ILAN14'S PROFILE

Just a simple guy from Argentina that loves RPG's as much as you do, and hopes to being able to, at least, make a decent one myself someday...

In the meantime, I'm contributing to the site by making reviews. Well, for now I'm only capable of making one review per month, but you have to start somewhere, right? :P
The Room of Trials
No longer a short entry for the "A Golden Week Of RPG Maker 2003" event. I'll still make it, though...

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So they announced RPG maker MV

Actually, there is a topic already. Here it is.

Games you hate or dislike?

Dead State. Honestly, at first I thought that it had a lot of potential and durung the first hours I forgave some of it's faults. But after a long time in the game, two big flaws rendered the game unlikable.

The first one, is that everything in the game is SLOW. It takes a lot to clear an area in the map, it takes a lot to build a shelter upgrade, and most of all, it takes a lot to get to a story segment.

Because seriously, the story could have really saved this game, but the plot segments are so separated one from another that it felts that I never got to the "meat" of the story. (If there was even a "meat" to begin...) It didn't helped that the shelter itself was so lifeless. The dialouge of the survivors when you talked to them was always the same and they weren't even animated. Just remained as lifeless statues in the shelter and during the cutscenes... -_-

The game wasn't even difficult, because regarding combat, once you equipped Anita (a survivor that's available at the beginning of the game...) with a sledgehammer, most of the zombie population of Splendid was already dead... well, you know what I mean. XD
The humans offered more challenge than the zombies, but in the end they barked more than what they bit. And as for the resource management part, resources in general (especially food) were really abundant, completely destroying the tension of a zombie apocalypse.

But what really made me give up on the game was it's second big flaw: Bugs.

And I mean A LOT of them. Bugs that unallowed me to open certain doors or scavenge certain items, bugs that made one of my characters not able to move until I reseted the game, bugs that teleported my party to random parts in the area, a horrible bug in a map that made me remain in combat mode, even though there were no enemies attacking me (and considering this is a Tactical RPG, it was a total pain in the ass...), and worst of all, a bug that unallowed me to interact with a dog, which I have the feeling it was a recruitable character... ;_;

So in conclusion, Dead State was a complete waste of time. Supposedly, the Reanimated version of the game solves many of these errors but somehow, I don't think it's worth figuring it out. At least I got the game for free! >:D

So Jelly! Review Event (Week 5 Chokecherry)

Well, this was a great event in the end! I think I may make a comeback next time... ;)

Hopefully, with no confusion about the rules... XD

Congrats to all the participants! :D

So Jelly! Review Event (Week 5 Chokecherry)

A winner is you, Kylaila! Congratulations! :D

The Endgame Mindset

Well, hopefully, everything will go just fine for you at the end. I know the full game will end up being as awesome as it is now. Keep up the good work! :)

Engine Tips, Tricks and Bits (of information)

Oh, I see... Thanks, that helped me a lot! :D

RPG Maker MV announced for PC and MAC

OH. MY. GOD!!! XD

Alright, Enterbrain/Degica, you better don't screw this up and launch this on the west, eh! :P

About version numbers in games/scripts

Well, thanks Sated and everyone else! I'll keep this in mind. :)

About version numbers in games/scripts

I wanted to ask this out of curiosity, and for future reference for my projects:

Usually a complete game/script starts in version 1.0, that I have clear. So then, how do you measure how higher is the number of the next version?

Like when passing from version 1.0 to 1.1, or from 1.5 to 2.0, something like that.

Engine Tips, Tricks and Bits (of information)

author=LightningLord2
Attack Priority in VX Ace works as follows:

First, Discard all attacks whose condition doesn't apply. Then, take the attack(s) with the highest priority and discard all whose priority is three or more points below that. I'm taking 5 as the highest value for the attack now.

Now, imagine pulling a lottery ticket, which represents the attack used. Attacks with 5 priority have three tickets, attacks with 4 have two and attacks with 3 have one.

So, if we have the skill list:

Double Attack - 5
Flame - 5
Attack Up - 4
Blind - 3
Fire II - 3
Heal - 2

We get the following odds:

Double Attack: 30%
Flame: 30%
Attack Up: 20%
Blind: 10%
Fire II: 10%
Heal: 0%


So then, it's possible for a skill to have chances to never being used? Huh. That explains the problems I've been having with some skills...

Just a question: How this would apply when adding higher priority values to the mix?