GREATREDSPIRIT'S PROFILE

sherman






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

Search

Filter

Ninja or Pirate... or Viking?

If we're in vote-anything land then I vote the God Hand. He fought both ninjas and pirates (well, a pirate ship) and beat both with the power of punches!

What upcoming games are you looking forward to?

I completely forgot about Mother 3.


C'mon this weekend! C'mon this we~ekend!

Difficulty levels

author=Craze link=topic=2172.msg37376#msg37376 date=1223806335
Phylomortician is the opposite--stats are about the same as Painful mode, but the EXP/money/Drop rate is super-low. Some chests might simply not appear on Phylomortician mode. =D

It can't be Phylomortician mode if the skill names make any sense and are completely useless (Lunatic Fringe go!)

Dungeons and Dragons [RMN Game Group]

Was this on? I'm in the Ventrilo chat room but nobody else is around. I can't find the Maptools server either.

Forum D&D Game (UPDATED: Finalized Details) JOIN NOW!

There's a session tonight. Currently I, Nick, Shadowtext, and (I think) MaxMcGee will be there.

A new thread for this was made:
http://www.rpgmaker.net/forums/index.php?topic=2080.0

Top Ten Topic: Favorite Animals (Week 51)

Laxius Force (Laxius Power IV) released - priced at $15

Think of it when there's an accident, everybody slows down and looks at what is going on. Except now you can post what you think of the accident on the internet and argue it with other people!

Mr. Mo ABS Error

At the line specified you're trying to call 'e' but the MrMo_ABS class doesn't have an 'e' method or variable.

What do you think makes an RPG?

Its far more interesting to punch a guy in a gorilla costume that's wearing a wrestler's mask than it is to punch a bunch of numbers.

Difficulty levels

My current plan is to have three difficulty levels. Easy removes any sense of enemy AI ("Don't cure an ally at full HP? Madness! Debuff enemies before attacking? Ludicrous! Any sense of strategy? Cowardly!") to using random moves and knock down enemy stats a bit.

Hard is trickier. I'd like to increase the difficulty without just making numbers bigger or pulling completely douchebag moves (Pokemon Battle Tower I'm looking at you). The current plan is to step up non-damage moves so (de)buffs target multiple instead of single targets, enemy buffs last longer, and their status afflictions have a higher chance of landing. There's also cases where the player can do something in the dungeon to make the boss weaker/easier to kill, and on Hard those effects are reduced. I'm not sure if this will be enough to create a significant challenge though, especially with enemies who don't use buffs/status afflictions.

I also got a way to change difficulties between battles to help deal with any "wall" bosses that are too difficult. Or where the player wants to tap up the difficulty and see what they can do. Currently there's no reward for playing on a difficulty though except pride, but the game does keep track of the fights (regular and boss) won on the current difficulty.

*edit*
Also please don't limit saves. The final dungeon in FF3 might've been bearable if they just put a god damn save point somewhere.