MERLANDESE'S PROFILE

Placebo Love
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.

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Fleuret Blanc.

I've heard one other person (in the previous reposts) talk about a similar issue. They reinstalled and perhaps restarted their computer. I think it has something to do with RMXP's compatibility and specs, so I'm not sure what exactly causes a problem like that, but try the restart and tell me if that works. :)

Radiant Questions: Is there a right way to do them?

I sometimes think that planning and developing a system like radiant questions takes more time and creativity than just typing out 100+ different things of text. And in games, text doesn't take up that much space, so it's not like a system that creates generic text will save memory, it'll just mean you spent your time writing code words instead of writing dialogue words.

It's finally here - Vote for LandTraveller on Steam Greenlight

Voted, good luck. :)

Screenshot Survival 20XX

author=Kaempfer
author=Liberty
I feel like it's a bit too bright.
Fair enough, I'll see what I can do! The saturation is too high in general for the charsets in my game, so I was planning on doing something about it already. This is just sort of a test run to see if the tiles would work in the editor.

If you like what you've done and want to add some dynamics, maybe create an event that pulses the saturation of the area.

At its max you'd be back to the brightness you have showing, and at its lowest maybe do 50% of current saturation. Done well, this might even have the feels of an ember in a fire while also reducing the amount your current picture's brightness is burning into my eyes oh God the burning.

[Poll] Character Progression Mechanics

author=DrSeafood
A similar progression system was done in ... drum roll ... Kingdom Hearts re:Coded on the DS. Believe it or not, re:Coded has one of the greatest progression systems I've seen. It's a chip matrix, and you can get chips like HP+1, DEF+1, etc. from stores or fighting enemies. Here's a video. You place chips to build a path between CPUs, and when you connect two CPUs, all the chips in between them get their effect doubled or tripled. There are also other miletones called "abilities", you can place chips to build a path towards an ability like dodge roll or high jump. Lastly there are "cheats" you can build towards, e.g. you can temporarily sacrifice your max HP for a higher EXP payout. Unlike the sphere grid, you can see abilities and cheats in the chip matrix as big buttons, but you can't see what specific ability you'll get until you activate it --- so there's the added element of surprise to it. I actually like the chip matrix more than the sphere grid, even if there are a few ways to improve it.


Using space is a cool idea. Skill trees are like the V0.5 of spatial growth. The KH system is an eyesore, but I like all of the ideas it brings. Deltree's The Tenth Line is using a variation of this style.

Fleuret Blanc.

Thanks, EvenThen!

I can understand the frustration, especially in a game like Fleuret Blanc. There are a lot of rough edges and some unnecessary moving and clicking. But I'm glad you liked what you played. Thanks for giving it a shot! And thanks for telling me! It's nice to see some activity on Fleuret Blanc. :)

Screenshot Survival 20XX

That looks better than the concept in my opinion. Very well done, Blindmind!

[Poll] Character Progression Mechanics

author=RyaReisender
Hey, Unlimited SaGa is brilliant too, people just don't understand it. Even that I like about Akitoshi Kawazu, that he sometimes just does something so different, nobody can play it anymore. But really Unlimited SaGa is perfectly fine. SGF2 is a lot worse in terms of battle/growth balance design.


Yeah, totes. I liked Unlimited SaGa when I was giving it a shot. But my version would freeze at a certain town no matter which scenario I played so I didn't get to really explore it all so much. But after the initial fright of the system I like what was happening.

I think you should follow Kawazu's example, Toast, and just do something crazy. Prepare for that backlash, but go nuts!

[Poll] Character Progression Mechanics

I support anyone who supports Kawazu. XD

He's made some missteps here and there with his systems (most famously Final Fantasy II and Unlimited SaGa), but there's always something fresh and lively in the way he handles things. When you pick up a typical JRPG you just have to figure out how the game handles traditional systems, but a Kawazu JRPG is like exploring its own dungeon. You feel sort of like you're playing a traditional system, and yet there is so much hidden mystery to it all that even if it's broken to shit (SaGa Frontier, while one of my favorite games, is a broken mess) you have fun figuring out how and why.

[Design] Effective Battle Mechanics for my game

I think I have a decent idea of what you have built. If I'm not mistaken, when you get attacked you can completely dodge the attack, yeah?

I think you sound satisfied with the HOW of all this: exclamation points, timing, etc. So maybe you can tweak the WHAT.

When you successfully press the button after an enemy attacks, instead of being a fully parry, you can change something else. Maybe one of these variants would work:

-Every time you "block" you take half damage
-Every time you "block" you gain a little Energy
-Every time you're hit you lose one unit of Energy, but the timed "block" preserves it
-You gain attack power from some sort of Combo Number that goes back to zero if you don't time your presses correctly