MAX MCGEE'S PROFILE
I CAN'T NOT MAKE GAMES.
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
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COMPLETE: EPIC MONSTER DUNGEON EXPLORE 2
Thanks, it's always nice to be appreciated. : )
I'll expect you to review Mage Duel when it comes out, of course. ;)
I dunno about that man, I mean, during the EvilGod fight, my MDef 20 character went first and my MDef 8 character went last EVERY SINGLE TIME, and EvilGod generally went between them. It got so regular that I could plan my turn to turn strategy based on it. If MDef ISN'T acting as agility, this would be one heck of a coincidence.
Anyway I can get in on this? I have 8+ years of game design/writing experience to my credit, even if I'm still a little green as a forum member here. But it's always been one of my goals to successfully collaborate with a team, and I never have, and this project sounds really interesting, and like it has a lot of talent going for it already. Of course, it's not just up to you. You guys can of course reserve judgment until Mage Duel is out if you want.
I will play through again with blaster casters. Though I have a soft spot for swords, mages are, SURPRISE, my favorite class archetype.
I'll expect you to review Mage Duel when it comes out, of course. ;)
-Battle turn is computed entirely via a random number between one and fifty thousand, if I recall correctly.
I dunno about that man, I mean, during the EvilGod fight, my MDef 20 character went first and my MDef 8 character went last EVERY SINGLE TIME, and EvilGod generally went between them. It got so regular that I could plan my turn to turn strategy based on it. If MDef ISN'T acting as agility, this would be one heck of a coincidence.
...a team is getting together (Karsu, WIP and myself) to make a Board RPG. This is because Karsuman betatested this and was like THIS IS A BOARD GAME NOT AN RPG.
Anyway I can get in on this? I have 8+ years of game design/writing experience to my credit, even if I'm still a little green as a forum member here. But it's always been one of my goals to successfully collaborate with a team, and I never have, and this project sounds really interesting, and like it has a lot of talent going for it already. Of course, it's not just up to you. You guys can of course reserve judgment until Mage Duel is out if you want.
You people should have played mages.
COMET > all.
I will play through again with blaster casters. Though I have a soft spot for swords, mages are, SURPRISE, my favorite class archetype.
Grand Theft Release Something! IV: Guns of the Patriots [Sept 22nd]
I'm basically DONE with the Mage Duel Act I Demo, except for some tiddly nitpicky little things. I'll wait until the day of release something before releasing something, though, which will give me plenty of time to pick at those tiddly, nitpicky little things...
COMPLETE: EPIC MONSTER DUNGEON EXPLORE 2
Craze, for EPIC MONSTER DUNGEON EXPLORE 3, you should creat the base game and then open it up to a team to create content, like a chain game of sorts.
I might be doing something like this for Mage Duel.
Hey, Kentona, would you accept my review of this game on the site? Or are you not the guy who does that? (I may just be confused.)
[Demo] MAGE DUEL
Everything they summon gets added to the party for the duration of the fight. Summons in this are more like the summons in The Elder Scrolls (III: Morrowind/IV: Oblivion) than the "summons" (read: LENGTH SUPER ATTACKS) in Final Fantasy whatever. However, you cannot control summons, for a number of reasons, mostly balance. (Having up to three powerful but dumb creatures fight alongside you is already pretty over-powered, but having the same three creatures do whatever you want all the time would be truly game breaking. Most summons simply aren't intelligent enough to use strategy; the auto-battle option is perfect for this.)
Yes, illusionists are difficult to play...BECAUSE they need strategy. It's more of a synonym than a euphemism. Likewise, Evokers are easy to play BECAUSE they don't need that much strategy. For instance, to win, an Illusionist needs to Taunt an Enemy mage so they do nothing but attack, then either A. Blindfold them to kill their accuracy B. Weak Will them, to rape their attack or C. Cast mirror image on self, giving a 50% miss chance. Then the Illusionist needs some way- a good attack, a strong direct damage secondary- of dropping the mage before these status effect(s) wear off.
This is one effective strategy, not the only ones by any means. For instance, in group battles, Slumber and Befuddle or more effective, and with a high arcane, Manarape/Feeblemind can be an effective way to neutralize casters, aided by a direct damage side dish.
On the other hand, a (well built) Evoker really just needs to cast Bolt a lot, or to be even more brutal, successfully cast Curse and then spam Vampiric Grasp.
I happen to enjoy playing Illusionists because it's challenging, but if you find Illusionists frustrating, you can totally go with one of the other three classes. It's all about options. But anyway, I oughtn't be defending the game before it's out, you can see for yourself on the 22nd.
Yes, illusionists are difficult to play...BECAUSE they need strategy. It's more of a synonym than a euphemism. Likewise, Evokers are easy to play BECAUSE they don't need that much strategy. For instance, to win, an Illusionist needs to Taunt an Enemy mage so they do nothing but attack, then either A. Blindfold them to kill their accuracy B. Weak Will them, to rape their attack or C. Cast mirror image on self, giving a 50% miss chance. Then the Illusionist needs some way- a good attack, a strong direct damage secondary- of dropping the mage before these status effect(s) wear off.
This is one effective strategy, not the only ones by any means. For instance, in group battles, Slumber and Befuddle or more effective, and with a high arcane, Manarape/Feeblemind can be an effective way to neutralize casters, aided by a direct damage side dish.
On the other hand, a (well built) Evoker really just needs to cast Bolt a lot, or to be even more brutal, successfully cast Curse and then spam Vampiric Grasp.
I happen to enjoy playing Illusionists because it's challenging, but if you find Illusionists frustrating, you can totally go with one of the other three classes. It's all about options. But anyway, I oughtn't be defending the game before it's out, you can see for yourself on the 22nd.
RMVX Save Slot Help
That third one did it for me just fine. Problem totally solved.
Evergrowing list of people to thank for Mage Duel:
Craze, S.F. LaValle, Karsuman, and the actual authors of the scripts.
Evergrowing list of people to thank for Mage Duel:
Craze, S.F. LaValle, Karsuman, and the actual authors of the scripts.
How often on RM?
Nevermind. There's too much of this shit in every other thread I post in.
Kentona, were you working that little on Hero's Realm when you first released it, way back when? Because I remember that game coming along REALLY fast.
Favourite Game Endings
It's too bad the port to PSP has that annoying lag. The script is a lot nicer.
Don't you mean it's too bad I don't have a PSP!!!!111
IRC Channel Info-Come and Chat With Us!
Who Watches the Watchmen?
Watchmen is the opposite of 300, so Snyder is a really weird choice.
I hope they don't fuck up the ending like in David Hayter's (writer of X-Men/VOICE OF SOLID SNAKE) POS script for this which they thank god aren't using.
I am a huge Watchmen fan. All you muthafuggas should read the graphic novel. Whether the movie is worth seeing remains to be seen.
By the way, re: The Spirit:
FRANK MILLER IS COMPLETELY INSANE YOU GUYS.
Then again, so is Alan Moore. Isn't he like, a wizard now, or something?
I hope they don't fuck up the ending like in David Hayter's (writer of X-Men/VOICE OF SOLID SNAKE) POS script for this which they thank god aren't using.
I am a huge Watchmen fan. All you muthafuggas should read the graphic novel. Whether the movie is worth seeing remains to be seen.
By the way, re: The Spirit:
FRANK MILLER IS COMPLETELY INSANE YOU GUYS.
Then again, so is Alan Moore. Isn't he like, a wizard now, or something?
[Demo] MAGE DUEL
Thanks Enker.
Here is some more info for you! I put it in the first post as well.
CLASSES
There are four classes in Mage Duel. You choose which one you want to play during character creation. Throughout the game, you will be doing battle with mages of the other three classes as well as your own. These NPC mages are built and equipped and level-advanced the same way as Player Characters, so every fight is fair: it will behoove you to familiarize yourself with the abilities and drawbacks of all the classes, not just your own. Likewise, you might find that the class you first choose to play as isn't for you; all four classes will be available in the demo, allowing for significant replay value.
The Evoker:
Your standard "Black Mage", Evokers use destructive magic to channel fire, lightining, and frost through their fingertips and into the bodies of their enemies. They can also drain life force, inflict curses and poison, cast other kinds of other nasty, evil spells. The prototypical Evoker is dressed all in black and emits a palpable aura of death.
Innate Characteristics: 50% Resistance to Fire, Frost, and Shock.
The only playable class damaged by Holy magic.
Class Spells: Note: S stands for 'Single' while G stands for 'Group'.
FlareS, FlareG, BoltS, BoltG, FrostS, FrostG, GustS, GustG, VenomS,
Vampiric Grasp, Osmoses, and Curse (counts as two picks).
Leans new spells at levels: 3, 6, 9, 12, 15, 18, 21, 24, and 27.
Strategy Hint: Evokers are the simplest class to play as because of their direct damage spells, and due to their resistance to direct damage, one of the easiest.
The Healer:
Your standard "White Mage", Healers excel at healing wound damage and status effects, restoring life, casting defensive spells, and imbuing beneficial status enhancements, also known as buffs. While lacking in offensive power, Healers do have several specialized offensive spells: Syphon Lifeforce bypasses defense to drain a small amount of Life, Smite Undead deals Holy damage, which is extremely effective on undead and evil creatures and also damages Evokers, and Seal Evil silences an enemy caster, which can end a battle instantly. The prototypical Healer is clad in white, kind to all they meet, and intolerant of any evil or injustice.
Innate Characteristics: Healers multiply all healing received by 150%.
Healers are healed by Holy damage. Healers are slightly resistant to all debuffs and to Poison.
Class Spells: Healing Salve, Blessed Wind, Prinn's Panacea, Calm Mind, Dispel, Revitalize, Flameshield, Frostshield, Shockshield, Arcane Transcendence, Force of Will, Syphon Lifeforce, Smite Undead, and Seal Evil (counts as two picks).
Leans new spells at levels: 3, 5, 7, 9, 12, 15, 18, 21, 24, 27 and 30.
Strategy Hint: Healers have very little innate damage dealing capability, and they need to have a way to take down enemies before they run out of mana for defense and healing. This can be an excellent physical attack, a direct damage spell, or a summoned creature, but it has to be something. Healers are perhaps the trickiest class to play as, but they learn skills the fastest.
The Illusionist:
Not your standard mage, the Illusionist is a trickster, capable of inflicting all kinds of mental status effects to keep enemies temporarily befuddled until they're permanently dead. They have the usual category of RPG status effects at their disposal, Sleep, Blind, Confusion, as well as debilitatting debuffs and "Mirror Image" which gives them significant evasion of basic attacks. The prototypical illusionist is a roguish prankster, cloaking himself in a fog of mystery and lies.
Innate Characteristics: Illusionists are resistant to anything done by other Illusionists, namely, Mental damage and Mental Status Effects.
Class Spells: Slumber, Blindfold, Taunt, Befuddle, Weak Will, Feeblemind, Manarape, Mirror Image, Distraction, and one SECRET ULTIMATE SKIL.
Leans new spells at levels: 4, 8, 12, 16, 20, and 25.
Strategy Hint: Illusionists are strong against monsters but generally weak against other spellcasters, especially evokers. Illusionists are one of the trickiest classes to play, due to their focus on "indirect" fighting rather than direct damage or healing. Strategy, finesse, and good, effective spell combos are an absolute must if you want to survive. Requires more strategy than any other class.
The Conjurer:
Conjurers summon powerful magical creatures to fight for them from other dimensions. They are also adept at banishing and binding, two tactics for dealing with enemy monsters. The prototypical Conjurer has a weird, unearthly presence, and is a bit of a space case thanks to too much time spent communing with the spirit world
Innate Characteristics: Conjurers have no special resistances or weaknesses.
Class Spells:
For 1 Spell Pick: Summon Gel Familiar, Summon Pit Imp, Summon Zombie, Summon Skeleton, Bind Enemy, Banish.
For 2 Spell Picks: Summon Fire Elemental, Summon Water Elemental.
For 3 Spell Picks: Summon Demon Scourge
Plus one SECRET, ULTIMATE SKIL.
Leans new spells at levels: 4, 8, 12, 15, 18, 21, 24, 27, 30 and 32.
Strategy Hint: Conjurer's summons are extremely powerful, ESPECIALLY at lower levels. After summoning, you can basically guard the whole fight and still win the first few fights, although you'll have more fun if you pick an interesting secondary. Later on in the game, Conjurers have a hard time since their summons don't level up with them, and their secondary skills will become more important when enemy summoners who can banish your creatures start to appear. If you level high enough to get your ultimate skill, you have one the game. While they learn it the latest of all the classes, a Conjurer's ultimate skill is the most powerful skill in the game.
Enemy Conjurers are always a big challenge for mages of any other class, because in fights versus Conjurers, you will always be outnumbered.
I'd LOVE to hear EVERYONE'S thoughts/feedbacks on these, specifically...
what do you guys think you'll be playing the first time through, and why?
Here is some more info for you! I put it in the first post as well.
CLASSES
There are four classes in Mage Duel. You choose which one you want to play during character creation. Throughout the game, you will be doing battle with mages of the other three classes as well as your own. These NPC mages are built and equipped and level-advanced the same way as Player Characters, so every fight is fair: it will behoove you to familiarize yourself with the abilities and drawbacks of all the classes, not just your own. Likewise, you might find that the class you first choose to play as isn't for you; all four classes will be available in the demo, allowing for significant replay value.
The Evoker:
Your standard "Black Mage", Evokers use destructive magic to channel fire, lightining, and frost through their fingertips and into the bodies of their enemies. They can also drain life force, inflict curses and poison, cast other kinds of other nasty, evil spells. The prototypical Evoker is dressed all in black and emits a palpable aura of death.
Innate Characteristics: 50% Resistance to Fire, Frost, and Shock.
The only playable class damaged by Holy magic.
Class Spells: Note: S stands for 'Single' while G stands for 'Group'.
FlareS, FlareG, BoltS, BoltG, FrostS, FrostG, GustS, GustG, VenomS,
Vampiric Grasp, Osmoses, and Curse (counts as two picks).
Leans new spells at levels: 3, 6, 9, 12, 15, 18, 21, 24, and 27.
Strategy Hint: Evokers are the simplest class to play as because of their direct damage spells, and due to their resistance to direct damage, one of the easiest.
The Healer:
Your standard "White Mage", Healers excel at healing wound damage and status effects, restoring life, casting defensive spells, and imbuing beneficial status enhancements, also known as buffs. While lacking in offensive power, Healers do have several specialized offensive spells: Syphon Lifeforce bypasses defense to drain a small amount of Life, Smite Undead deals Holy damage, which is extremely effective on undead and evil creatures and also damages Evokers, and Seal Evil silences an enemy caster, which can end a battle instantly. The prototypical Healer is clad in white, kind to all they meet, and intolerant of any evil or injustice.
Innate Characteristics: Healers multiply all healing received by 150%.
Healers are healed by Holy damage. Healers are slightly resistant to all debuffs and to Poison.
Class Spells: Healing Salve, Blessed Wind, Prinn's Panacea, Calm Mind, Dispel, Revitalize, Flameshield, Frostshield, Shockshield, Arcane Transcendence, Force of Will, Syphon Lifeforce, Smite Undead, and Seal Evil (counts as two picks).
Leans new spells at levels: 3, 5, 7, 9, 12, 15, 18, 21, 24, 27 and 30.
Strategy Hint: Healers have very little innate damage dealing capability, and they need to have a way to take down enemies before they run out of mana for defense and healing. This can be an excellent physical attack, a direct damage spell, or a summoned creature, but it has to be something. Healers are perhaps the trickiest class to play as, but they learn skills the fastest.
The Illusionist:
Not your standard mage, the Illusionist is a trickster, capable of inflicting all kinds of mental status effects to keep enemies temporarily befuddled until they're permanently dead. They have the usual category of RPG status effects at their disposal, Sleep, Blind, Confusion, as well as debilitatting debuffs and "Mirror Image" which gives them significant evasion of basic attacks. The prototypical illusionist is a roguish prankster, cloaking himself in a fog of mystery and lies.
Innate Characteristics: Illusionists are resistant to anything done by other Illusionists, namely, Mental damage and Mental Status Effects.
Class Spells: Slumber, Blindfold, Taunt, Befuddle, Weak Will, Feeblemind, Manarape, Mirror Image, Distraction, and one SECRET ULTIMATE SKIL.
Leans new spells at levels: 4, 8, 12, 16, 20, and 25.
Strategy Hint: Illusionists are strong against monsters but generally weak against other spellcasters, especially evokers. Illusionists are one of the trickiest classes to play, due to their focus on "indirect" fighting rather than direct damage or healing. Strategy, finesse, and good, effective spell combos are an absolute must if you want to survive. Requires more strategy than any other class.
The Conjurer:
Conjurers summon powerful magical creatures to fight for them from other dimensions. They are also adept at banishing and binding, two tactics for dealing with enemy monsters. The prototypical Conjurer has a weird, unearthly presence, and is a bit of a space case thanks to too much time spent communing with the spirit world
Innate Characteristics: Conjurers have no special resistances or weaknesses.
Class Spells:
For 1 Spell Pick: Summon Gel Familiar, Summon Pit Imp, Summon Zombie, Summon Skeleton, Bind Enemy, Banish.
For 2 Spell Picks: Summon Fire Elemental, Summon Water Elemental.
For 3 Spell Picks: Summon Demon Scourge
Plus one SECRET, ULTIMATE SKIL.
Leans new spells at levels: 4, 8, 12, 15, 18, 21, 24, 27, 30 and 32.
Strategy Hint: Conjurer's summons are extremely powerful, ESPECIALLY at lower levels. After summoning, you can basically guard the whole fight and still win the first few fights, although you'll have more fun if you pick an interesting secondary. Later on in the game, Conjurers have a hard time since their summons don't level up with them, and their secondary skills will become more important when enemy summoners who can banish your creatures start to appear. If you level high enough to get your ultimate skill, you have one the game. While they learn it the latest of all the classes, a Conjurer's ultimate skill is the most powerful skill in the game.
Enemy Conjurers are always a big challenge for mages of any other class, because in fights versus Conjurers, you will always be outnumbered.
I'd LOVE to hear EVERYONE'S thoughts/feedbacks on these, specifically...
what do you guys think you'll be playing the first time through, and why?














