and I can't recreate the error but it translates into no more encounters on that floor! Yay for bugs!

Redid the first boss. A slugfest will kill him, doubly if you remove his opening debuffs, or hit him with a status that can make the fight cake, or you can still cheese him.
The game now warns you that changes classes will deequip that character's items, which is pretty important since unarmed means you do jack for damage.
Redid the PE trigger. Now once the party average level is the right amount PEs will show up in their respective areas even if the party average level drops again.
Instantaneous transitions look awful and got kicked out of the random transition list.
Random switches that were used in enemy AI weren't being reset between fights and that was screwing up AI. Now my post-battle event is doing a lot of crap that I never thought it would have to.
Saving on a map whose initial and current tileset are different causes a bug (The map will load its initial tileset instead of what was there when the game was saved). The quick fix causes a brief graphics quirk where the init tileset shows up and is changed right away. One fix means teleporting the player to a duplicate map where the tilesets are switched but this resets the parallax background which will always be noticable and argh this is having cake and wanting to eat it too. I just have to hope that the player won't notice it. Damn you Rm2k3!
Got a paty that's done the first area w/o class change, so now its time to see how long it takes before they can handle the next area and balance accordingly!

Your Game Maker

author=halibabica link=topic=2430.msg43490#msg43490 date=1226594474
To me, it makes the battles really hectic, because you have to wait for your bar to fill up before you can take an action, and then you have to figure out who your choosing an action for, what you want to do and whether you have to wait for another character to be ready or not, and while all these decisions and waiting are going on, the enemies are hammering away at you automatically without pause. It's just nuts! How can a person make a good tactical choice when there's so much to pay attention to?

Set the battle mode to wait so when a turn comes up the battle pauses while you give commands. It doesn't help with waiting while gauges fill, but that's a flaw of the system itself. Its possible that the game doesn't have an option for setting to wait though for whatever stupid reason.

For now I use Rm2k3 because I hate myself and I'd like to get something finished for it before tossing it for good and I've messed around with XP/VX but I'm not sure what to use next.

Final Fantasy IV DS (didn't find an old one)

Read up on Augments now. The game does a piss poor job of explaining it and since you get a limited amount of NG+ (and therefore a limited number of augments) you should know what you have to do to get the good augments.

Thinking about this game fills me with Nerd Rage. Most of the game isn't bad, but the end game is fustrating and not because its hard.

Five Random Thoughts About Video Games.

author=VerifyedRasta link=topic=1683.msg43182#msg43182 date=1226457740
Are you talking about the one for SNES with the "ShellShock!" and "Big Apple ... 3 a.m."

He's talking about this one

author=TooManyToasters link=topic=1683.msg43186#msg43186 date=1226460027
Boost Guardian? You think THAT'S hard? Really?
Say hello to the Spider Guardian, bitch.
Also, Left 4 Dead is insanely awesome with 3-4 people.

I... actually never got to the Spider Guardian. I got stuck in some huge backtrack part of the game and quit. The Boost Guardian is the only part of the game I remember clearly because he fills me with nerd rage.



I also forgot to mention the other SMT games like Nocturne and Digital Devil Saga. More of the SMT hard fanfare but DDS1 has a tremendous fuck you optional boss. All the best abilities of the game make him use his GameOver attack and if you don't kill him right he gets revived with full HP and theres other fuck yous in there to.