LOUISCYPHRE'S PROFILE

LouisCyphre
can't make a bad game if you don't finish any games
4523
I am also called Rasalhage these days.
Essence Enforcer
An Enforcer's duty is to protect the city and the people. But what, exactly, does that mean?

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Gonna jump ship for a bit! No, it's not you!

Bad Manners

mfw I realise I'm Maya Amano's age

at least your room doesn't look like hers

screen11.png

Pixelate your portraits! It wouldn't be that hard to reduce the image files themselves to 50% size, and then you could use contents.stretch_blt to "upscale" them into your window at 200%, producing a wonderful GBA/DS look!

Balancing challenge and hype

There's a few clever ways to make a fight pretend to be harder than it actually is.

  • Have the boss attack only occasionally, but for massive damage. Bonus points for dealing a percent of the party's maximum health (say, 80%). This makes the player feel the pressure of the big, impending hit, without actually being in danger of a loss due to the periods to heal in between. Most memorably, this is the precise attack pattern of Magus of Chrono Trigger
  • Have the boss resist their efforts to deal damage, rather than putting out a large amount of damage themselves. Making the boss difficult to kill--and tasking the player with destroying various barriers and nodes, etc.--can create the impression of "dismantling" the boss without giving the player serious odds of losing.


It's important to re-evaluate your pacing around the battle, as well. Why is there a long cutscene before the fight? Offload some of that plot into the fight itself. Banter with the boss every 10% HP, every few turns, or whatever suits your game. Build hype as the battle progresses and you can circumvent a large amount of the issue. Do you have your cutscene before the boss because your game needs one, or just because "that's how things are done?"

SchoolVest.png

You always did have a great command of colors!

Totally new to VXAce. How to change the damage calculation formula?

It's done in the upper-right corner of each individual skill or item.

This allows for all sorts of neat effects, like a.hp / 2 to deal half of a target's HP in damage.

Dragons' Descendants Review

author=Solitayre
Give him some MP regen and he's basically unkillable. Once he joined my team he never left my active party. The game would have been a lot harder without him soaking up all the hits, that's for sure.

this is basically why we didn't like him

Jirou, Katsu, and Faith easily had my favorite kits in this game. We tried some weird stuff in this game--notice that EVERYONE started with zero magic. That's also why most spells did "100, plus 80% of your magic" or similar. The Etsuo you played was probably the only iteration we came up with that wasn't broken and mandatory.

I still don't claim to know how to make a traditional RPG. This game only had token equipment (done by craze) and the dungeons were mazes instead of proper challenges unto themselves.

edit:
Solitayre
This is a hallmark of LouisCyphre's game design philosophy, where games can be won on a spreadsheet before you ever play the game, but I'm not sure how many people actually play games like that.

i don't actually know what this means; it seems to imply that I should instead say "deals some damage" but that feels like lying to the player

Dragons' Descendants Review

Shame on you. Moonland dragons don't keep hoards.

What if you created something that changed someone's life?

I aspire to this.

Please, Stop Writing Happy Endings

I don't take pleasure in writing a story that doesn't feature growth.

At the end of their journey, whatever it may be for them, I want any character I write to come out the other end a more fully matured human being.

I vastly prefer happy endings to sour stories over sour endings to happy stories.