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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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Spore

author=Quiversee link=topic=1860.msg31002#msg31002 date=1221185028
The only thing I see wrong is that no matter what you do, all the attacks of vehicles look the same in the civ stage.

This is one of my problems with the Civ stage. The only important parts of the vehicle design is the proportions of strength/attack/speed. You can give your vehicle a million guns and it'll have the same proportions as every other $1k vehicle. How you make your vehicle doesn't influence the price of it, how it fires, or really anything besides these proportions. You can't even make different kinds of vehicles, such as a fast scout or a slow tank except for your one vehicle.

Possible Gamey Stuff: Build a fast vehicle, move them to an enemy city. Then change your ground vehicle to a slow but strong vehicle. All your current land units will magically convert to this! I don't remember if I tested it though; I think I did but I can't say for certain.


Shadowtext
One can't help but sympathize with people who buy a product and find that people who stole it got a better product.

This is so true it hurts.

Favourite game and program

Favorite Software: RPG Maker XP. It'd be nice if it had the RGSS2 methods though (Graphics.snap_to_bitmap where are you? :( )

Games Made (or at least started): Bunch of untitled RM2 games, Lost Fantasy, Dark Horizon, Chrono Stasis for RM95, Quest for Gold, Age(s) of Darkness 1+2, Dark Horizon (different than previous), Vision of Life, Clean Life, The Most Pointless Game Ever 1+¾, some Megaman RPG for Rm2k, Broken World, The Amazing Incredible Tales Of..., some untitled RTP game, converted Dark Horizon from 2k, and Demon's Gate for RM2k3, Vajra and Leaves of the Shadow Tree for RMXP

Favorite Games:

Why RPGmaker? Why?

I completely agree on the walkspeed. If it takes too long to get places, the game ends up moving too slow. Looking at "beautiful maps" isn't going to keep my interest.

OVER NINE THOUSAND

By the 8th chain I'm not quick enough to do another quickening. Much less if someone needs a mist recharge. I never really tried to figure out Quickenings; I don't remember there being much of a tutorial on them for FF12 and setting up the proper gambits was much easier (to the point where I could put the controller down and kill almost everything I fought). I didn't do too much post-game though, so maybe quickenings are important then.


I wouldn't argue that super hyper attacks arne't part of a boss strategy. God Hand does this beautifully: You can beat the game on Level Die without Roulette/GodHand (aka the Super Hyper Attacks) but you'd better be ready to go crazy in the process and die a couple hundred times. Its expected to use the special attacks at opportune times (and not just against bosses). I don't think I've played a RPG where that applied though.

Spore

Spore's going to sell too damn well, and a bunch of user reviews on Amazon aren't going to change that. Spore has far too mcuh hype behind it and official reviews are rating it much higher than 1/5.

It'll have some impact, but it'll be far from enough to make anyone set on using DRM to forsake it. If it was a game small enough for it to have an impact, there wouldn't be such a shitstorm over it. See any game that used similar or worse DRM methods.

Why RPGmaker? Why?

author=Demicrusaius link=topic=1896.msg30690#msg30690 date=1221072859
What keeps you playing an RPGmaker game?

I know that in this quick world we make snap judgments or maybe only play an hour of someones game, but what is it that makes you keep playing?
I try to keep playing until I find a reason to quit. Things like bad/bland writing, poor pacing, game breaking bugs, grinding, or excessive difficulty tend to be the common reasons.


author=Demicrusaius link=topic=1896.msg30690#msg30690 date=1221072859
Why do we still make them? I guess largely they are all considered "a labor of love" because we are committed to our own personal story. I know that is the case for me, maybe I can't speak for everyone.

I agree. I think designing and putting together a game is fun and challanging and when you get something done there's the feeling of accomplishment that you made something that you can play and have fun with.


author=Demicrusaius link=topic=1896.msg30690#msg30690 date=1221072859
Firstly, what do you want to see more of specifically in RPGmaker games? (I know there is a thread for this somewhere on the site)
Good and convienent gameplay. Example: It shouldn't be a pain to save a game. The starting areas of a game shouldn't be difficult. The world should feel more like a place where people live and not a place that is entirely reactive to only what the heroes do (probably getting to be too much though). Make the game get somewhere without taking forever. Gameplay areas that there's an actual change in the plot/with the characters/anything that isn't "Well wasn't that forest/sewers dungeon exciting! What's next?". I don't have time for a huge list, but look at the list of things that make me quit.


author=Demicrusaius link=topic=1896.msg30690#msg30690 date=1221072859
Secondly, what makes you decide which games to download? Reviews? Screens? Videos?
Here's my problem: Deciding to play the game. There's really nothing that I look at to decide that I should play this game. I'd probably say a premise is what catches my eye the most.

I really should play more RPG Maker games :\

OVER NINE THOUSAND

I think FF7/FF10 had the best implementation of Limit Breaks. Not what they were but how you got them. Take a massive hit? Your limit gauge is going to go up a fair bit, and in FF7 you can use items to give you a status to have them go up faster (a bit of a trade off from sadness which reduces damage received but your limit gauge fills up slower). Once you got them you could hold on to them, so if you're at 1/9999 HP you can heal besides attacking hoping that you do your limit attack and hope it kills the enemy (FF6) or you didn't have to use them immediately (FF8,9). You can save the limit break for something that deserves it, like a boss instead of some stupid random encounter that you had at the wrong time. Only problem was that you coudn't attack when the limit gauge was filled with FF7.


The FF12 Quickenings were awful. I couldn't chain them past 7-9 hits and the damage they did was awful. I'd rather use regular attacks and save the MP for whenever I'd need it (oh hey the enemy became immune to physical attacks again!).


I'm with Karusman though. I'd rather beat a boss using strategy than some SUPER HYPER RARE ATTACK if possible.

Spore

It is, but Securom has been out longer than Spore and nothing else has generated this kind of shitstorm before.

I wouldn't mind if the reviews did something about DRM, but I'm not holding my breath. The Mass Effect/Spore initial DRM outcry changed how the DRM was handled, but it'd take something huge (bigger than nerdrage) to get them to drop DRM.

Spore

I never had issues with the DRM. Three game installs? There's only two computers I'd install it on (if I cared for the game) and activation which several other games use. It sucks when a large profile game like Spore is released the activation servers are going to be bogged down, but problems with a game's first release isn't exactly news. I've heard of more issues with getting the game installed, bugs that make the game unplayable, installs being tied to only one account, and gameplay issues.

It'd be nice if people rated games based on its gameplay and not stupid sentiments like "zomg DRM!". Then again DRM doesn't actually mean shit except to piss off paying customers. Spore's DRM was cracked about three days after it was released in Australia.

Damage

author=trance2 link=topic=1885.msg30467#msg30467 date=1220977534
Personally, I'm fine with damage in the hundreds. It's about the strategy of the battle, not using blunt-force trauma to bludgeon the enemy to death with huge-ass numbers to go along with it. I'd rather fight a ten-minute boss battle that's interesting doing damage in the hundreds with the boss only having, say, 6500HP than a boring space-bar mashing battle with me doing 5000+ damage and the enemy having 450000HP.

That's a matter of time to kill the boss, which is mostly dependent on how much % of the enemy's HP you're taking away. Its the same deal if you do 10 damage per turn of a 100 HP enemy or 10k damage out of a 100k enemy, they take the same time to kill.

A problem does emerge when one stat grows while the other doesn't. An example would be Destiny of an Emperor; You can deal 2k damage with regular attacks by the end game. Which is where enemies go from 10k to 41k health with the added bonus of some being able to fully heal themselves and become immune to physical damage (and any enemy worth a damn is probably going to resist your magic tactics which eats up your precious little MP TP)

(What's the topic again?)