NEOPHYTE'S PROFILE
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*tries to steal* "Couldn't steal anything!"
Oh, I also get frustrated when Mug kills a weak enemy. If you go back to easier dungeons in a game to look for some rare loot, then the skill sucks. If it were me, I'd make it impossible for the skill to kill an enemy and just bring their health down to 1.
(possible in the rm2k3 dbs but would require hp variables)
In Star Ocean 4, you can steal off of any npc wandering towns in the game. You would get good loot, too. The only downside is that the morale for your characters would go down after a certain amount of stealing, so getting all character endings would be impossible if you did it too much. HOW EDGEY OF
TRI-ACE.
...that was a horrible joke don't comment if you get it.
(possible in the rm2k3 dbs but would require hp variables)
In Star Ocean 4, you can steal off of any npc wandering towns in the game. You would get good loot, too. The only downside is that the morale for your characters would go down after a certain amount of stealing, so getting all character endings would be impossible if you did it too much. HOW EDGEY OF
TRI-ACE.
...that was a horrible joke don't comment if you get it.
*tries to steal* "Couldn't steal anything!"
I would do what BoF 3 did and make the steal skill do damage too.
Is there any game that had an interesting steal concept? I don't think any traditional rpg has one, but I like how Oblivion and other western rpgs do it.
Is there any game that had an interesting steal concept? I don't think any traditional rpg has one, but I like how Oblivion and other western rpgs do it.
Sechsundzwanzig: Hiatus
NESSIAH, I AM DISAPPOINTED THAT THIS IS ON HIATUS AND THIS ADHD YOU HAVE IS KILLING ME!
In other news, that is a cute plushie.
In other news, that is a cute plushie.
Most Anticipated RM Games (2010)
Walk This Way
I thought the grass clumps indicated the correct path towards the end of the dungeon.
That was the gimmick side of my mind thinking. But I am sometimes in awe of how games don't follow what you just said!
I also just noticed you really like corridors. Your dungeons are very corridory.
That was the gimmick side of my mind thinking. But I am sometimes in awe of how games don't follow what you just said!
I also just noticed you really like corridors. Your dungeons are very corridory.
What are you working on now?
post=136082
Today is the day i started on an adventuring in translating one of the biggest and most popular RPG Maker games in the Japanese community: Seraphic Blue. Yep, that's right. Got the approval from Tempura, the creator of this game and now working on translating the small stuff first (abilities, items etc...)
Yeah, good luck with this. I can't even get the game to open, I think I needed the japanese rtp? It was so long ago...I don't remember.
Settings and environments, and places.
The game that (IMO) did the settings thing incredibly well was Grandia 1. They really did a good job with the End of the World. It's basically a gigantic wall that closed off a whole section of the world and everyone was like NOBODY HAS GONE PAST THIS DO NOT TRY. I mean it was really cliche but there was so much build up around it that when you finally got over the wall, a whole new world was there. All of a sudden you were really on a god damn adventure. That game rules.
Also Super Mario RPG, simply because of its quirky diversity. Nimbus Land and Moleville were really cool towns. Earthbound is also very good at this. Both of these games did little twists on the typical rpg style of big city, cave, magma cavern, ice cavern, forest, etc, and they were really refreshing.
Play Mass Effect 2.
Also Super Mario RPG, simply because of its quirky diversity. Nimbus Land and Moleville were really cool towns. Earthbound is also very good at this. Both of these games did little twists on the typical rpg style of big city, cave, magma cavern, ice cavern, forest, etc, and they were really refreshing.
I've also been playing Mass Effect recently. Though after the first thirty minutes I actually didn't find myself very excited about visiting other planets. Though perhaps some planet will totally blow my mind yet.
Play Mass Effect 2.
Custom Content FTW!
Games and Why You Make Them
Heh, scientific perspective of games. Who does this.
Back in my day we just smoked some drugs and had hallucinations about game ideas. These new breed of designers don't know how to do things right!
ps: Didn't we have this topic before.
Back in my day we just smoked some drugs and had hallucinations about game ideas. These new breed of designers don't know how to do things right!
ps: Didn't we have this topic before.
Tell Craze: Why is your RPG Fun?
I'm not gonna disagree with that, because FFXIII definitely needed something more. I was gonna say Final Fantasy Tactics is the true cutscene/battle/cutscene king, but you can't really compare a strategy rpg to rpgs about exploration.
But I would much rather play a game that has one good key rather than a mixed bag of results. And I don't think we should compare our rpgmaker games to commercial rpgs. In the case of FF it's okay to say it lost its charm when there were no towns and minigames and whatever else they had because they've always been there. We've never been there though, so people aren't going to expect that same level of diversity (unless you're advertising it as so).
Not sure where the fun comes in all of this but hey.
But I would much rather play a game that has one good key rather than a mixed bag of results. And I don't think we should compare our rpgmaker games to commercial rpgs. In the case of FF it's okay to say it lost its charm when there were no towns and minigames and whatever else they had because they've always been there. We've never been there though, so people aren't going to expect that same level of diversity (unless you're advertising it as so).
Not sure where the fun comes in all of this but hey.













