MARREND'S PROFILE
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Super RMN Bros. 2
Favorite dungeon music GO.
I couldn't remember exactly where it was played within the context of the game, but I remember thinking that the song was pretty good. After a bit of searching, I found it:
Battle system updates and suggestions
I'm hesitant to just add physical techniques, because if they're more powerful than regular attacks, then there's no reason to ever *not* use them.
I just wrote a tutorial about this phenomenon, but that's more about the default combat engine of RPRM-VX than a custom combat engine in RPGM-XP.
As for making defense-build characters more viable, if it's at all feasible, is have them take attacks for other teammates, then perform a counter-attack. Call it Counter Vengeance, if you will. Perhaps it might not be an innate/starting ability, but a reaction they'd get with enough levels or continuous battles in the standard "Defend" reaction. I dunno. Just musing here.
Favorite dungeon music GO.
The Point of Uselessness: Balanced Damage Calculations
Craze, your title sounds a lot better. Using it!
I'm pretty sure I said this in the tutorial, but this is by no means a perfect way to figure out how balanced a technique is. Just because your end result is "Attacker_STR" = -2 doesn't mean that the skill is balanced. Just that it's wildly more effective than a physical attack under perfect conditions. What to do with the result depends on what you want the skill to do, I'd say.
I'm pretty sure I said this in the tutorial, but this is by no means a perfect way to figure out how balanced a technique is. Just because your end result is "Attacker_STR" = -2 doesn't mean that the skill is balanced. Just that it's wildly more effective than a physical attack under perfect conditions. What to do with the result depends on what you want the skill to do, I'd say.
Ciel finally bites and makes a topic
Silly, possibly related fact: I don't mess around with featured games. I figured that any game that was featured would give me a kick in the paints, if I played them. Kind of like a "Whoa!" moment, if you can understand my meaning. Which is why I was somewhat confused when I saw Fable of Heroes featured a little more than a month after I posted my review. I knew many people heartily disagreed with my less-than-stellar review of it, and I figured there was bound to be a positive review for it, but I didn't think it would attain the "Featured" status. Ever.
Side note: Outside of Fable of Heroes, the only featured games I've played are Avarice and Hero's Realm. I've manged to finish none of these games, but I definitely got a "Whoa!" moment from Avarice.
Side note: Outside of Fable of Heroes, the only featured games I've played are Avarice and Hero's Realm. I've manged to finish none of these games, but I definitely got a "Whoa!" moment from Avarice.
RMN Snews - Issue #22
I keep thinking YDS will get a call out for her Let's Try movement. I thought for sure it would be the case back when every other person on RMN was doing it.
Suggestions needed
I'm making a game and I'm quite confused. What should I name it? Any suggestions?
It's your game. Name it whatever you want. Don't limit yourself by thinking it must have "Arcana" in the title. Unless, of course, whatever arcana turns out to be is a main theme of the game.
There's gonna be a Final Fantasy X-like battle system in my game (overdrive). I'm can't decide which faceset I will use for my battle system
The first example looks better as far as an overdrive meter is concerned. Personally, I would want the bar independent of the faceset, but that could get ugly (code-wise) very fast.
Super RMN Bros. 2
Mushroom Fields
Not too tough at all. Short, sweet, and to the point. The initial position of the player(s) could be moved down to touch the platform. Why the mushroom powerup at the beginning, though? I thought we already decided that mushrooms were not a powerup since a fireflower/racoon leaf block gave out mushrooms when Mario is small?
*Edit: Never mind. I see the fireflowers in the first couple of blocks now. How did I miss that?
Lil' Old Hills
I'm not the best platformer out there, but I found this stage quite tough. Ignoring the fact that the stage has no music (an easy fix), I see the first powerup players come across is... a mushroom. The checkpoint in the stage seems about at the halfway point, but it still seems quite a long distance. For the record, I didn't make it to the checkpoint on my various playtests. I checked out the stage with the editor to find it, curious if there even was one.
Seriously? I found Galaxy Slide a little weird, but not too terrible. Then again, this is coming from the guy that crafted Roller Coaster...
Not too tough at all. Short, sweet, and to the point. The initial position of the player(s) could be moved down to touch the platform. Why the mushroom powerup at the beginning, though? I thought we already decided that mushrooms were not a powerup since a fireflower/racoon leaf block gave out mushrooms when Mario is small?
*Edit: Never mind. I see the fireflowers in the first couple of blocks now. How did I miss that?
Lil' Old Hills
I'm not the best platformer out there, but I found this stage quite tough. Ignoring the fact that the stage has no music (an easy fix), I see the first powerup players come across is... a mushroom. The checkpoint in the stage seems about at the halfway point, but it still seems quite a long distance. For the record, I didn't make it to the checkpoint on my various playtests. I checked out the stage with the editor to find it, curious if there even was one.
Levels that only involve holding down should be banned.
Seriously? I found Galaxy Slide a little weird, but not too terrible. Then again, this is coming from the guy that crafted Roller Coaster...














