LIBERTY'S PROFILE
I enjoy playing and creating games (mostly RPGs) and have a love of story and characterisation above graphics. I've been into RM* since '96 and have used all makers - started on the PSX makers, found and used a patched version of the SNES RM, then moved to RM95. When I found RM2K I finally decided to join some forums and I've been a part of the community ever since.
Absolute Justice
Site last broken: 7th January, 2017
Before that: 24th May 2016
http://pile.randimg.net/1/120/92579/Katt.png
Absolute Justice
Site last broken: 7th January, 2017
Before that: 24th May 2016
http://pile.randimg.net/1/120/92579/Katt.png
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Bropaca and the Beachtime Blues Review
Bropaca and the Beachtime Blues
So that "little while" was about... 6 years, but it got done! Go forth and date all the pacas, if you DARE! >:D
Bropaca and the Beachtime Blues Review
That is incredibly fair and completely understandable. XD
(that said, the game is 10 minutes long, if that, but I can understand not wanting to revisit this mess >.<)b )
(that said, the game is 10 minutes long, if that, but I can understand not wanting to revisit this mess >.<)b )
Countering the Psychology of Touch Encounters
I have a few games that nevergotreleased used touch encounters. Usually I'd have a reward if they defeated all the enemies in the dungeon - which gave them a reason to hunt down those critters.
I also rarely had enemies chase the hero - they'd just be doing their own thing (chasing other enemies for noms, sleeping, guarding chests, etc). That way players could choose to engage or not, and usually did engage because it was their choice and not usually foistered apon them. If they can see a treasure chest, they're going to go through enemies to get to it. If the way forward demands they kill an enemy, they'll do so.
Another thing was to have invisible on-touch encounters and ambushes at set points so that there was only a set amount of encounters per dungeon.
There's also the idea of multiple paths forward with different encounters and treasures, so you encourage the player's curiosity of "what was in the other path" allowing for more areas to encounter enemies in - especially if you train them to expect rewards for checking. (If you don't put something worthwhile in another path then they won't bother checking after that point.)
A combination of reward and strategic placement, I think, is the best way to go about it.
I also rarely had enemies chase the hero - they'd just be doing their own thing (chasing other enemies for noms, sleeping, guarding chests, etc). That way players could choose to engage or not, and usually did engage because it was their choice and not usually foistered apon them. If they can see a treasure chest, they're going to go through enemies to get to it. If the way forward demands they kill an enemy, they'll do so.
Another thing was to have invisible on-touch encounters and ambushes at set points so that there was only a set amount of encounters per dungeon.
There's also the idea of multiple paths forward with different encounters and treasures, so you encourage the player's curiosity of "what was in the other path" allowing for more areas to encounter enemies in - especially if you train them to expect rewards for checking. (If you don't put something worthwhile in another path then they won't bother checking after that point.)
A combination of reward and strategic placement, I think, is the best way to go about it.
Bropaca and the Beachtime Blues Review
Due to this review and one by Pudding, I decided to take another look at this game and it turns out I had fixed those issues, just not updated the game page. So now I'm editing the game a bit, adding some extra content and I'll be putting it up in the next few days. I can understand you not wanting to give it another shot, but if you did feel like it, I'd appreciate that!
Also, it's 100% a dumb joke game so it'll be full of dumb shit including the lyric music. Sorry in advance! XD
(also thanks for playing~)
Also, it's 100% a dumb joke game so it'll be full of dumb shit including the lyric music. Sorry in advance! XD
(also thanks for playing~)
RPG Maker Collaborations
I think a good way to start is to join in one of the events we run on the site and ask if anyone wants/needs a team mate or try to make your own game (even if it only turns out to be a demo) so that people can see what skills you bring to the table. You can then point to that as an example of your abilities, and you'll also find yourself getting to know people here better - if people know you, they're more inclined to hear you out if you ask to team up for a game AND you'll get to know them, which means you'll know what THEY can do.
Knowing and being known helps a LOT in figuring out who to approach for help and that gives a much more personal element to asking than making a topic asking for a generic team up with anyone.
There's an event currently running, so offering to help out in the comments there, or trying to give it a shot yourself is a good first step.
Knowing and being known helps a LOT in figuring out who to approach for help and that gives a much more personal element to asking than making a topic asking for a generic team up with anyone.
There's an event currently running, so offering to help out in the comments there, or trying to give it a shot yourself is a good first step.
Balancing HP Regen
I'm a big supporter of "Let people play how they want to play, even if it makes the game easier/harder for them" so I'm always going to push the "just give them the shit they want (within reason)" agenda.
That said, there's a few ways you can mitigate healing if you need to.
Limited consumables is already something you've looked at.
Cool-down healing spells - you can't cast them every round of battle, but when they're needed they're there to use.
Armour regen stacking to a specific percent (maybe 3/4 of damage dealt by enemies? idk, it's hard to regulate this because enemies may attack the same person every round and the may have less chance to heal at all).
Regen skills? This could be a bit easier to regulate since they'd wear off after a set amount of rounds, and you'd be using a resource to set it up (a turn that could be spent attacking is instead spent setting up a heal).
Low-healing items that give a regen buff for a few rounds is another way to go about it. That way you can give them more consumables but they give less healing, but more over-time healing.
A mix of all these things is the best way to do it, so that the players aren't relying on just one strategy. Low regen on armour, with skills that can also do low regen (at cost of MP/turn), with items for a quick bigger heal if absolutely necessary.
other ideas:
- Field effects that give regen over time (per round instead of per turn)
- skills to affect damage taken so healing isn't as fully necessary
- giving small HP heals from other healing items (5% HP heal on antidotes, for example)
- up to % Max health (once the character hits 75% health the regen stops)
- stance that allows healing but drops defense or has another negative effect
- Defending gives a % per x round buff (so if you defend in battle you get a state that gives you a small heal for the next 2-3 rounds)
- bigger armour regen uses MP to fuel it
- required effects to boost regen (say, if you defend you get 2x regen or a status effect that buffs low regen amounts)
- use a resource to increase regen amounts that are plentiful early game, but become rarer later on.
- early game armour has higher regen but as you move further into the game you get lower regen but much higher defense (less damage taken = less regen needed).
That said, there's a few ways you can mitigate healing if you need to.
Limited consumables is already something you've looked at.
Cool-down healing spells - you can't cast them every round of battle, but when they're needed they're there to use.
Armour regen stacking to a specific percent (maybe 3/4 of damage dealt by enemies? idk, it's hard to regulate this because enemies may attack the same person every round and the may have less chance to heal at all).
Regen skills? This could be a bit easier to regulate since they'd wear off after a set amount of rounds, and you'd be using a resource to set it up (a turn that could be spent attacking is instead spent setting up a heal).
Low-healing items that give a regen buff for a few rounds is another way to go about it. That way you can give them more consumables but they give less healing, but more over-time healing.
A mix of all these things is the best way to do it, so that the players aren't relying on just one strategy. Low regen on armour, with skills that can also do low regen (at cost of MP/turn), with items for a quick bigger heal if absolutely necessary.
other ideas:
- Field effects that give regen over time (per round instead of per turn)
- skills to affect damage taken so healing isn't as fully necessary
- giving small HP heals from other healing items (5% HP heal on antidotes, for example)
- up to % Max health (once the character hits 75% health the regen stops)
- stance that allows healing but drops defense or has another negative effect
- Defending gives a % per x round buff (so if you defend in battle you get a state that gives you a small heal for the next 2-3 rounds)
- bigger armour regen uses MP to fuel it
- required effects to boost regen (say, if you defend you get 2x regen or a status effect that buffs low regen amounts)
- use a resource to increase regen amounts that are plentiful early game, but become rarer later on.
- early game armour has higher regen but as you move further into the game you get lower regen but much higher defense (less damage taken = less regen needed).














