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KyleLascar
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War of Two Worlds
Try to copy and paste the RPG Maker 2003 harmony.dll into the game folder (if it isn't already there yet):
https://rpgmaker.net/engines/rt2k3/utilities/74/
Also, open the RPG_RT.ini and add the following line: FullPackageFlag=1
Furthermore, you can (and should) check which resources are missing by using RMTool:
https://web.archive.org/web/20130121185543/http://r.xtarsia.net/rmrk/rmtool.zip
This should do the trick. At least it works this way for me.
https://rpgmaker.net/engines/rt2k3/utilities/74/
Also, open the RPG_RT.ini and add the following line: FullPackageFlag=1
Furthermore, you can (and should) check which resources are missing by using RMTool:
https://web.archive.org/web/20130121185543/http://r.xtarsia.net/rmrk/rmtool.zip
This should do the trick. At least it works this way for me.
Version 1.5
If I remember correctly, the optional super boss in the final dungeon drops an all-powerful weapon, so it's only "sportsmanlike" to make the final boss battle more difficult for those wielding this weapon. Of course, the developer would put the cherry on the cake if the game's story could even logically explain the final boss's boost.
I think that more games should be designed this way when it comes to the power relation between final boss and optional super boss. Since the latter is usually the stronger one, too many players that defeated the optional super boss complain about the final boss being "too easy". I'm sure that diligent players won't be punished. Fighting against the boosted version of the final boss while wielding the all-powerful weapon dropped by the optional super boss should still be easier than fighting the non-boosted version of the final boss without this weapon.
Finally, it's Ephiam's decision, even if he negates everything I've written. ;)
I think that more games should be designed this way when it comes to the power relation between final boss and optional super boss. Since the latter is usually the stronger one, too many players that defeated the optional super boss complain about the final boss being "too easy". I'm sure that diligent players won't be punished. Fighting against the boosted version of the final boss while wielding the all-powerful weapon dropped by the optional super boss should still be easier than fighting the non-boosted version of the final boss without this weapon.
Finally, it's Ephiam's decision, even if he negates everything I've written. ;)
Commercial Revamp
Thanks for the explanation. I've watched your game since its first kickstarter campaign, but I wrongly assumed that every kickstarter campaign is launched with the specific purpose of a commercial release. As far as I'm concerned, JRPG developers should make as much money as possible as long as they deliver a proper product, since we all know they - sadly - won't get rich anyway.
I wasn't one of the original backers, yet I appreciate that you'll give them free Steam codes. That's the right way to go. Chances are that I will buy your game and pester you with all the tiny details your testers will have missed. ;)
I wasn't one of the original backers, yet I appreciate that you'll give them free Steam codes. That's the right way to go. Chances are that I will buy your game and pester you with all the tiny details your testers will have missed. ;)
Commercial Revamp
I'm glad that you've decided to develop your game properly, but you really need to handle your second kickstarter campaign better. This time it's all or nothing, so you can't allow yourself to keep silent for months again. I wish you success.
Joyfully Rewarding Players' Guts: complete pleasure (or pleasuring completionists)
Yeah, Lufia II did a lot of things right. It's never too late to learn from the classics. I also love percentage counts, but I think they aren't really needed as long as a game doesn't feature anything permanently missable. Fortunately, it's much easier these days to find out if one has found everything during one's playthrough.
It really isn't my intention to dictate how JRPGs are made. My article explicitly excludes certain types of games from my dogma, since there are - and should be - different kinds of games for different kinds of tastes. Nevertheless, developers of games that aren't build around permanently missable things should ask themselves: Why do I - as someone who wants the player to enjoy everything the game has to offer - construct this side quest or item to be permanently missable? Nowadays, there are so many games and there is so little spare time, so I doubt any player would like to play through a 10+ hours game again (immediately after the first playthrough) just because he missed a side quest.
Avoiding permanently missable things is simply the best solution for everyone: Those who don't care just don't care (yet still have the opportunity to care later), and those who do care aren't dissatisfied. Again: We are talking about RPG Maker JRPGs, not about AAA or (older) Final Fantasy games. I have to admit, though, that this article wouldn't have been possible without all the interesting permanently missable aspects in the JRPGs I've played so far, but now I'm older and less forgiving. :D
It really isn't my intention to dictate how JRPGs are made. My article explicitly excludes certain types of games from my dogma, since there are - and should be - different kinds of games for different kinds of tastes. Nevertheless, developers of games that aren't build around permanently missable things should ask themselves: Why do I - as someone who wants the player to enjoy everything the game has to offer - construct this side quest or item to be permanently missable? Nowadays, there are so many games and there is so little spare time, so I doubt any player would like to play through a 10+ hours game again (immediately after the first playthrough) just because he missed a side quest.
Avoiding permanently missable things is simply the best solution for everyone: Those who don't care just don't care (yet still have the opportunity to care later), and those who do care aren't dissatisfied. Again: We are talking about RPG Maker JRPGs, not about AAA or (older) Final Fantasy games. I have to admit, though, that this article wouldn't have been possible without all the interesting permanently missable aspects in the JRPGs I've played so far, but now I'm older and less forgiving. :D
Joyfully Rewarding Players' Guts: complete pleasure (or pleasuring completionists)
These are exactly my feelings, thanks for expressing them. I wanted to show that there is rarely (destruction of the world) a compelling reason to shut players out of certain game content, and I probably overdid it with regard to the many examples. While I can't deny that suffering from certain design choices forced me to become a better player, I have to admit that it's sometimes a chore to minimize the risk of missing out (talking to every NPC several times, doing this after every story event, pressing Enter "on everything" and so on).
Another current example: I completed a RPG Maker MV JRPG called Aplestia not too long ago. There's an item vendor in the final dungeon (the only one in the entire game) that sells - among ordinary items - permanent stats-up items, but only when being talked to for the first time (from the second time onwards he only sells the ordinary stuff)! Of course, I thought I could come back later and buff myself up before the final boss fight, but instead I doubted my sanity until I was able to verify this design trick by loading a previous save file. While the developer claims this was an intentional design choice, I can't fathom the reason behind this other than messing with the player.
I want to raise awareness for issues of this kind, and I hope my article helps developers to question their design choices and draw the right conclusions.
Another current example: I completed a RPG Maker MV JRPG called Aplestia not too long ago. There's an item vendor in the final dungeon (the only one in the entire game) that sells - among ordinary items - permanent stats-up items, but only when being talked to for the first time (from the second time onwards he only sells the ordinary stuff)! Of course, I thought I could come back later and buff myself up before the final boss fight, but instead I doubted my sanity until I was able to verify this design trick by loading a previous save file. While the developer claims this was an intentional design choice, I can't fathom the reason behind this other than messing with the player.
I want to raise awareness for issues of this kind, and I hope my article helps developers to question their design choices and draw the right conclusions.
Lakria Legends
In the forest on the way to Ogron's Den you can encounter plant-like enemies. These enemies turn into Treants (edit) after a while (/edit), so you want to avoid to one-shot them (they are particularly susceptible to fire-based skills). Treants drop Treant Branches, but not always. (edit) See KoopaKush's post below. Accuracy is more important than speed (not necessarily when it comes to JRPGs, but when it comes to information). :D (/edit)
7ยบ Continente
Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
In what way are modern, dubious "puzzle games for children" related to old, obscure RPG Maker (1995/2000/2003) JRPGs?
Lakria Legends
You should already be able to select the Tower of Eden on the world map after having played Shifting Winds, though I think you must have received the Glimmering Opal from Serene's grandmother in Urumun first.
Abysmal Trench, Gaea's Crown and Scorched Summit are optional locations you can only visit after having defeated Lord Viride on Fairy Island, so you won't be able to access these locations if you aren't able to get to Fairy Island.
Abysmal Trench, Gaea's Crown and Scorched Summit are optional locations you can only visit after having defeated Lord Viride on Fairy Island, so you won't be able to access these locations if you aren't able to get to Fairy Island.













