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What makes a good puzzle?

Not looking for advice really. I've been brainstorming puzzles for my game, and was curious what, in your personal opinion, makes a good puzzle, or your favourite puzzle/puzzle type.

[RMVX ACE] State interactions

author=Marrend
Maybe this script? Saying that, the download button on that page, I think, might be out-of-date. You'd probably need to visit this page, or Archeia_Nessiah's YEA archive for the actual code.


Yes, this is perfect. Thank you so much!

[RMVX ACE] State interactions

I would like states to interact with one another in my battle system. For example:

State A allows opponent to be inflicted with state B. State B cannot be applied without state A being applied first.

I'm not 100% sure how to implement this, or if there exist resources to implement this.

What do you look for in games that you want to play?

I love your take on Metroid another M. I haven't played it, but its always nice to see some love spread around for media that's panned so heavily.

Anyway, this is weird and kinda specific, but i love the personality of a narrative. The plot itself is important, but the characterization of the narrative is what really hooks me. How do i explain this? Sorta like, is the narrative funnier or more serious leaning? Do they focus more on word building/lore or character? Is the plot active or passive? Do they make time for light/sincere moments? That sort of thing. A defined personality it what makes a game for me. That's why I like Mother 1 so much, just the perfect tone and personality for me.

Whatchu Workin' On? Tell us!

Whatchu Workin' On? Tell us!

I'm working on learning RPG Maker VX Ace so i can make an idea I've been developing for a few weeks now. It's called: "Dawn of the Final Dusk." The main premise is that each planet in the solar system is actually a God, and the Sun, God of light, is dying. In order to transcend their physical form and replace the ever weakening Sun, the protagonist, Sol, gathers the blessings of every other God.

The gameplay is turn-based and focuses on item based puzzle solving - kinda like a point and click adventure game. You pacify monsters using different item and ability combinations, making them happy and depleting their will to fight.

I've been really enjoying it so far <:

Whats everyones favourite aspect of game design?

author=Roden
the suffering

jk it's the lore and worldbuilding, most likely. Love that shit. Love it so much I forget to actually work on the tangible game


I feel ya LMAO (also world building and lore rule, it can be more fun to imagine a world than to create it imo)

Whats everyones favourite aspect of game design?

I just realized i forgot my own favourite part, lol
I love writing plot and characters, that's why I picked RPG maker in the first place.

Whats everyones favourite aspect of game design?

Whether it be concept art, design documents, sprite/modeling work, mapping, programming, dialog, plot, or beyond, put your favourite part of making a game below!

(RPG maker - gen) what version do I pick for this concept?

author=Marrend
If this idea could be executed by replacing the "dead" state with a "pacified" or "tamed" state, then, I think this concept could be applied with relative ease. All RPG Maker products allow a certain amount of customization in regards to state application text. The earlier makers, such as 2K and 2K3 might have a separate entry-box for the "dead" state application text, but, I certainly don't specifically recall.
That makes sense, thank you! I'm currently using 2k3 (because I'm poor and like retro things lol) so I'll see if that's possible there, but if not, I'll move up to a more recent version. (possibly XP)
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