LOCKEZ'S PROFILE

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
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Born Under the Rain
Why does the jackal run from the rain?

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Can games be art?

Art is anything man-made that has beauty.

If your game is beautiful then it is art.

Random Map Events (not just battles)

Egyptians, he never implied you would be talking to thin air, just that invisible step tiles would start the event. Like I said, I assume stepping on an event tile causes an NPC to walk in from offscreen and begin interacting with you, just like invisible battle tiles in Chrono Trigger.

Fhizban. If you can be specific about exactly what aspect of the idea doesn't feel right, I would be a lot more likely to offer possible solutions or alternatives that address it. With no explanation about what the problem is, I can't really help.

DOING IT! - WEEK FIVE

I drink coffee while doing computer work all the time! Lots of people do!

I AM DRINKING COFFEE RIGHT NOW

DOING IT! - WEEK FIVE

Good use of space, and nice appropriate doodads, though I'm not sure what those rails are supposed to be at the bottom. It appears there's a wall just to the south of the rail - why would you have railing against a wall?

I would probably replace the teacups with something else too. Like a clipboard or something. At least make it a coffee cup, and only have one of them - people often drink coffee in the lab, but not with other people, they just sip it as they work. Having two cups together makes me think they were having a tea party there or something.

Boss Survival GO

The point of making a boss heal is very simple: the player has to actually care about doing damage, instead of spending every single turn optimizing themselves for total defense at the complete expense of offense, which is the obvious best strategy in any "standard" boss fight. If the boss heals, the player has to come up with a more balanced strategy, they have to actually use offense as well as defense. It's a great thing to do, especially if your game includes any sort of party choices or character customization at all, since if all the hardest battles depend purely on defense, all your offensive choices are going to be pretty worthless.

However, there are other ways to achieve the same goal.

If your game gives the player a lot of MP for healing, but very few HP or MP recovery items, then having a boss that burns the player's MP will work marvelously.

You could also make the boss's offense get stronger over time - it can either gradually buff itself more and more as the fight goes on, or it can "enrage" after a certain number of turns. A similar but more direct method is to actually add a timer to the boss fight, and when it hits zero the player gets a game over, but this only makes sense in certain areas such as when escaping from a dungeon as it is self-destructing.

One of my favorite methods is to make a boss use a spell that steal buffs from the players. If your game has a regen buff, this becomes hilariously powerful. If it doesn't, it still makes defensive battle tactics have highly questionable usefulness - though gearing up for pure defense before the battle starts still works as well as ever, for better or worse.

A boss that prevents the characters from healing can work well sometimes. Inflict zombie status on the entire party so that all their healing spells cause damage instead, or a sickness status that makes them unable to recover. If the player has the ability to heal these status effects, the boss needs to cast them constantly on the entire party. The player's party will still be able to buff up their defense, but they will have to find the right balance of buffing and attacking in order to win before they run out of HP.

Constantly spawning adds works wonderfully as well, as long as they're reasonable tough to kill. This is actually one of the most commonly used methods, though it's not as direct as most of the others.

Random Map Events (not just battles)

By "invisible", you mean that when you step on a certain tile, an event starts where they walk in from offscreen and do their action? It makes sense. Chrono Trigger for example did battles this way - most were visible and avoidable, but about a third of the battles in the game started when you stepped on certain tiles that gave no indication they would start a battle. Usually they were "unavoidable" tiles, like as you passed through a door or walked down a narrow passage. There's no reason non-combat events couldn't work the same way.

What part are you not 100% satisfied about?

DOING IT! - WEEK EIGHT - DOUBLE FEATURE!

I am sorry I will rewrite my game to place more emphasis on the toasterknight and incorporate him as a main character

DOING IT! - WEEK EIGHT - DOUBLE FEATURE!

post=146565
And yeah, the impression I got from LockeZ's was that Bluehair (Top-Right of Chara4?) was an official of some sort and that after swording him, the toaster knight was going to take off his armour and go HEYA BUDDY, HERE TO GETCHA OUTTA THIS HOLE, but I may be wrong!

It kind of terrifies me that you were able to accurately deduce which RTP charset (and by extension which RPG maker) my character was using at a glance from these horrible stick figures.

Actually the blue-haired guy is the rescuer, trying to break spiky-hair out of jail, and the knight is a guard. The knight is a boss in the game but in my fabulous artistic depiction I decided to go with the worst-case game over scenario.

The toast is mostly just because I drew his helmet and then decided it looked like a toaster.

Skill sistem sux?

Make it deal 40% of physical damage. Then make it be of an element that all enemies take 1000% normal damage from.

In this way, you can deal up to 20x normal physical damage.

It works in RM2K3 also. Except you can only get up to 10x in RM2K3.

An ATB system with a small change

Healing is definitely an issue. Will healing be usable outside of battle? I've seen games like Wild Arms where magic costs FP that builds up every round similar to your stamina idea, and they simply make healing spells not be castable except in battle. It worked well enough, though maybe that's just because it was almost irrelevant - you only got in about two random battles per dungeon anyway due to the series's various awesome ways of letting you skip battles.