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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RPG Mechanics II : Unique Action Command Theory

RPG Mechanics II : Unique Action Command Theory

Ideal Questions
Should your characters have unique commands, beyond the basics allowed to all characters? If so, how should they be balanced? Should they inflict damage, status effects, or have some other type of effect, like scanning opponents?

If you can choose who goes in your party, how do you make sure all unique commands are useful? Do you worry about it? Do you balance unique commands even if the party is pre-determined?

Do guest characters have special unique commands? Are they rape be themselves, or do they supplement the party? Are they totally useless, or are they specific to the scenario you have the guest with you in?

Should commands have adverse effects if misused, or used to often? Should such adverse effects be mild, like wasting a turn or some MP, or should they be extreme, such as killing the user? When should such adverse effects happen? How can you warn the player about it? Should it be stated outright, or should it be hinted at subtly?


This is part of a series of topics that will deal with aesthetics involving the detailed analysis of the numbers and mechanics of RPGs, what can be kept, and what should be discarded.
I now have two projects: 1873, and a side-project I'm working on until RSD!V.

In 1873, the only "unique" skills per se are their Innate Skills, basically Limit-Break knockoffs. However, no two posse members get the same skills, with the exception of the Medic line and Speed buffs/debuffs.

The point is, different characters bring vastly different movesets to the table. Larsene simply will NOT do for a tanker-beatdown, and Samson is incapable of anything beyond rape damage and debuffs. I'd have to say though, balance-wise: Lera is broken. The jack-of-all-trades, she can double her speed, halve yours, Poison you, Enrage you. Combine that with her Innate Skills - dodge attacks for a set period - and she is rather unstoppable. Of course, Larsene can Poison and Enrage all foes, jam their guns and make them Bleed. Samson can halve all foes' DEF, double his ATK, and then bash on all foes for triple normal damage. So I guess all of my characters are equally broken. So long as they're balanced, I guess.

Another point to be made here is posse composition. While each character may be good on their own, they only really shine when their talents are combined. For example, Lera's "Evade all attacks for a set amount of turns" Innate Skill with Samson and Brit in tow allows you to spend your time debuffing and buffing and debuffing and buffing, without fearing damage. Larsene and Doc are a nasty combo as well, as you load down your foes with status effects, while curing them from yourself. Brit and Doc can go well together, too - buffing yourself while removing any debuffs applied to yourself. Throw Samson in there for some fun debuffing enemies and removing their buffs. The list goes on.

RMRecker Glyph specifications

I want to add icons for Fire, Lightning, Slashing, etc, to my Special Symbols using RMRecker, so that they show up when I use, say, $n for example. My question: What are the specification for glyphs in RMRecker, including dimensions/color depth/filetype, and how do I specify what $ code goes to the glyph in question?

Status Effect Priority Question/Divergant Battle Dialogue

Problem I
I intend to show what classification an enemy is (ATK, DEF, HP, Ail, etc.) by inflicting them with a status effect at the start of battle, in order to show what they are when targeted.
The questions is: If I set the status' priority to 100 in 2k3, will said status ALWAYS be left-most when targeting the enemy?

Problem II
In battle events, I want to set up dialogue that shows different text based on who's in your party. Basically, if person X is in your party, person X speaks, if person X is not in your party, then person Y must be in your party, thus person Y speaks. What I need to know is: In 2k3, how does one set a battle event to register who's in your party and who's not, and show different text in a message (i.e. have a conditional branch) accordingly?

RPG Mechanics I - HP to Damage Ratio, Other HP Related Discussion

RPG Mechanics I : HP to Damage Ratios, Other HP Related Discussion

Ideal Questions
What is the ideal damage to HP ratio in an RPG? Should it damage received increase faster than HP over time? Should it increase slower than? Should the remain proportional? Inversely proportional?
For that matter, what should the difference between starting HP and ending HP be? Ten times? One hundred times? Three times? Should it reach four digits at all? Five digits?
What can HP represent, other than physical health? Evasion? Shields? Sanity? Bankroll? Is it necessary to break away from physical health?
Lastly, what should the difference between various character's HP? Should one character's HP ever be triple that of another character's at equal level? Should it even reach twice that? 150%?


This is part of a series of topics that will deal with aesthetics involving the detailed analysis of the numbers and mechanics of RPGs, what can be kept, and what should be discarded.
  • (will be amended with links to later topics)
I try to keep my HP under three digits, and my max damage output often peaks at about 1/3 of my max HP for damage to the player, while the player might dish out their own HP in damage. If the player's smart with their combos they might even hit four digits, but this is uncommon. In games where they apply, status effects, buffs and debuffs, and elemental affinity often play a huge role in damage output. It's often cheaper and more efficient to raise one's attack, lower the target's defense, and attack; as opposed to attacking three times.

Detecting AutoBattle in 2k3, an coding conditional branches thus

Alright, here's my dilemma.

I have at the very minimum, 18 battle events in every battle in my game. 12 of these are hooked to battle commands, "Fire" and "Innate Skill". My issue is: AutoBattle does not process these, as it bypasses my battle command directly to physical attacks or known skills. I.E. My battles break when AutoBattle is selected.

Any solutions? Coding? Patches? Anything of use, even resorting to a message saying "Don't use AutoBattle!"?

THE MAKER IS 2K3, like the title says.

Relations with The Gender of Your Preference

I've had this on my mind FAR too often lately, and I need to rant.

This topic is for the discussion of one's relation with the gender of one's choice, be it ?, ?, or both (craze). Mostly, this topic is for hte lifting of weights such as the one I now carry. There is to be no depreciation of any such view given herein.

Here I am, stuck in the "friend" zone.

To lay things out simple, there be a female at my school who I have eyes for. About my age, maybe a couple months older (i'm an april birth thus almost everyone in my grade level is older than me). She's get black hair down her back about to her waist. About up to my chin in height, and bespectacled. She's cute - REAL cute - so you can see my issue here.

However, she seems oblivious to my... attentions. I'm a mere friend to her - p'raps she hasn't known anyone who acts in my manner before (the way you see me speaking here is pretty much the way I speak in actuality), but I'm fairly certain she has more than an idea of what's going on.

The main issue, however, is that her mother is CHOKING EVERY FUCKING MINUTE OF TIME I CAN SPEND WITH HER. I can't barely manage two minutes here, five seconds in the hallway, maybe a half-hour after school should Lady Luck smile upon me. One can see very quickly how this can become frustrating. And too add to this, she's completely cool with it! She never sees a problems with being dragged home to mother's lair, out of the range of my attempts at socializing. Maybe - just maybe - she knows, and disapproves? That would be (simply put) devastating. Some mebers might recall:

author=ChaosProductions link=topic=1013.msg39252#msg39252 date=1224641061
The girl I haven't been able to stop thinking about for weeks has just today dropped the bombshell that has probably ruined my year:

"Let's just... be friends."

FUCK!

Same girl. New dilemma.



Now, how many of you want to share a similar tale? Or perhaps some of our members ASA managed to get their dream girl? Maybe they could relate a tale of personal triumph? POST!

~

fair enough. I seem incapable of intelligence today...

Let the Skill Questionaire rise from the ashes!

A quick questionaire about skills in your games.

A certain someone shouldn't kill this one like he did the last one!

1. Do you maker use of tiers? That is, do you have any skills that completely, or almost completely replace other skills in usefulness? An example of almost replacing another skill would be Fire -> Fira. You'll never use Fire again once you have Fira - unless you don't have enough MP for Fira but enough for Fire. An example of completely replace would be Enflame from Fable. When it goes to a stronger tier, the old tier is gone completely.

2. What are your skills called? Magic? Psychokinesis? Fellatio? How do you rationalize you skills being able to do what they do? DO you rationalize them, or do you say "because they're cool like that"?

3. Do you use elements? If so, what are they? Why? Why Ice and not Water? Why Water and not Ice? Why not both? Neither? No elements at all? Explain!

4. Do you have status effects? If so, what kind? Poison? Bleeding, having it effectively identical to poison? Do you use one-hit kills? How often do they work?

5. Do you raise or lower stats? If so, by how much? A percentage? Multiplier? Direct adding and subtracting? What stats do you modulate? Can max HP be changed this way? Max MP? Level? Class?

6. Who has what skills? To you have one mage cast all elemental magic, or does every character have their own element? Can all spells be learned by all characters? Are they learned upon level-up, or by other means?

7. What skills to enemies have? Do they have access to healing? To instant kills? How often are status effects involved? Debuffs? Buffs? Does their movelist look similar to the players, or radically different? Why is that?

~

lock this and ban the below poster in both accounts (you know which one)

One-Shot Request Topic

This will be a catch-all for requests for a single graphical resource or picture. Why?
author=BlindSight link=topic=2458.msg44347#msg44347 date=1226820499
We should totally just have one main title screen topic so requests aren't popping up every three days. =/
I rest my case.

While I'm at it, a title screen and a game over screen for 1873 in 2k3 format (8-bit, 320 x 240) would be great. I'm thinking:

Title screen - I want a revolver, in its holster on a gunbelt (right side, farther from the buckle) sitting an a table. The edges should fade to black, as though there were a light shining directly on the revolver. There should be "1873" somewhere near a bottom corner, with a watermark "eighteen-seventy-three" layered on top, slightly below and of-center from the numerals. If a "(c)2008 Chaos Productions" could be thrown somewhere unobtrusive, great; if not don't worry about it. Feel free to add a small signature of your own - you deserve credit if you go on such a thourogh request.

Game Over Screen - I want a grassy hill, overlooking a good-sized Western Town. The tombstone should be facing away from the viewer, hiding any words carved thereon. It should be unworn and new (it's for the player if they die). There should be a sunset beyond the town on the horizon, preferably blood-red. A bit of lensflare would be great. Please, no signature here.

Okay, go!