LIGHTNINGLORD2'S PROFILE
LightningLord2
230
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.
Search
Filter
'Just these four, and leave the rest alone'. A discussion on Players and Parties.
author=zeello
From what I remember of FFT, you get tons of tons of story characters so I have to wonder if there was barely reason to use generics. (considering the story characters can use any of the jobs)
The only reason to use generics is if you like the class costumes. Also, they're used in the early chapters where the only story character you have is Ramza. (Argath&Delita don't count for your deployment limit)
Likewise, you only want to use generics in Tactics Ogre to be able to unlock Deneb. Though beasts exist, of which you can't get any non-generics, they're so bad that it's not worth going for them.
Golden Compass game based on book
Bestiary.png
author=nhubi
Nice bestiary, but that should be its bite, not it's.
Also, "larger than" and not "larger then"
What are you thinking about? (game development edition)
I'm thinking about a few general design decisions for my game, all of these ideas stemming from the fact that the game is a homage to Impossible Bosses:
-How do I work with an 8-player party in the turn-based system?
-Should I make an item that increases rewards when the character holding it never dies during the battle?
-What's a smart way to make players take advantage of the fact they have a skill that renders them invincible for one turn with a big cooldown?
-What should I do with the Defend command if the above exists?
-How do I work with an 8-player party in the turn-based system?
-Should I make an item that increases rewards when the character holding it never dies during the battle?
-What's a smart way to make players take advantage of the fact they have a skill that renders them invincible for one turn with a big cooldown?
-What should I do with the Defend command if the above exists?
[RM2K3]Unique Ideas for a Dungeon!?
author=Sated
I think it would have to be done using different maps for normal/"mini", and through use of the function that allows you to store the player's map/position using variables. It would be very similar to a system that allows you to switch between two different parties within the same dungeon.
1. Mini Maps need to be accesible only if ALL of your party members have Mini
2. It must be impossible to remove Mini as long as you're there
3. (Optional) In non-mini maps, you need a different sprite for mini'd actors.
What Videogames Are You Playing Right Now?
Now featuring: Inazuma Eleven Go Chrono Stone - Thunderflash
The original game was already more over the top than Captain Tsubasa, but this one really has it all - you can summon a huge avatar called a fighting spirit, which can be wielded as armor and encounter a person from the future who can fuse (or rather, take on the aura) with a T-Rex facing another guy who came from the future to erase soccer from history.
And that's just the prologue chapter.
There's also a rich and diverse cast of players, which can be recruited to play as, plus there's tons of things to find when you explore.
The original game was already more over the top than Captain Tsubasa, but this one really has it all - you can summon a huge avatar called a fighting spirit, which can be wielded as armor and encounter a person from the future who can fuse (or rather, take on the aura) with a T-Rex facing another guy who came from the future to erase soccer from history.
And that's just the prologue chapter.
There's also a rich and diverse cast of players, which can be recruited to play as, plus there's tons of things to find when you explore.
[RM2K3]Unique Ideas for a Dungeon!?
If you have a Mini spell, make sure to include a sidequest where you need the spell to find the legendary striped panties.
EDIT: I also want to add on that Mini is hideously difficult to code and I couldn't find any script/tutorial on how to do it.
EDIT: I also want to add on that Mini is hideously difficult to code and I couldn't find any script/tutorial on how to do it.
Amount of Magic in Fantasy
It's ironic how this topic changed subject into trying to make the game world more realistic and avoid fantastic elements when I wanted to encourage people to use more of it.
[RM2K3]Unique Ideas for a Dungeon!?
So, there's probably dozens of things I could give as tips for that, but I think I'll keep myself short.
Personally, I think tower/castle-themed dungeons are good for an old-school feel - it's a thing in many old RPGs. For a setting, try to make it suit your overall plot, world and ideally, avoid making it too much like other dungeons you already have. As for puzzles, just look at the old RPGs and try to make something you like from them.
Personally, I think tower/castle-themed dungeons are good for an old-school feel - it's a thing in many old RPGs. For a setting, try to make it suit your overall plot, world and ideally, avoid making it too much like other dungeons you already have. As for puzzles, just look at the old RPGs and try to make something you like from them.
9/10, but still terrible? About game-killing features
author=Sated
I actually really liked both Final Fantasy XII and Final Fantasy XII: Revenant Wings. I thought that the gameplay in both was pretty entertaining, more than enough to make up for the slightly dull storylines. The World Ends With You is easily the best handheld game I've ever played; I didn't have any problems with the controls.
I don't think there is a factor than can take a game from 9/10 to "terrible" for me. I weight gameplay pretty heavily compared to the other parts of a game, so for a game to be 9/10 it'd have to have really good gameplay. To wreck that would require a concerted effort from every other part of the game, not just a couple of features that bugged me a little...
The 9/10 means that you think 90% of the game is great but the remaining 10% is so bad that the other 90% can't make up for it. If you need an example, try thinking of a game where you really enjoy the gameplay if it weren't for a massive flaw in it.
As I mentioned above, I disliked the controls in Wonderful 101 even more - the game demands you to both accurately draw shapes (which the game will never acknowledge beyond the straight line) and use most of your gamepad's buttons. On top of that, you have a highly zoomed out camera and highly generic graphics for entities, which makes it impossible to recognize what is what.













