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LightningLord2
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The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.
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[RMVX ACE] Character Stats
I mentioned this approach in an article already: You can easily balance stats via doubling approach. Enemy is too frail at 50 HP? Set it to 100. Still too frail? Go for 200. Too much health now? Roll to the middle of 100 and 200, which is 150. Assuming this is still too high, you can go to 125. Doubling/halving a stat is always going to be significant and gives you a range in which the stat is balanced.
Ways you can avoid inability to deal damage:
-Dragon Quest gives you a 50% chance to deal 1 damage if you wouldn't be able to damage the target. I think one of the RPG Makers has this as well. In DQ, this is only really relevant for hitting Metal Slimes (the basic version has 2 HP and 255 Defense).
-Dragon Quest also has a command to charge up an attack - if you spend four turns charging, the power of your attack will be increased tenfold.
-A division-based damage formula such as a.atk^2/b.def
-Skills whose damage calculation does not include the target's defense
-Slip damage states
-Disgaea has you assign attacks first, which you have to execute via a menu command all at once. Letting multiple people gang up on someone gradually boosts your damage output, which is crucial in damaging obscenely overlevelled enemies.
-Don't have a defense stat at all
-Instant death skills
Ways you can avoid inability to deal damage:
-Dragon Quest gives you a 50% chance to deal 1 damage if you wouldn't be able to damage the target. I think one of the RPG Makers has this as well. In DQ, this is only really relevant for hitting Metal Slimes (the basic version has 2 HP and 255 Defense).
-Dragon Quest also has a command to charge up an attack - if you spend four turns charging, the power of your attack will be increased tenfold.
-A division-based damage formula such as a.atk^2/b.def
-Skills whose damage calculation does not include the target's defense
-Slip damage states
-Disgaea has you assign attacks first, which you have to execute via a menu command all at once. Letting multiple people gang up on someone gradually boosts your damage output, which is crucial in damaging obscenely overlevelled enemies.
-Don't have a defense stat at all
-Instant death skills
Another Final Fantasy Fan-Game?
Can you tell me about the things you have planned/made for gameplay? I'm much better at evaluating that. Dull gameplay is what distanced me from Final Fantasy most of the time (even though I really enjoy the plot of 5 and 7).
Your favorite RPG dungeon(s)
There's a few that I enjoy, which are mainly Pokémon ones:
Ice Path from Pokémon Gold&Silver is one of my favourite dungeons of all. Not only does it have a nice background theme (shared with Dark Cave and Whirl Islands), the lack of trainers gives the path an overall relaxed theme. Though there is a few NPCs in it in the remakes, those are temporary and mostly unobstrusive. Furthermore, the BGM was remastered in a great way.
Another good one is the Distortion World in Platinum. A mysterious, puzzle-oriented dungeon with a good amount of exposition and great focus on the only two fights (vs. Cyrus and vs. Giratina). Not to mention how this dungeon is introduced.
From Black&White, we have Chargestone Cave. This is proof that it's possible for a dungeon to be original. It also has some cool Pokémon, some interesting story encounters (such as the first meeting with the Shadow Triad) and decent puzzle elements.
Sky Pillar from Emerald wasn't all that interesting, as the puzzle is annoying and all you do is watching Rayquaza fly off at the top. Omega Ruby&Alpha Sapphire make it far more exciting as the final dungeon of the Delta Episode, giving it an amazing design and has you catch Rayquaza by bringing sevenDragonballs Key Stones. Rest is spoilers:
Ice Path from Pokémon Gold&Silver is one of my favourite dungeons of all. Not only does it have a nice background theme (shared with Dark Cave and Whirl Islands), the lack of trainers gives the path an overall relaxed theme. Though there is a few NPCs in it in the remakes, those are temporary and mostly unobstrusive. Furthermore, the BGM was remastered in a great way.
Another good one is the Distortion World in Platinum. A mysterious, puzzle-oriented dungeon with a good amount of exposition and great focus on the only two fights (vs. Cyrus and vs. Giratina). Not to mention how this dungeon is introduced.
From Black&White, we have Chargestone Cave. This is proof that it's possible for a dungeon to be original. It also has some cool Pokémon, some interesting story encounters (such as the first meeting with the Shadow Triad) and decent puzzle elements.
Sky Pillar from Emerald wasn't all that interesting, as the puzzle is annoying and all you do is watching Rayquaza fly off at the top. Omega Ruby&Alpha Sapphire make it far more exciting as the final dungeon of the Delta Episode, giving it an amazing design and has you catch Rayquaza by bringing seven
You then battle Zinnia while getting Rayquaza into your team, replacing whoever you want. Rayquaza gains a new move called Dragon Ascent, allowing it to Mega Evolve. To give you an idea how strong it is, there's a banlist on Smogon University that is known as the Uber Tier, full of Pokémon too overpowered for standard play. Mega Rayquaza is so broken that it was banned from Ubers, creating a tier known as Anything Goes. After beating Zinnia, you then use Mega Rayquaza to fly off into space to fight (and hopefully catch) Deoxys.
How do you balance skills/monsters/items/chests/equipment?
Don't get me started on that - what I did for my test game was to decide the bosses in the game and arbitrarily assigned a level at which you're intended to fight her. Then I changed the Exp values of the monsters around until the player is roughly at that level when facing the boss. Speaking of which, the skills you and your enemies have should have you win by outplaying the enemies rather than outstatting them - if the latter applies, your game is vulnerable to be "Press A to win".
Puzzle thread
author=oddRABBIT
You were a bit late to that answer, FlyingJester. pianotm already answered.
EDIT: Here's a puzzle.
I have three special four-sided dice. They have one letter on each side. When I roll them together I get three random letters which I try to rearrange into a word. In my eight goes so far I have made the words:
CAT, SON, POD, RIG, PEG, TAP, DIN, APE
What are the letters on each die?
Solution:
Die 1: C,N,P,R
Die 2: A,D,G,S
Die 3: E,I,O,T
Die 2: A,D,G,S
Die 3: E,I,O,T
A battle system idea
Make the weapon modifier a fractional number like 1,5 or so. Generally, don't make it increase too fast.
Another Final Fantasy Fan-Game?
Final Fantasy also tries to come up with a unique system about how you're able to improve your characters aside from just leveling up (which often is a very minor aspect in itself in later titles).
RPG Maker 2003 uses an ATB System by default - so it would be easier to style it after FF4-6 (which use a similar graphic style and the early ATB system - in fact, several parts of the RTP are sprite rips from those games and a few other SNES RPGs)
RPG Maker 2003 uses an ATB System by default - so it would be easier to style it after FF4-6 (which use a similar graphic style and the early ATB system - in fact, several parts of the RTP are sprite rips from those games and a few other SNES RPGs)
Balancing challenge and hype
Switch out the phases - make the first part of the boss the real battle and the cutscene/hype thing in the second. Like fighting Sephiroth for real in his one-winged angel form and finishing him in style after the actual battle is over.
Shortening/Removing the cutscene on a retry helps dealing with problematic situations where a player has to repeat the fight - but that means you have to run a routine on returning the player to a checkpoint when he dies rather than throwing a game over.
Shortening/Removing the cutscene on a retry helps dealing with problematic situations where a player has to repeat the fight - but that means you have to run a routine on returning the player to a checkpoint when he dies rather than throwing a game over.
[RMVX ACE] Character Stats
Summing up the five posts above, everyone has his own way of balancing stats, be it with brute forcing, guesstimating, calculating, spreadsheeting... the possibilities are vast.
If you ask me, in a good RPG, the skills your character has available are more important than the stats.
If you ask me, in a good RPG, the skills your character has available are more important than the stats.
The Impossible Games Thread
Iji is like this on "Reallyjoel's dad" Difficulty - even if you get past the ludicrous onslaught of enemies early on, you can't proceed to the next screen.
There's a computer game adaptation of I Have no Mouth and I Must Scream - the german version cuts one of the scenarios (due to taking place in a concentration camp), making it impossible to reach the ending in it.
Most games in Action 52 are so poorly programmed and partially unfinished that many of them become impossible at one point and others just don't proceed to an ending after a while.
There's a computer game adaptation of I Have no Mouth and I Must Scream - the german version cuts one of the scenarios (due to taking place in a concentration camp), making it impossible to reach the ending in it.
Most games in Action 52 are so poorly programmed and partially unfinished that many of them become impossible at one point and others just don't proceed to an ending after a while.













