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?

Search

Filter

HRDX_newtileset_2.png

I'm loving that cottage, too!

HRDX_newtileset_3.png

Those are some quality hills and trees!

MainThumb.PNG

You really captured that 90's-era PC portrait look!

Game_20180310_142826.png

Those lowercase S's need to be slimmed a bit, and I would also look into revising the U's, and perhaps the width of the space character.

Other than that, the font and message box is deliciously clean!

Going all custom with the graphics was one of the best decisions to make with Chronology. Here's some progress.

author=JosephSeraph
and sorry for abandoning my own projects like the big old turd i am at least collaborating with felds isn't as intensely emotionally demanding as working on my own things is and i am absolutely in love with the ideas i've read on chronology's docs :)


wow mog lives in my backyard and I'm kinda nervously startstruck atm "what if we meet in the street" etc

I'm glad you guys are pulling this game together so well!

Improving Basic Attack and Guard Functionality

author=Pyramid_Head
Because no one uses defend anymore. So I'm just trying to get folks to use the defend command, it's like the curative items in Dragon's Dogma. You hardly ever use them, but they're there if you need to get out of a tight spot. And yeah, I guess it is like a second currency. I also forgot to mention that whenever a character attacks there's a chance they'll attack twice, or thrice. I wanted to put my two pence forward because in most RPG games when you gain skills you never use the attack command, and that genuinely keeps me up at night.


That's because of two things.
1) You make skills that entirely eclipse the basic attack, and
2) You don't manage the MP economy of your game worth a damn.

Everything you're telling me indicates that your game should be resourceless: there's no thought put into the pressure put on players, the cost of skills in turns and in mana, or anything besides. It really sounds like your game has absolutely no decision-making to be made about whether or not to spend MP, when to defend to survive, and so on.

Just scrap your casting resource, your defend command, and your basic attack, and force players to decide which skill is the least awful to use turn-by-turn. "Alright, I'll set up this buff for next turn. Okay, it's the next turn now, but my other unit is asleep and in danger of dying. Do I heal them and waste my buff, or nuke and hope they survive?" Start from there and work with more when you're more experienced as a developer.

HR_Avee_btl_spr_upper_sample_01.png

Got goals? (2018)

Finish and sell a game.

Fire Emblem Heroes

author=Red_Nova
Rate my Lyn. She's bonded with Fjorm, so her bonds and Fjorm's Drive Attack skill means Lyn's attack rises to 62 in optimal situations. I'm tempted to give her the water blessing, as well, but I only have one of those, so I'm not sure about making a permanent move like that just yet.

I'm deciding between the one that guarantees a follow-up attackgood one and the one that buffs a stat she doesn't need.


As for the Water Blessing, you're getting another one soon from the upcoming Tempest Trial event. Go nuts!

Fire Emblem Heroes

I, uh, dabble. Add 4346612435 and also talk to me about your builds on the Discord. Builds are what I play for, really, and I am starved.