LIGHTNINGLORD2'S PROFILE
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] i'm making a zelda game!
author=Shoobinator
Write down all the reasons why the Legend of Zelda was good, and then use that as inspiration and a foundation for making your own original game. It doesn't even have to be a game of the same genre too.
If you're doing this more for coding practice, remake something simpler from scratch like Pong or Tetris.
If you still want to make a "fan game", don't call it Zelda, and don't go to extensive lengths to make it look exactly like the original Zelda either. If you go to all the trouble of coding the whole thing and adding worthwhile twists or game mechanics that live up to the original, would you still want it to look like it belongs to another developer (i.e. Nintendo)?
Edit: I don't mean to bash fan games. There are a lot of great ones. But to make a successful fan game, the developer has to truly know why the source material was so great in the first place.
If you are new to game development or haven't made games before, I would recommend to not start with a full-blown fan game and instead go for something smaller/simpler first. This will save you a lot of time in the future as you will learn a lot from the first project(s) you finish, knowledge/wisdom which you can then use to make something bigger!
Working out the good things is a good idea, but it's not enough - you'll end up with a just alright copy at best and a watered down knockoff at worst. What you also need is to write down what was bad about Legend of Zelda and figure how to make it better.
Also, practicing coding with LoZ is fine as long as he doesn't try to make the full overworld - 4 screens would be all that's needed to do a top-down adventure game.
Once you have a simple game out, go ahead and make the fangame - don't be afraid to make up a new mechanic, as Zelda games did this every time and it prevents your game from being more of the same.
[RMVX ACE] can somebody draw a few battlers for me?
Shouldn't you have asked in this forum?
Whatchu Workin' On? Tell us!
I'm finally able to work on equipment in Boss Gauntlet - I still need to decide on how to properly distribute equipment.
Would you Recommend this Game?/Games you Recommend
author=Rine
@LightningLord2: If you're looking for a good tactical RPG, just mixed with more JRPG in combat, I would recommend Devil Survivor 1 and 2 for the DS. Tactical combat and some spacing, mixed with SMT's press-turns and demon fusions. Probably some of the best tactical RPG fun you can have on a handheld, in addition to having story choices with real consequences (as in, if you don't meet the character when they ask you to, they will die, gone for good, and the game will point out that you failed them).
In general, I highly recommend the Shin Megami Tensei series. The snes RPGs are a bit grindy, but the ps2 ones are some of the finest RPGs on that system, and that goes for the spinoffs as well. Except for devil children, that can dissapear.
Shin Megami Tensei: Strange Journey was massively fun, same for Persona 4. Gotta poke around a bit more.
Telepath Tactics is another one I'd recommend: It's the only RPG I've seen that nearly abolishes the hit rate system. In fact, there's only two classes that can dodge at all (which can be negated by some status effects and using mental attacks). All attacks never miss otherwise and deal a fixed amount of damage (which is influenced by elemental resists, range falloff and hitting in the back). A great example of what combat looks like if there is no luck factor involved.
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Not much to say here. You should have 2-3 enemy types per encounter in later battles so they don't look so monotonous.
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You'd think Meta Knight and Dedede have more HP than a Waddle Dee. Also, there's plenty room for the game's helpers to be party members as well.
[RMVX ACE] Kirby RPG Help?
So you're looking for help to make this game as a learning experience? I suppose that's legit. I'll see what I can help on.
Would you Recommend this Game?/Games you Recommend
Terraria is a mixed bag for me - building up things is fun, there's countless ways to tackle boss fights, you have much more diversity in environments than you have in Minecraft and there's tons of crazy weapons to play around with.
However, the game can be extremely hard to get into, with numerous ways to die and lose progress, several only lightly explained mechanics that are crucial to know and the possibility of invasions. But the real kicker is this:
Rather decent, but brutally unforgiving for beginners.
Card Hunter is a more clear suggestion - it's a tactical RPG with a deckbuilding mechanic, that involves equipping items to gain your cards this way. Those items have several skills and drawbacks, which can bring a lot of depth with planning your units. The story is basically you being the player of the Tabletop Game, which is an affectionate parody of various D&D jokes and plots (without any made-up clichés).
As for me, I'd like to have some recommendations based on games I hated but still have a decent framework or good ideas I wanna see:
Lords of Xulima, despite all the faults and the completely automatic gameplay, has a decent base for a party building RPG with emphasis on using status effects with your weapons. I need a game like that that maintains the row-based combat but doesn't undermine the gameplay with level adjustments or RNG overdosage.
Darkest Dungeon has the nice ideas of rotating your party to cure out the mental and physical fatigue of your adventurers and a nice way of implementing this. However, the game is way too easy and the punishment for complete darkness is too light compared to the benefits it brings (in my opinion, there shouldn't be an incentive to being in the dark at all).
Fire Emblem used to be quite fun - you had various classes, nice equipment choices and a solid turn-based engine. However, some of the core mechanics are a huge problem to me - the finite amount of troops and the permadeath makes any strategy that requires any amount of risks incredibly unviable. This is especially bad in later titles that makes it impossible to even field certain units as they'll be swarmed by flying units in a moment's notice. Knight of Lodis is probably closest, but it's a little oversaturated with mechanics, FF Tactics and Shining Force progress too slowly and Disgaea is too stat-reliant.
However, the game can be extremely hard to get into, with numerous ways to die and lose progress, several only lightly explained mechanics that are crucial to know and the possibility of invasions. But the real kicker is this:
Defeating a certain boss brings massive changes to the world, known to the community as hardmode. Included are two quickly spreading biomes (one you already know and a new one), incredibly strong new enemies (most of the weapons you gain up to this point are useless now) and the chance to be attacked by powerful robot versions of the early game bosses.
Rather decent, but brutally unforgiving for beginners.
Card Hunter is a more clear suggestion - it's a tactical RPG with a deckbuilding mechanic, that involves equipping items to gain your cards this way. Those items have several skills and drawbacks, which can bring a lot of depth with planning your units. The story is basically you being the player of the Tabletop Game, which is an affectionate parody of various D&D jokes and plots (without any made-up clichés).
As for me, I'd like to have some recommendations based on games I hated but still have a decent framework or good ideas I wanna see:
Lords of Xulima, despite all the faults and the completely automatic gameplay, has a decent base for a party building RPG with emphasis on using status effects with your weapons. I need a game like that that maintains the row-based combat but doesn't undermine the gameplay with level adjustments or RNG overdosage.
Darkest Dungeon has the nice ideas of rotating your party to cure out the mental and physical fatigue of your adventurers and a nice way of implementing this. However, the game is way too easy and the punishment for complete darkness is too light compared to the benefits it brings (in my opinion, there shouldn't be an incentive to being in the dark at all).
Fire Emblem used to be quite fun - you had various classes, nice equipment choices and a solid turn-based engine. However, some of the core mechanics are a huge problem to me - the finite amount of troops and the permadeath makes any strategy that requires any amount of risks incredibly unviable. This is especially bad in later titles that makes it impossible to even field certain units as they'll be swarmed by flying units in a moment's notice. Knight of Lodis is probably closest, but it's a little oversaturated with mechanics, FF Tactics and Shining Force progress too slowly and Disgaea is too stat-reliant.













