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Edifice_Battle_WIP_05.png

The burst system probably gives Edifice battles a similar flow to FF13's. Though, it always felt backwards to me that the mage-type (ravagers) built "burst" fast while the fighter-type did the nuking. FF13 had an extra mechanic where "burst" decayed, and the fighter could slow the decay with his attacks. I generally like systems like this because it adds more layers to combat rhythm. Normally, in most traditional jRPGs the rhythm is dictated entirely by the enemy as you react to steady vs spike damage, which is fine when the numbers are properly tuned. Player-rhythm can really add a lot, though, so I think your burst system is a positive direction.

Edifice_Battle_WIP_05.png

author=WCouillard
What happens when your turns run out?

I think he is using the free turn system. Heroes can take up to five actions and act multiple times, but once those actions run dry it is the enemy's turn to do the same thing.

Game2.jpg

I'm pretty sure it's Dragon Quest.

lucina.jpg

Her pupils are freaking me out, but otherwise this is a cool illustration.

Dragons_Tear_Screen_14.png

author=Darken
author=Max McGee
TauSNK this looks absolutely and totally amazing.
I'm in the same boat. This is basically just a Metal Slug 2 screenshot. Ths video is from Metal Slug X, which is like a remix of MS2 with some palette changes and enemy rearrangements. 38 seconds in is where the backdrop is from (though MSX uses an autumn palette swap). The train itself comes into view at about 3:20.

CHIBICASTFINALISTIST.png

These are pretty cool, and I bet doing them in a simple, super-deformed style really helps when translating them into sprites.

12.PNG

author=Sauce
ash, you should be able to make one picture with varying transparencies built in and go from there - the current effect is a bit odd
RM2K3 does not support alpha, so no you can't.

11__Paradise_Blue__Amelia_by_cosu.jpg