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What Videogames Are You Playing Right Now?
YDS' Let's Try Thread
RM2K3 - Execute Custom Handler for losing battles just causes game over
Go to the conditions tab and select the very first condition (Death). Set it to Ends After Battle.
Let me know how it goes. =)
edit: uh it works fine if you set it to persist after battle. Just remove the Death condition.
Let me know how it goes. =)
edit: uh it works fine if you set it to persist after battle. Just remove the Death condition.
What RM games are you excited for?
Custom rm2k3 fonts?
I believe RM2K/3 can use bitmap fonts that are 8-9 pixels. At least those are the only ones that look good. I'm not too certain on how accurate I am, though.
Fire Up The Delorean!
Singularity is the most recent example I can think of. That game got overlooked by almost everyone, and it's actually a pretty good game. The concept is interesting and executed pretty well. One of the endings had some problems regarding the storyline, but you might not run into it depending on the choice you make. I dunno, I thought it was a great game with good mechanics. It's very similar to BioShock and Half-Life in terms of progression and gameplay. I would check it out.
Pretentious Bullshit and Missing the Point: The Sequel to the Game to the Movie
post=152918
Since I don't think I have anything to add to the discussion right now, I'll just recommend a game that is about a "touchy" subject, it's "artsy", but it's quite good imo.
Coma
http://www.newgrounds.com/portal/view/541124
I beat this. I don't like 30 minute long fetch quests. What was this supposed to be about?
What other RM games have inspired your projects?
post=152904
If anyone knows any of those games, please tell!
I know the second one is called Golden Sun.
Mystic Lands by JKB looked good. He used to have tons of videos of it up, but since it's cancelled he took them down. There's a trailer on his website along with his other games (all of them being quality). I guess he finally realized that large scope games of that quality are simply not possible when you're just one man...
IT'S ALL ABOUT DEM MIND GAMES
I enjoy difficult boss battles, because they should be the pinnacle of a game's design. I think there are lots of factors that go into that "I can do it" mentality, though. Sometimes it's more than just a difficulty curve or an HP dealing issue.
One thing that can do this very well is to incorporate "tiers" into a boss battle. Lots of games have different tricks with this. For example, fighting Death in Castlevania: Symphony of the Night. He is broken up into two tiers; a form with his cloak on, and the form where he takes it off. Beating the first form gives a sense of satisfaction and rejoice (you can even LEVEL UP from the first form), but then all of a sudden the real battle starts, and you take on his second form. Another example is from the SNES game Treasure of the Rudras. As you gradually deal damage to the boss, they begin to tint into shades of red. A light shade of red means the boss is probably more than half dead, while a dark shade of red means the boss will die in literally two hits. Chrono Cross does something similar, a boss will begin to kneel when it's low on health. You can also do this tier thing with boss skills, a simple "Potion" skill or deadly attack can indicate you're close to victory. You could even be cheap and tack on a health bar, that also can help a lot.
This really helps with the mentality of the person playing since they now have a clue on how they're doing. They know they can beat the battle, they just have to switch their strategy up. Graphical indications are very helpful in a boss design.
One thing that can do this very well is to incorporate "tiers" into a boss battle. Lots of games have different tricks with this. For example, fighting Death in Castlevania: Symphony of the Night. He is broken up into two tiers; a form with his cloak on, and the form where he takes it off. Beating the first form gives a sense of satisfaction and rejoice (you can even LEVEL UP from the first form), but then all of a sudden the real battle starts, and you take on his second form. Another example is from the SNES game Treasure of the Rudras. As you gradually deal damage to the boss, they begin to tint into shades of red. A light shade of red means the boss is probably more than half dead, while a dark shade of red means the boss will die in literally two hits. Chrono Cross does something similar, a boss will begin to kneel when it's low on health. You can also do this tier thing with boss skills, a simple "Potion" skill or deadly attack can indicate you're close to victory. You could even be cheap and tack on a health bar, that also can help a lot.
This really helps with the mentality of the person playing since they now have a clue on how they're doing. They know they can beat the battle, they just have to switch their strategy up. Graphical indications are very helpful in a boss design.
What are you thinking about right now?
http://www.giantbomb.com/catherine/61-32367/catherine-atlus-goes-hd-on-the-ps3-and-360/35-439210/
Why thank you, Atlus. I will be sure to check out this erotic journey in HD quality.
Why thank you, Atlus. I will be sure to check out this erotic journey in HD quality.