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Turn-Based...dead?

While I've enjoyed RPGs with an active time battle system as well as ones with a turn based battle system, I tend to prefer turn based. It's just a personal preference on my part; ATB games have a different set of strategies a player needs to learn, such as dodging, reacting and making split-second decisions. A turn based RPG requires a player to plan out their moves in advance, carefully manage resources, and infer a weakness in an enemy based on an educated guess.

Essentially, an ATB RPG is like writing an exam, where you are pressured to perform quickly and urgently, and a turn based RPG is like writing an essay, where you have to pace yourself logically in order to get the best possible results.

That's what I think anyway.

Battle Help

I believe you might be able to use the "Change Actor Graphic" command on events page 3 as part of a battle event to achieve the effect you want.

If you wanted to show an animation, you might just want to turn the default graphic off for a bit and insert a battle animation with the character doing his thing, then switch back to the default graphic.

Whatchu Workin' On? Tell us!

Unless, of course, it really was the person's ass that did all the work.

You could try: "Dumbass, we worked our asses off..."

(The interface for the game looks cool by the way.)

It's my party and I'll code if I want to

Well, happy birthday! :)

A player's humble request.

author=Crystalgate
That can work, but I see two conditions that has to be fulfilled.

1. You cannot have a dedicated black mage with access to all/most elements. If you do, then she/he will match elements, but the rest will spam the same skill over and over. Also, use Ice 1 instead of Fire 1 is hardly a difference to write home about.

2. The importance of matching elements has to be greater than normal. Chance is your best fighter is more than twice as good at inflicting physical damage than he is at inflicting magic damage. If so, then obviously dealing double damage by using the right spell will not be enough to motivate doing so. Also, even if the fighter do deal more damage with a spell of the right element, there's also the fact that you have to figure out which one it is. Every time you guess wrong, you deal less damage. Once you do find the weakness, the bonus has to be great enough to make up for the pains it toke to figure it out (and the effort to remember it or write it down).

The Digital Devil Saga series for example, do fulfill both conditions. However, most RPGs don't and giving the enemies different weaknesses won't make for a very substantial difference.


That's true, though RPG Maker also allows for weaknesses and strengths based on monster type, which can be a way to bring more strategy for the physical combatants as well. A character's normal physical attack might not do much against, say, a bird monster when compared to mage's wind spell, but if the former character has a technique that specifically targets birds then it balances things out.

A player's humble request.

Well, there are different elemental affiliations and monster types to keep the player guessing, especially if a monster's strengths and weaknesses aren't that obvious from the start. That's pretty much the most important part of combat in the Megaten games.

The Screenshot Topic Returns

Well, thank you for the advice Orias_Obderhode. I think I might try giving them a black border, since that might work better with the anime face art.

Yeah, I say be original! lol. It gives the dungeon a rather nice self-contained look, imo.

A player's humble request.

I agree with you Billwilliams; showing the player something interesting early on to hold their interest is very important, and if the player is anything like me the monsters are one of the biggest things to look forward to when starting a new game. To this end, I have endeavoured to create a ton of weird and interesting creatures to populate my project; a gigantic monstrous egg yolk, a two headed pink wolf that inflicts charm status, a gigantic snail with a humanoid torso, a bipedal maggot with a face in its stomach, etc. There are a few more traditional enemies as well, such as dragons, lizard men and goblins, but I wanted to make the game stand out visually.

As for random encounters, I never minded them all that much in moderation. Still, I, like many others, prefer visible battles, so I've created a system whereby enemies chase you around the map. When I release a demo I'll get some real feedback on this system, but I think it works rather well. On the overworld, I do use random encounters to take advantage of the terrain tags in RPG Maker XP, but I've kept the encounter rate rather low. ;)

The Screenshot Topic Returns

Ah, I believe you are referring to my work that Khos quoted Orias_Obderhode. Thank you for the compliment! I've been working on the game for about four months now, and I've gotten to the stage where I can start to add a lot of little details to the environments. For the characters, my design process is to first draw and colour the artwork, and then make the sprites. I made the sprite templates from scratch as well, so this is all a learning process for me. How would you refine them further?

As for your map, I personally think the one with the outside border looks nicer. It might seem a bit like 'negative space', but I think the overall impression is more pleasing with consistent borders throughout the area.

The Screenshot Topic Returns

Well it's a very good graphic and it looks very impressive just as it is. :)