JOSEPHSERAPH'S PROFILE
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Duet System -- Help me design ability combos!
Thanks!!! And yeah there's a lot of possibilities of different roles for the characters as well! Since spells are equippable and combo spells' results always come from the second caster's stats its entirely possible to have the first character be a tank sort of character, while the second be a full glass cannon -- with the tradeoff that switching places in battle can be dangerous (since the first character takes a bit more damage) , and so on! hopefully it'll be dynamic and nice : D
Screenshot Survival 20XX
author=Phantasmi
Actually, that lamp comes with the shadow @_@ I didn't put it there myself
...yeah we know. He's saying you should remove it.
About the tinting Lockez is complaining: Adding opaque colors on top of tiles like that doesn't look like proper lighting, let me do an example real quick:

lighing is what makes you see things, not what hides things from you. So it should never be opaque : )
Hope you're benefitting from this critique.
Screenshot Survival 20XX
Lots of areas that show tiling very heavy, and I'm not particularily fond of how these tiles loop. May be a fault of the tileset, rather than the mapping.


Duet System -- Help me design ability combos!
Hey! I'm working on a short new game named Duel SaGa (gamepage impending, as the name suggests it is a homage to the SaGa series, albeit with fully customeverything except music)
The custom battle system focuses on the two protagonists, Levin and Noah, and their ability to chain abilities together or even combo them into an unique one.
There are two main ways in which abilities interact with eachother:
-Chain: The first spell gives their After traits to the second spell, whose effect is changed based on its Inherit traits.
-Combo: Traits are completely ignored and a new spell is executed in both other spells' places.
The characters always act together (so there's no SPD stat), the order being defined by their battle order (which can be freely swapped anytime in battle)
What I need help with, and would love to implement your neat ideas, is in coming up with nice skills that make good use of this system! <3
Instead of MP the game uses an AP system -- you can have upto 5 ap regaining one per turn.
There are 6 ability types:
-Basic -- they perform very basic functions like guarding against attacks, light healing or charging up AP. They cost no AP and are very useful when paired with other spells to spread their effects with little AP cost.
-Weapon -- They cost HP and have no after traits, but are very useful at inheriting traits from white and black magics.
-White magic -- heals, buffs, costs AP and mixes with itself, weapon or basic skills.
-Black Magic -- damages, debuffs, costs AP and mixes with itself, weapon or basic skills.
-Forbidden Magic -- unusual, powerful and high AP costing skills that significantly change the tide of the battle. They can't mix with other skills.
-Combo magic -- the result of sucessful spell combinations.
Here's the current ability list (which I feel is very standard and not very creative)
Hopefully this is an interesting setup! Hope to turn it into something good! : D
The custom battle system focuses on the two protagonists, Levin and Noah, and their ability to chain abilities together or even combo them into an unique one.
There are two main ways in which abilities interact with eachother:
-Chain: The first spell gives their After traits to the second spell, whose effect is changed based on its Inherit traits.
-Combo: Traits are completely ignored and a new spell is executed in both other spells' places.
The characters always act together (so there's no SPD stat), the order being defined by their battle order (which can be freely swapped anytime in battle)
What I need help with, and would love to implement your neat ideas, is in coming up with nice skills that make good use of this system! <3
Instead of MP the game uses an AP system -- you can have upto 5 ap regaining one per turn.
There are 6 ability types:
-Basic -- they perform very basic functions like guarding against attacks, light healing or charging up AP. They cost no AP and are very useful when paired with other spells to spread their effects with little AP cost.
-Weapon -- They cost HP and have no after traits, but are very useful at inheriting traits from white and black magics.
-White magic -- heals, buffs, costs AP and mixes with itself, weapon or basic skills.
-Black Magic -- damages, debuffs, costs AP and mixes with itself, weapon or basic skills.
-Forbidden Magic -- unusual, powerful and high AP costing skills that significantly change the tide of the battle. They can't mix with other skills.
-Combo magic -- the result of sucessful spell combinations.
Here's the current ability list (which I feel is very standard and not very creative)
Hide
Basic Ability:
01. Provoke:
Calls attention of enemies for one turn.
After Effect: None
Receive Effect: Strong/Self
02. Guard:
Cuts damage received by 50% for one turn.
After Effect: N/A
Receive Effect: Strong/Self.
(Guard + Guard = MightyGuard)
03. Cheer:
Raises party's ATK, DEF & INT very slightly for the remainder of the battle.
After Effect: N/A
Receive Effect: Normal/Party
04. Pray:
Heals party's HP by 20% of the missing health.
After Effect: Healing (Small)
Receive Effect: Normal/Party
05. Focus:
First ability next turn will deal double damage. Take increased damage next turn.
After Effect: Strengthen
Receive Effect: Strong/Self
06. Charge:
Sacrifice half HP to earn an extra AP.
After Effect: Charge
Receive Effect: Strong/Self
Weapon Ability:
Common:
01. Slash:
Deals physical damage to a single foe.
After Effect: N/A
Receive Effect: Normal/Single Target.
02. DoubleCut (24 HP)
Attack an enemy twice, each attack dealing 75% of the damage.
Receive Effect: Medium/Single Target (twice)
03. Featherstrike (30 HP)
Attacks an enemy, dealing 80% of a normal attack.
Receive Effect: Strong/Single Target
04. Windslash (48 HP)
Damages all enemies, dealing 80% of a normal attack.
Receive Effect: Small/All Enemies
Levin:
06. CautionBlade (24HP)
Attacks an enemy, dealing 80% of a normal attack.
Guards to reduce 25% of incoming damage afterwards.
Receive Effect: Medium/Single Target
07. FabulousBlade (48HP)
Deals 4 random hits at random enemies, each dealing 50% of a
normal attack.
Enemies are likely to target Levin this turn.
Receive Effect: Small / Single Target
08. BlessedBlade (80HP)
Deals very high Dark-elemental damage to one enemy.
Combos with many white magic spells to create status inducing spells
Receive Effect: Medium/Single Target
09. Parley (48 HP)
Deals half damage to an enemy, prevent them from acting next turn.
Noah:
11. WickedSword (80HP)
Deals very high damage to one enemy.
(combos with black magic to create various status-inducing abilities)
Receive Effect: Medium/Single Target
12. MowDown (80HP)
Deals variable damage to one enemy, potentially enormous.
Receive Effect: Medium/Single Target
13. ChannelingSword (120 HP)
Deals normal damage against one enemy.
Receive Effect: Very high/Single Target
White Magic
01. HealingStar (2AP)
Heals a single ally.
After Effect: Heal (small)
Receive Effect: Normal/Single Target.
02. HealingWord (2AP)
Heals all allies.
After Effect: Heal (small)
Receive Effect: Normal/Single Target.
03. Regen (3AP)
Gradually restores health.
After Effect: Heal (small) (status effect: regen)
Receive Effect: Strong/Single Target.
04. Protect (3AP)
Halves physical damage taken.
After Effect: (status effect: Protect)
Receive Effect: Normal / Single Target.
(Protect + Attack = Armor Break)
05. Shell (3AP)
Halves magical damage taken.
After Effect: (status effect: Shell)
Receive Effect: Normal/Single Target
(Shell + Attack = Mental Break)
06. Esuna (3AP)
Removes negative status effects.
After Effect: Esuna
Receive Effect: Strong/Single Target
(Esuna + Attack = Cursed Blade)
07. Reincarnate (4AP)
Fully heals an ally, even when reviving.
After Effect: None
Receive Effect: None
(Regen + Reincarnate = Angelica)
08. Blink (2AP)
Target evades the next two attacks.
After Effect: Blink (0-1-2 charges depending on strength of Receive Effect of next spell)
Receive Effect: Normal/Single Target
09. Bravery (2AP)
Increases damage dealt by 25%.
After Effect: Cheer
Receive Effect: Normal/Single Target
10.
Black Magic
01. MagicMissile (1AP)
Deals small damage to a single foe.
Hits twice.
After Effect: None
Receive Effect: Normal/Single Target
01. Scorch (2AP):
Deals small Fire damage to a single foe.
After Effect: Damage. (Fire) (Small)
Receive Effect: Normal/Single Target.
02. Frost (2AP):
Deals small Ice damage to a single foe.
No variance.
After effect: Damage. (Ice) (Small)
Receive effect: Normal/Single Target.
(Scorch + Frost = Antipode)
03. Jolt (2AP)
Deals small Thunder damage to a single foe.
High variance.
After effect: Damage. (thunder) (Small)
Receive effect: Normal/Single target.
(Frost + Jolt = Hydroshock)
04. SilverWind (2AP)
Deals small Wind damage to all foes.
After Effect: N/A
Receive Effect: Normal/All Enemies.
(Scorch + SilverWind = FireTornado)
05. Virus (2AP)
Deals medium damage to a single foe.
Inflicts Poison.
After Effect: Damage. (Status: Poison)
Normal/Single target.
(Frost + Virus = VirulentBlue )
06. Drain (2AP)
Deals medium damage to a single foe.
Heals for at least 1/4 of the damage dealt.
After Effect: Drain. (Small)
Receive Effect: Normal/Single target.
07. Mjollnir (3AP)
Deals high thunder damage to a single foe.
High chance of Paralysis.
After Effect: Damage. (thunder) (medium) (status: paralysis)
Receive Effect: Normal/Single target.
08. Death (4AP)
Deals high damage to a single foe.
20-80% chance of instant death.
After Effect: Damage. (medium) (effect: 1HKO)
Receive Effect: Weak/Single Target.
09. Flare (4AP)
Deals extreme damage to a single foe.
After Effect: Damage. (high)
Receive Effect: none.
10. Ultima (5AP)
Deals high damage to all foes.
After Effect: None
Receive Effect: High / All foes.
Forbidden Magic
1. Bolster (3AP)
Nothing.
After Effect: Bolster (Increases the next spell's effect x3-5, depending on Receive Effect.)
2. Overclock (5AP)
Party gets a second turn.
3. Giga Flare (?AP)
Deals high damage, increased by the amount of AP left for both characters and how damaged they are.
Combo Magic:
Antipode: (Scorch + Freeze)
Deals high Ice and Fire elemental damage to one foe.
2x the combined totals of the spell.
HydroShock: (Freeze + Jolt)
Deals high Thunder and Water elemental damage to one foe.
2x the combined totals of the spell.
Angelica: (Regen + Ressurect)
Fully heals an ally and bestows Regen + Auto-Life.
VirulentBlue (Virus + Freeze)
Deals high damage to one foe, inflicting Poison.
2x the combined totals of the spell.
UnholySword (Ressurect + WickedSword)
Deals extremely high dark-elemental damage to one foe.
A few interesting combos:
Charge + Pray will play out as follows:
-Party receives 1 Ap from turn
-Char A receives 1 Ap and loses 50% HP
-Party recovers 20% HP and receives 1 AP
This is a great combo that will result in accruing 3 AP in a single turn for character A, but leaving them vulnerable in the meanwhile.
Flare + Ultima (very AP intensive and not a combo spell) will play out as follows:
-Flare deals extreme damage to one foe and set up its effects to be inherited.
-Ultima deals extreme damage to all foes.
-Ultima inherits Flare's effects and deals damage to all foes again.
Basic Ability:
01. Provoke:
Calls attention of enemies for one turn.
After Effect: None
Receive Effect: Strong/Self
02. Guard:
Cuts damage received by 50% for one turn.
After Effect: N/A
Receive Effect: Strong/Self.
(Guard + Guard = MightyGuard)
03. Cheer:
Raises party's ATK, DEF & INT very slightly for the remainder of the battle.
After Effect: N/A
Receive Effect: Normal/Party
04. Pray:
Heals party's HP by 20% of the missing health.
After Effect: Healing (Small)
Receive Effect: Normal/Party
05. Focus:
First ability next turn will deal double damage. Take increased damage next turn.
After Effect: Strengthen
Receive Effect: Strong/Self
06. Charge:
Sacrifice half HP to earn an extra AP.
After Effect: Charge
Receive Effect: Strong/Self
Weapon Ability:
Common:
01. Slash:
Deals physical damage to a single foe.
After Effect: N/A
Receive Effect: Normal/Single Target.
02. DoubleCut (24 HP)
Attack an enemy twice, each attack dealing 75% of the damage.
Receive Effect: Medium/Single Target (twice)
03. Featherstrike (30 HP)
Attacks an enemy, dealing 80% of a normal attack.
Receive Effect: Strong/Single Target
04. Windslash (48 HP)
Damages all enemies, dealing 80% of a normal attack.
Receive Effect: Small/All Enemies
Levin:
06. CautionBlade (24HP)
Attacks an enemy, dealing 80% of a normal attack.
Guards to reduce 25% of incoming damage afterwards.
Receive Effect: Medium/Single Target
07. FabulousBlade (48HP)
Deals 4 random hits at random enemies, each dealing 50% of a
normal attack.
Enemies are likely to target Levin this turn.
Receive Effect: Small / Single Target
08. BlessedBlade (80HP)
Deals very high Dark-elemental damage to one enemy.
Combos with many white magic spells to create status inducing spells
Receive Effect: Medium/Single Target
09. Parley (48 HP)
Deals half damage to an enemy, prevent them from acting next turn.
Noah:
11. WickedSword (80HP)
Deals very high damage to one enemy.
(combos with black magic to create various status-inducing abilities)
Receive Effect: Medium/Single Target
12. MowDown (80HP)
Deals variable damage to one enemy, potentially enormous.
Receive Effect: Medium/Single Target
13. ChannelingSword (120 HP)
Deals normal damage against one enemy.
Receive Effect: Very high/Single Target
White Magic
01. HealingStar (2AP)
Heals a single ally.
After Effect: Heal (small)
Receive Effect: Normal/Single Target.
02. HealingWord (2AP)
Heals all allies.
After Effect: Heal (small)
Receive Effect: Normal/Single Target.
03. Regen (3AP)
Gradually restores health.
After Effect: Heal (small) (status effect: regen)
Receive Effect: Strong/Single Target.
04. Protect (3AP)
Halves physical damage taken.
After Effect: (status effect: Protect)
Receive Effect: Normal / Single Target.
(Protect + Attack = Armor Break)
05. Shell (3AP)
Halves magical damage taken.
After Effect: (status effect: Shell)
Receive Effect: Normal/Single Target
(Shell + Attack = Mental Break)
06. Esuna (3AP)
Removes negative status effects.
After Effect: Esuna
Receive Effect: Strong/Single Target
(Esuna + Attack = Cursed Blade)
07. Reincarnate (4AP)
Fully heals an ally, even when reviving.
After Effect: None
Receive Effect: None
(Regen + Reincarnate = Angelica)
08. Blink (2AP)
Target evades the next two attacks.
After Effect: Blink (0-1-2 charges depending on strength of Receive Effect of next spell)
Receive Effect: Normal/Single Target
09. Bravery (2AP)
Increases damage dealt by 25%.
After Effect: Cheer
Receive Effect: Normal/Single Target
10.
Black Magic
01. MagicMissile (1AP)
Deals small damage to a single foe.
Hits twice.
After Effect: None
Receive Effect: Normal/Single Target
01. Scorch (2AP):
Deals small Fire damage to a single foe.
After Effect: Damage. (Fire) (Small)
Receive Effect: Normal/Single Target.
02. Frost (2AP):
Deals small Ice damage to a single foe.
No variance.
After effect: Damage. (Ice) (Small)
Receive effect: Normal/Single Target.
(Scorch + Frost = Antipode)
03. Jolt (2AP)
Deals small Thunder damage to a single foe.
High variance.
After effect: Damage. (thunder) (Small)
Receive effect: Normal/Single target.
(Frost + Jolt = Hydroshock)
04. SilverWind (2AP)
Deals small Wind damage to all foes.
After Effect: N/A
Receive Effect: Normal/All Enemies.
(Scorch + SilverWind = FireTornado)
05. Virus (2AP)
Deals medium damage to a single foe.
Inflicts Poison.
After Effect: Damage. (Status: Poison)
Normal/Single target.
(Frost + Virus = VirulentBlue )
06. Drain (2AP)
Deals medium damage to a single foe.
Heals for at least 1/4 of the damage dealt.
After Effect: Drain. (Small)
Receive Effect: Normal/Single target.
07. Mjollnir (3AP)
Deals high thunder damage to a single foe.
High chance of Paralysis.
After Effect: Damage. (thunder) (medium) (status: paralysis)
Receive Effect: Normal/Single target.
08. Death (4AP)
Deals high damage to a single foe.
20-80% chance of instant death.
After Effect: Damage. (medium) (effect: 1HKO)
Receive Effect: Weak/Single Target.
09. Flare (4AP)
Deals extreme damage to a single foe.
After Effect: Damage. (high)
Receive Effect: none.
10. Ultima (5AP)
Deals high damage to all foes.
After Effect: None
Receive Effect: High / All foes.
Forbidden Magic
1. Bolster (3AP)
Nothing.
After Effect: Bolster (Increases the next spell's effect x3-5, depending on Receive Effect.)
2. Overclock (5AP)
Party gets a second turn.
3. Giga Flare (?AP)
Deals high damage, increased by the amount of AP left for both characters and how damaged they are.
Combo Magic:
Antipode: (Scorch + Freeze)
Deals high Ice and Fire elemental damage to one foe.
2x the combined totals of the spell.
HydroShock: (Freeze + Jolt)
Deals high Thunder and Water elemental damage to one foe.
2x the combined totals of the spell.
Angelica: (Regen + Ressurect)
Fully heals an ally and bestows Regen + Auto-Life.
VirulentBlue (Virus + Freeze)
Deals high damage to one foe, inflicting Poison.
2x the combined totals of the spell.
UnholySword (Ressurect + WickedSword)
Deals extremely high dark-elemental damage to one foe.
A few interesting combos:
Charge + Pray will play out as follows:
-Party receives 1 Ap from turn
-Char A receives 1 Ap and loses 50% HP
-Party recovers 20% HP and receives 1 AP
This is a great combo that will result in accruing 3 AP in a single turn for character A, but leaving them vulnerable in the meanwhile.
Flare + Ultima (very AP intensive and not a combo spell) will play out as follows:
-Flare deals extreme damage to one foe and set up its effects to be inherited.
-Ultima deals extreme damage to all foes.
-Ultima inherits Flare's effects and deals damage to all foes again.
Hopefully this is an interesting setup! Hope to turn it into something good! : D
New Facesets
I really like ver. 3 but i think it would work better with black eyelashes and something more like Rayearth manga eyes maybe
anyhow, pretty great C:
anyhow, pretty great C:
Screenshot Survival 20XX
Calladium's new stuff does use considerably less dithering than REFMAP so what's new is quite visible. I like the reduced dithering!
Good map.
@Phantasmi I think that looks a bit... Empty? Maybe its not the maps but the actual tiles, this floor tile looks rather flat and such, there's only so much you can do with that. I'd try to make it a little smaller maybe but I honestly am a bit tired of telling everyone to make their maps smaller, there are probably better ways to critique XD
Good map.
@Phantasmi I think that looks a bit... Empty? Maybe its not the maps but the actual tiles, this floor tile looks rather flat and such, there's only so much you can do with that. I'd try to make it a little smaller maybe but I honestly am a bit tired of telling everyone to make their maps smaller, there are probably better ways to critique XD
3 uni games at the front page. So proud to be working for the Qween. <3
3 uni games at the front page. So proud to be working for the Qween. <3
There are several kingdoms in RMN, thankfully they are at peace.
However should a war arise, the uniknights will gladly draw their swords!
May we be in Aremen's blessing!
However should a war arise, the uniknights will gladly draw their swords!
May we be in Aremen's blessing!
Screen4.png
im sorry i couldnt help myself editing it to makeit more pixelart-y with a pixel finish on object and a sprite based character and such...
...but i ran outta time and did the objects lazily as fuck
it looks just like saga frontier 2 like that lol
anyhow your game is gorgeous gj 10/10
...but i ran outta time and did the objects lazily as fuck

it looks just like saga frontier 2 like that lol
anyhow your game is gorgeous gj 10/10














