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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[Demo] MAGE DUEL
RESPONSEROS:
To everyone, thanks for your kind words/encouragement. You rule. : )
Your other stats level up normally, although equipment in this game is just as/more important than leveling up. You don't get to choose new spell at every level, rather every few levels, with a frequency depending on your class:
In depth skill learning mechannics:
I guess I'm just trying to emphasize it's a front-view battle system, with no hero battler graphics and static front facing monsters. Basically, the battle system hasn't been customized with scripting at all, but it has been "tuned up" with event cool as was popular to do with rm2k games back in the day. It is the DBS in the same way that ABL/Three The Hard Way have the DBS, only unlike those excellent games, it is also using RTP Graphics.
Oh, btw:
AGREE X 100
To everyone, thanks for your kind words/encouragement. You rule. : )
Also, you said at each level, you can advance towards another spell, yes? But what about stats, do those level up normally, or do they even come in to play at all?
Your other stats level up normally, although equipment in this game is just as/more important than leveling up. You don't get to choose new spell at every level, rather every few levels, with a frequency depending on your class:
In depth skill learning mechannics:
Evokers learn their first new spell at Level 3, and then learn a new spell every three levels until they max out.
Healers learn their first new spell at Level 3, and then learn a new spell every two levels up to level 12, when they start learning a new spell every three levels until they max out. One reason for their accelerated development is that otherwise, healers suck.
Illusionists don't learn their first new spell until Level 4, and then they learn a new spell every four levels, since they have less skills. However, illusionists get an ultimate skill when they max out, which makes up for the lack of other skills with it awesomeness.
Conjurers are the same way as illusionists, only more extreme. They get to pick their first new spell at Level 4, and gain new spells every 5 or 6 Levels until they max out. They don't get their ULTIMATE SKIL until later than Illusionists, but it is awesome enough to make up for it.
Healers learn their first new spell at Level 3, and then learn a new spell every two levels up to level 12, when they start learning a new spell every three levels until they max out. One reason for their accelerated development is that otherwise, healers suck.
Illusionists don't learn their first new spell until Level 4, and then they learn a new spell every four levels, since they have less skills. However, illusionists get an ultimate skill when they max out, which makes up for the lack of other skills with it awesomeness.
Conjurers are the same way as illusionists, only more extreme. They get to pick their first new spell at Level 4, and gain new spells every 5 or 6 Levels until they max out. They don't get their ULTIMATE SKIL until later than Illusionists, but it is awesome enough to make up for it.
In fact, calling the VX DBS 'the DBS' is kinda odd, since if you have done any kind of editing at all on it, it is no longer truly the DBS.
I guess I'm just trying to emphasize it's a front-view battle system, with no hero battler graphics and static front facing monsters. Basically, the battle system hasn't been customized with scripting at all, but it has been "tuned up" with event cool as was popular to do with rm2k games back in the day. It is the DBS in the same way that ABL/Three The Hard Way have the DBS, only unlike those excellent games, it is also using RTP Graphics.
Also, that title screen is sweet.Thanks, I was actually going for slightly goofy/over the top, but I'm glad someone
Oh, btw:
1) Most RM2k/3 CBS games, are, in fact, awful, and much worse then the DBS. Even those which succeed to a degree (Philosopher's Stone), are unexceptional.
AGREE X 100
[Demo] MAGE DUEL
Get ready for...

ACT I DEMO Download Link (on it's page on the site), as Promised:
DUEL SOMETHING, TODAY!
Premise:
You are a magic user from a distant land who has fallen on hard times. Because of debt, crimes convicted of, or just plain old bad luck, you've wound up a gladiator in the magic arena of Lord Algus, where wizards duel one another to the death for riches, fame, and the hope of freedom, but ultimately, for the entertainment of Lord Algus and his customers. Of course you want out of this life, but the only way out is to fight. Make a name for yourself in the pit and you'll go far; if the audience loves you, you'll have money, power, renown, and perhaps you'll even earn enough gold to buy your own freedom. But every duel means another dance with death. Can you win your freedom?
Can you do anything to stop Lord Algus's vile blood sport?
Can you even survive?
Welcome to Mage Duel.

Features:
(The following features are ALREADY IMPLEMENTED AND WORKING. They were all achieved with old rm2k-style school event code. The game features almost no custom scripting.)
* Complete, in-depth, full featured character creation system:
You can choose if your character is male or female, and then select your class:
Evoker, Healer, Conjurer, or Illusionist. Then you can select four spells from your class spell list (or less, if you choose the really good ones) and then you can select a secondary specialization and choose one "Out of Class" spell from another class. Then you can outfit your character with one thousand gold worth of basic starting equipment. Then you're done.
There are screens from character creation here, although admittedly, it doesn't look like much:
* Customizable character development!
Your choices don't end once your character is created. Instead of learning set skills at set levels, every few levels you'll earn one skill pick. You can use this pick to immediately learn a new class skill OR bank it for later. If you bank it for later, you'll have more than one pick to spend the next time you earn a spell pick, and hence you'll be able to save up to get the spells that count as two picks or more.
* Simplified roleplaying system with dialogue options!
At key points in the story, you can choose your character's responses, thus fleshing them out as a unique person rather than simply a mindless killing machine:
Dialogue choices in action:

Realistic Sexual Harassment System (SHS) Just kidding...

At a few places in the game, it's possible to choose your character's response, i.e. actually Roleplaying in a roleplaying game. How novel.

This is the hostile response. :)
* Literally dozens of custom skills and items!
Summon monsters to fight on your side, or banish them! Split yourself into three copies, making it harder for enemies to hit you! Deck your character out with 'Enchantments' (a kind of nonphysical equipment) that provide a myriad of benefits, including nonstandard functions like increasing your max Life and Mana.
Some screenshots of custom junk:

An enemy Illusionist casts Mirror Image, splitting himself into three copies, only one of which is real. If you play an Illusionist, you can use this spell too.

Unlike in some other games (cough, final fantasy, cough) "Summons" in Mage Duel aren't fancy attacks that cost more mana. They actually summon a new creature to join your party.
* Well balanced, challenging, tough (DBS!) battles and almost no other gameplay!
After this game, it is my earnest hope you will never again think of the RPG Maker Default battle System as something boring or tired. This game's battles focus on tense, one-on-one battles (duels) between magic users. And the battles, and hence the game, are different every time through depending on how you build your character and what skills you choose!
* Absolutely no custom graphics to brag about.
Wait, that's not a feature. : (
* A tragic, poignant story COMPLETELY ECLIPSED by tongue-in-cheek RTP cheesiness and purposefully over-the-top "extreme" style.
The game is divided into a three act plot structure, featuring thirty story battles and at least thirty optional monster battles. Each act is a set of ten story battles, with a boss at the end and a miniboss in the middle. And every boss and miniboss is a turning point in the story. You know the NPCs hanging out in the arena underworks that you talk to and sleep near? Eventually you have to kill those guys. Then they dissapear from the map. Which is SAD if you think about it.
* FINAL FANTASY/HEAVY METAL SOUNDTRACK BY THE BLACK MAGES!
'nuff said.
*And, the best feature of all, ACTUALLY NOT VAPORWARE!!
A complete release within a few months is all but guaranteed. I work fast with games that have only five maps.
A BUNCH More Screenshots:
I hope you read all that! Well, here, look at these!

This is the basic premise.

A shot of the outside of the arena, following character creation.
Shows the ticket sellers area. Not a lot of business, cause of the rain.

Lord Algus' Private Viewing Balcony, presently empty. Box seats, so to speak.

One of the many shops/outfitters available to duelists in the Arena's underworks.

The game actually has a deep backstory/world building behind it, it's just that the game's action makes no effort to explore it because it's too busy concerning itself with MAGES who are DUELING.

For almost all of the game, you fight solo, battling enemies one on one. The first story battle is an (awesome) exception, a four-on-two match where you're partnered with a legendary bad-ass, Rast the Destroyer.

Parts of the pre-fight intro sequence. Get used to them, you'll be seeing them a lot!

P.S. NEW INFO ON 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.
ACT I DEMO Download Link, as Promised:
DUEL SOMETHING, TODAY!
DOWNLOAD IT, BOOT IT UP, AND GET DUELING!
Love,
-Max
Known Issues With The Act I Demo/Beta!!!
1. RTP Dependent:
You will need the RMVX RTP to play Mage Duel. That's okay, because the RMVX RTP isn't that hard to find. (Mage Duel was made, legally, with the English Trial Version of RPG Maker VX, in just 19 days. I will need to buy the software to continue it, I'm afraid, but the RTP can be downloaded for free.)
I tried to use RMVX's built-in-feature to create a "game disk" install file with the RTP included, but that changed my title screen into the RTP title screen, and god knows what else back into the RTP graphics. Besides that, it increased the download's file size from around 12 megs to around 42. So right now, Mage Duel is RTP DEPENDENT, until I find a workaround/fix for this issue.
2. Minor aesthetic (not functional) error with the class spell learning system:
When you learn new class spells by leveling up, if you are a conjurer, the MP Cost listed will be between 9 and 18 points lower than the actual MP cost of the spell. This minor issue will be fixed in future releases.
3. Game Balance: Conjurers are too easy.
It might seem like playing as a conjurer in the early game, i.e. Act I, is too easy, like playing on God mode. While this is true, Conjurers are meant to be very powerful in the early game and much weaker later on, because their summoned creatures, which are godlike in the early stages of the game, don't level up, and are relatively weak by the game's last stages. Anyway, since only the early stages of the game are available to play, in the demo, playing as a conjurer is indeed very, very easy. It won't be like this for the whole game.
WISH LIST
Here is what Mage Duel needs that I can't give it. Maybe if you download it and like it enough, you can help!
1. A better-looking Character Creation system! While the Character Creation system is functioning perfectly, at least on my end, it isn't visually a slick/shiny/sexy CMS. In fact, it is all an intricate nest of text, choices, deep nested branch conditionals, variable manipulation, labels, and label pointers. I would love it if someone could give the Character Creation at the end of the game a VISUAL UPGRADE without sacrificing any of the complex functionality it already has.
2. An awesome Heavy Metal soundtrack by Brandon Abley. (fingers crossed, you guys ;D.)
Anyway, go, go, go, GO PLAY MAGE DUEL! NOW!
MAGE DUEL
THE RMVX GAME WHERE YOU ARE A MAGE AND YOU DUEL OTHER MAGES WITH MAGIC!
ACT I DEMO Download Link (on it's page on the site), as Promised:
DUEL SOMETHING, TODAY!
Premise:
You are a magic user from a distant land who has fallen on hard times. Because of debt, crimes convicted of, or just plain old bad luck, you've wound up a gladiator in the magic arena of Lord Algus, where wizards duel one another to the death for riches, fame, and the hope of freedom, but ultimately, for the entertainment of Lord Algus and his customers. Of course you want out of this life, but the only way out is to fight. Make a name for yourself in the pit and you'll go far; if the audience loves you, you'll have money, power, renown, and perhaps you'll even earn enough gold to buy your own freedom. But every duel means another dance with death. Can you win your freedom?
Can you do anything to stop Lord Algus's vile blood sport?
Can you even survive?
Welcome to Mage Duel.

Features:
(The following features are ALREADY IMPLEMENTED AND WORKING. They were all achieved with old rm2k-style school event code. The game features almost no custom scripting.)
* Complete, in-depth, full featured character creation system:
You can choose if your character is male or female, and then select your class:
Evoker, Healer, Conjurer, or Illusionist. Then you can select four spells from your class spell list (or less, if you choose the really good ones) and then you can select a secondary specialization and choose one "Out of Class" spell from another class. Then you can outfit your character with one thousand gold worth of basic starting equipment. Then you're done.
There are screens from character creation here, although admittedly, it doesn't look like much:
Character Creation has roughly four phases, illustrated below:
1. Selecting character gender and naming your character:


2. Picking character class:

3. Picking your four starting class spells:

4. And finally, picking one 'out-of-class' spell:

1. Selecting character gender and naming your character:


2. Picking character class:

3. Picking your four starting class spells:

4. And finally, picking one 'out-of-class' spell:

* Customizable character development!
Your choices don't end once your character is created. Instead of learning set skills at set levels, every few levels you'll earn one skill pick. You can use this pick to immediately learn a new class skill OR bank it for later. If you bank it for later, you'll have more than one pick to spend the next time you earn a spell pick, and hence you'll be able to save up to get the spells that count as two picks or more.
* Simplified roleplaying system with dialogue options!
At key points in the story, you can choose your character's responses, thus fleshing them out as a unique person rather than simply a mindless killing machine:
Dialogue choices in action:

Realistic Sexual Harassment System (SHS) Just kidding...

At a few places in the game, it's possible to choose your character's response, i.e. actually Roleplaying in a roleplaying game. How novel.

This is the hostile response. :)
* Literally dozens of custom skills and items!
Summon monsters to fight on your side, or banish them! Split yourself into three copies, making it harder for enemies to hit you! Deck your character out with 'Enchantments' (a kind of nonphysical equipment) that provide a myriad of benefits, including nonstandard functions like increasing your max Life and Mana.
Some screenshots of custom junk:

An enemy Illusionist casts Mirror Image, splitting himself into three copies, only one of which is real. If you play an Illusionist, you can use this spell too.

Unlike in some other games (cough, final fantasy, cough) "Summons" in Mage Duel aren't fancy attacks that cost more mana. They actually summon a new creature to join your party.
* Well balanced, challenging, tough (DBS!) battles and almost no other gameplay!
After this game, it is my earnest hope you will never again think of the RPG Maker Default battle System as something boring or tired. This game's battles focus on tense, one-on-one battles (duels) between magic users. And the battles, and hence the game, are different every time through depending on how you build your character and what skills you choose!
* Absolutely no custom graphics to brag about.
Wait, that's not a feature. : (
* A tragic, poignant story COMPLETELY ECLIPSED by tongue-in-cheek RTP cheesiness and purposefully over-the-top "extreme" style.
The game is divided into a three act plot structure, featuring thirty story battles and at least thirty optional monster battles. Each act is a set of ten story battles, with a boss at the end and a miniboss in the middle. And every boss and miniboss is a turning point in the story. You know the NPCs hanging out in the arena underworks that you talk to and sleep near? Eventually you have to kill those guys. Then they dissapear from the map. Which is SAD if you think about it.
* FINAL FANTASY/HEAVY METAL SOUNDTRACK BY THE BLACK MAGES!
'nuff said.
*And, the best feature of all, ACTUALLY NOT VAPORWARE!!
A complete release within a few months is all but guaranteed. I work fast with games that have only five maps.
A BUNCH More Screenshots:
I hope you read all that! Well, here, look at these!

This is the basic premise.

A shot of the outside of the arena, following character creation.
Shows the ticket sellers area. Not a lot of business, cause of the rain.

Lord Algus' Private Viewing Balcony, presently empty. Box seats, so to speak.

One of the many shops/outfitters available to duelists in the Arena's underworks.

The game actually has a deep backstory/world building behind it, it's just that the game's action makes no effort to explore it because it's too busy concerning itself with MAGES who are DUELING.

For almost all of the game, you fight solo, battling enemies one on one. The first story battle is an (awesome) exception, a four-on-two match where you're partnered with a legendary bad-ass, Rast the Destroyer.

Parts of the pre-fight intro sequence. Get used to them, you'll be seeing them a lot!

P.S. NEW INFO ON 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.
ACT I DEMO Download Link, as Promised:
DUEL SOMETHING, TODAY!
DOWNLOAD IT, BOOT IT UP, AND GET DUELING!
Love,
-Max
Known Issues With The Act I Demo/Beta!!!
1. RTP Dependent:
You will need the RMVX RTP to play Mage Duel. That's okay, because the RMVX RTP isn't that hard to find. (Mage Duel was made, legally, with the English Trial Version of RPG Maker VX, in just 19 days. I will need to buy the software to continue it, I'm afraid, but the RTP can be downloaded for free.)
I tried to use RMVX's built-in-feature to create a "game disk" install file with the RTP included, but that changed my title screen into the RTP title screen, and god knows what else back into the RTP graphics. Besides that, it increased the download's file size from around 12 megs to around 42. So right now, Mage Duel is RTP DEPENDENT, until I find a workaround/fix for this issue.
2. Minor aesthetic (not functional) error with the class spell learning system:
When you learn new class spells by leveling up, if you are a conjurer, the MP Cost listed will be between 9 and 18 points lower than the actual MP cost of the spell. This minor issue will be fixed in future releases.
3. Game Balance: Conjurers are too easy.
It might seem like playing as a conjurer in the early game, i.e. Act I, is too easy, like playing on God mode. While this is true, Conjurers are meant to be very powerful in the early game and much weaker later on, because their summoned creatures, which are godlike in the early stages of the game, don't level up, and are relatively weak by the game's last stages. Anyway, since only the early stages of the game are available to play, in the demo, playing as a conjurer is indeed very, very easy. It won't be like this for the whole game.
WISH LIST
Here is what Mage Duel needs that I can't give it. Maybe if you download it and like it enough, you can help!
1. A better-looking Character Creation system! While the Character Creation system is functioning perfectly, at least on my end, it isn't visually a slick/shiny/sexy CMS. In fact, it is all an intricate nest of text, choices, deep nested branch conditionals, variable manipulation, labels, and label pointers. I would love it if someone could give the Character Creation at the end of the game a VISUAL UPGRADE without sacrificing any of the complex functionality it already has.
2. An awesome Heavy Metal soundtrack by Brandon Abley. (fingers crossed, you guys ;D.)
Anyway, go, go, go, GO PLAY MAGE DUEL! NOW!
Grand Theft Release Something! IV: Guns of the Patriots [Sept 22nd]
Max Payne.
He does so look like him, I mean, as much as anyone does. I forget which movie it is, but one movie he's in he even has the same wardrobe.
Actually, no one looks like Max Payne because Max Payne is just a constipated grin. Wahlberg is as good a choice as anyone, I withdraw my objections.
Actually, no one looks like Max Payne because Max Payne is just a constipated grin. Wahlberg is as good a choice as anyone, I withdraw my objections.
Questions you always wanted to ask other members, but felt too lazy or awkward to do so.
Rate the above person's avatar.
What are you upset or worried about?
OW YEAH I WAS RIGHT TO BE UPSET THAT HURT LIKE A MOTHERFUCKER. (I have to inject into the fat of my stomach while pinching it, not any normal place like the arm or the shoulder.)
What are you upset or worried about?
Some happy little things.
I'm sorry you feel that way, Brandon. Is there anything we can do to help? :'(
Good to know you think of us as THINGS!
Apparently not too many things have happy things in their lives.
Good to know you think of us as THINGS!
Some of the best ways I've found to enhance your creative output.
Try to come up with a theme for your game, some sort of underlying structure that is never made apparent. For example, PERSONA 3 uses Tarot Arcana, with the mian character being Fool, Junpei being Magician, and so on. FFXII uses the western Zodiac heavily, and everything in FFX revolves around cycles and repetition.
In writing I am strongly against "coming up with a theme and bending your story to it" rather than writing your story somewhat naturalistically and seeing what themes arise. I got this view from Stephen King's "On Writing"- any King haters/writers, don't laugh until you've read it, it's a great manual of the craft. Anyway, I would suggest applying the same philosophy to game design. Themes are over rated. I didn't even notice that zodiac shit in FFXII, just an incomprehensible story and too much fucking levelgrinding for me to get past the halfway point.
Here you go, Feld, I'm gonna have to generally disagree with you.For some reason I pictured/heard Bill Lumbergh from Office Space saying this.














