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
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
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How do you design a good tower?
If your game isn't set on Earth then it doesn't really matter. I mean it's not like your world's style of architecture has to precisely match any specific Earth style. If the style's close enough to Earth architecture to be recognizable then it helps viewers connect to it and think of it in a more traditional fantasy sense, but it's not actually necessary.
And if you have steam-powered robots, or magitek lasers, or lost ancient technology, or airships (especially of the propellor-boat variety), then really anything goes.
And if you have steam-powered robots, or magitek lasers, or lost ancient technology, or airships (especially of the propellor-boat variety), then really anything goes.
DOING IT! - WEEK EIGHT - DOUBLE FEATURE!
Yeah, there is totally a tomato in the center of that crown, haha. I was going to point the tomato out to be snarky/witty, but catmitts beat me to it. Regardless, Mr. Spiky Black Hair there has either axed that man to death or is being framed for it, and now cannot stop thinking about positions of royalty and/or tomato crowns.
Also, I think in Deckiller's image, those are not rubies, they are 20-sided dice.
And now, in an effort to expend as little effort as possible, I will post a scene from a comic I made about my game. (Yes, I once made a stick figure comic about my RPG Maker game. It doesn't get any more ghetto than that, folks.)

Also, I think in Deckiller's image, those are not rubies, they are 20-sided dice.
And now, in an effort to expend as little effort as possible, I will post a scene from a comic I made about my game. (Yes, I once made a stick figure comic about my RPG Maker game. It doesn't get any more ghetto than that, folks.)

Reveal your secrets: where did you get your ideas?
When I play games and they have things like Moomba villages or the Lifestream or the entire script of Chrono Cross, it's pretty easy to tell that hallucinogenic drugs were heavily involved.
Actually I would say that the total number of video games ever made which were created while not on any form of drugs or alcohol is probably a single-digit number. Shit that would NEVER be allowed into movies somehow makes it into every single commercial game I've ever played.
Actually I would say that the total number of video games ever made which were created while not on any form of drugs or alcohol is probably a single-digit number. Shit that would NEVER be allowed into movies somehow makes it into every single commercial game I've ever played.
Action Resolution System - Thoughts
Overall your idea sounds like a great way to add interactivity and RPG-like gameplay to situations that would normally just be cut scenes or simple dialogue choices. Though not strong enough to base an entire game around (unless it were an extremely short game), it's a great idea for an added aspect of gameplay, when presented in addition to some other more complex type of interactive scenario like battles.
Action Resolution System - Thoughts
It's possible to use the same mechanics as a battle uses, but make it be, say a dance contest. The "enemy" is simply the setting or event.
Each turn in battle you are given an option between several different dance moves you have learned, and depending on the setting and the music and the crowd you're performing for, you might get bonus effect from pirhouettes or from salsa moves, which are essentially elements. Doing a certain move might have a random chance to inflicted "wowed" status on the audience, if your flourish stat is high enough compared to their jadedness stat. Different clothing you can equip before you begin dancing could also influence how skilled you are, granting stats such as flexibility, moxie, rhythm, and memory, and some styles of equipment could be more appropriate for certain settings.
You could do the same thing with commands during a motorcycle riding sequence. The event acts by turning sharply or by sending a semi to cut you off, and your success is controlled by what action you take in response, as well as by your stats such as nerves, balance, reflexes, and engine volume.
This shouldn't ever mean there's just one correct action, but rather, it should play out roughly similar to an RPG battle - different commands you can choose have different levels of effectiveness and can improve with your stats. It should probably have equivalent ideas to elements, hit points, buffs, debuffs, etc, though the unique way that these ideas played out might make them almost impossible to recognize as standard RPG elements.
Regardless of whether you build a system like this or not, your goal should be to create a system that does not have battles, but is still interactive and strategic to the same level as an RPG. If you make a "game" that simply removes all the interactive parts, you should just make a movie instead. If your interactive parts don't really resemble the interactive parts of an RPG, then what you've created isn't an RPG; it's probably a sim game. Which isn't bad, but don't call it an RPG.
Each turn in battle you are given an option between several different dance moves you have learned, and depending on the setting and the music and the crowd you're performing for, you might get bonus effect from pirhouettes or from salsa moves, which are essentially elements. Doing a certain move might have a random chance to inflicted "wowed" status on the audience, if your flourish stat is high enough compared to their jadedness stat. Different clothing you can equip before you begin dancing could also influence how skilled you are, granting stats such as flexibility, moxie, rhythm, and memory, and some styles of equipment could be more appropriate for certain settings.
You could do the same thing with commands during a motorcycle riding sequence. The event acts by turning sharply or by sending a semi to cut you off, and your success is controlled by what action you take in response, as well as by your stats such as nerves, balance, reflexes, and engine volume.
This shouldn't ever mean there's just one correct action, but rather, it should play out roughly similar to an RPG battle - different commands you can choose have different levels of effectiveness and can improve with your stats. It should probably have equivalent ideas to elements, hit points, buffs, debuffs, etc, though the unique way that these ideas played out might make them almost impossible to recognize as standard RPG elements.
Regardless of whether you build a system like this or not, your goal should be to create a system that does not have battles, but is still interactive and strategic to the same level as an RPG. If you make a "game" that simply removes all the interactive parts, you should just make a movie instead. If your interactive parts don't really resemble the interactive parts of an RPG, then what you've created isn't an RPG; it's probably a sim game. Which isn't bad, but don't call it an RPG.
Composer needs feedback
If you cut the empty blank space out of the end of the song I actually will. Right now that's really the only thing keeping me from adding it to my resources folder.
It might be true that the battle theme is a bit slow in parts and therefore could start to turn into unmemorable background noise if overused, but I would probably use it in a limited number of story battles or boss fights where the same elements simply make it sound more epic.
It might be true that the battle theme is a bit slow in parts and therefore could start to turn into unmemorable background noise if overused, but I would probably use it in a limited number of story battles or boss fights where the same elements simply make it sound more epic.
And they all lived happily ever after...
Sometimes I like classical tragedies just as much as happy endings. Where the protagonist's fatal flaws ultimately cause his end.
A nice midpoint is an ending where the main characters die or fail, but despite their death or failure they still fulfill their most important task. In an RPG where you're trying to save the world, this is probably as close to a tragedy as you can usually get. Since a tragedy is supposed to trace the path of how humans cause themselves to suffer, not actually destroy the world. Lufia 2 did a good job of this. Mother 3 was a really ballsy exception and I loved it, but it's pretty hard for most games to get away with an ending like that. They only pulled it off by not actually spelling out what happened. But if it's your favorite ending, then I assume that means you figured it out.
If your game ends with the good guys winning, it's important to me that you don't just go on and on about how happy everyone is. FF4 for example had a terrible ending: it went on for like 20 minutes showing how wonderful each character's life was turning out a year later. We don't care! That's not what the game was about! The game was about Cecil, Golbez, Baron, and the moon. Those are the elements that should have been the focus of the ending. Sidequests and substories have no place in the ending - they should be wrapped up before you get there, so that the ending feels really important.
A nice midpoint is an ending where the main characters die or fail, but despite their death or failure they still fulfill their most important task. In an RPG where you're trying to save the world, this is probably as close to a tragedy as you can usually get. Since a tragedy is supposed to trace the path of how humans cause themselves to suffer, not actually destroy the world. Lufia 2 did a good job of this. Mother 3 was a really ballsy exception and I loved it, but it's pretty hard for most games to get away with an ending like that. They only pulled it off by not actually spelling out what happened. But if it's your favorite ending, then I assume that means you figured it out.
If your game ends with the good guys winning, it's important to me that you don't just go on and on about how happy everyone is. FF4 for example had a terrible ending: it went on for like 20 minutes showing how wonderful each character's life was turning out a year later. We don't care! That's not what the game was about! The game was about Cecil, Golbez, Baron, and the moon. Those are the elements that should have been the focus of the ending. Sidequests and substories have no place in the ending - they should be wrapped up before you get there, so that the ending feels really important.
Composer needs feedback
Developing new RPG Maker
Developing new RPG Maker
You're the one trying to sell it and then saying we're squabbling when we aren't willing to get behind it.
It does not look to me like you care about making this into a successful product, nor does it look like you have the business mindset to properly make money off of the software even if it turns out decent, so tell me why I should offer my services to you? Tell me what indication I have that this would turn out well for me if I spend my next several months dedicated to your project? I'm unemployed right now, but even so, this looks like a good way to do a lot of work and never get paid for it.
It does not look to me like you care about making this into a successful product, nor does it look like you have the business mindset to properly make money off of the software even if it turns out decent, so tell me why I should offer my services to you? Tell me what indication I have that this would turn out well for me if I spend my next several months dedicated to your project? I'm unemployed right now, but even so, this looks like a good way to do a lot of work and never get paid for it.













