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Screenshot Sesame Street (40th Anniversary Edition)
post=112324
I just have a problem with watching 23378398798265726 damage go back and forth when 233 damage can have the same impact. :(
If you think that is bad, go watch some Borderlands footage.
Skie, that is really good. I like how fluid your animation transitions are. You really have mastered getting information registered in between the animation breaks. =)
I think the boss battle could be improved a bit, though. Are the element skills that the boss use a constant cycle? I noticed you were casting auras, but the boss would use an element spell that was different than the aura you casted. I don't know if that was your poor decision making, or if the boss skills are randomized (this would be bad if they are). Either way, I think a precondition would really help in determining what skill the boss is going to use next. Maybe make her flash a certain color to indicate what spell is going to be used, or have some type of charge animation showing her next attack. Oh, and I noticed that there is no indication on what aura is on your party members. How will we know when the aura has lost its effect in battle? The description of the skills don't state how many turns they last, and there is no glow or icon around the battle characters to indicate if the aura is still in effect. Adding either one of those (amount of turns it lasts or icon/glow) would really help in determining if an aura is still in effect.
Just some food for thought.
Game Progress and Lack of Sleep.
It is good you get the nitpicking out of the way early in production (better now than later). It's annoying, but you'll learn from the inconsistencies so you don't make the same mistakes again. There is a point where you need to stop though, and continue onward with a project. The overbearing amount of criticism is something wrong with the rm scene, this is true. Most of the complaints I've seen could be fixed in 20 seconds though, so I don't see the big issue on the comments.
Good luck with the game. =)
Good luck with the game. =)
"Selling Feature" of your game
post=111195
I'll try any RPG that isn't in a post-modern setting.
So you don't like Earthbound or Mother 3?
Whats the worst thing you ever saw in high school?
http://www.wral.com/news/local/story/155212/
and
http://www.wral.com/news/local/story/1136452/
Now I wasn't actually there to see it, but they are the worst things that I've seen during highschool. Just seeing all the grief and seeing the scene only hours after that second accident (which was down the block from my house) was really sad. All of this happening in a span of less than 12 months.
Some of the best moments in highschool though...now that would be a topic.
and
http://www.wral.com/news/local/story/1136452/
Now I wasn't actually there to see it, but they are the worst things that I've seen during highschool. Just seeing all the grief and seeing the scene only hours after that second accident (which was down the block from my house) was really sad. All of this happening in a span of less than 12 months.
Some of the best moments in highschool though...now that would be a topic.
Lufia DS! Remake of Lufia 2!
Looks like they got Tia perfect. It would be kind of dumb if they left her hair the same color as Selan's.
Also, Trunk with built-in hook shot is incredible.
Also, Trunk with built-in hook shot is incredible.
A 'Scan' skill in RM2K3?
post=110294Branch: If monster is the current target.post=110293Good luck finding out who was targeted.
Skill would be infinity easier
Doing it skill based means you need to track the users current MP and their new MP after the skill was used. Subtract it, and if it's equal to a certain amount, then your scan skill initiates. No other skill can have the same MP requirement as the scan skill. All of this must be done through battle event pages. That's for scanning one enemy btw, not all.
Or you can just make it an item and be done with it.
At Your Service- The Menu
Feel free to correct me, but I think AmethystStorm is talking about breaking away from typical menu design. The above menus don't really do that, other than looking unique to that specific game. They are still menus with a background and some commands listed. They look really good, but I don't think this is what he meant (you can correct me amethyst if needed).
Two examples of games that I think break away from typical menu design are Dead Space and the Metroid Prime series. These games do a good job of integrating the menu with the actual protagonist of the game, which adds a lot. It makes it feel like that actual character is controlling the menu, rather than the player with the controller in their hand.
Two examples of games that I think break away from typical menu design are Dead Space and the Metroid Prime series. These games do a good job of integrating the menu with the actual protagonist of the game, which adds a lot. It makes it feel like that actual character is controlling the menu, rather than the player with the controller in their hand.
Take my breath away.
I really enjoyed that mission in CoD4. It's not just that part, though. You are literally holding your breath throughout that entire level, staying prone and taking out enemies, and even going under trucks to hide. The buildup to that final moment is really really incredible.
How they do it is different than how most RPGs create that moment. When you die in Call of Duty, it starts you off right before the place you died. I mean it starts you literally SECONDS before the moment you died. It creates that addiction of knowing that you will eventually pass that roadblock and continue with the game. You can't do this in most RPGs. You can't make checkpoints that go a few seconds back in time, because how well you do is based on how well the player prepared for the encounter. You have to take into account the last 15-30 minutes rather than those last 60 seconds in Call of Duty.
So yeah, the best dungeons and encounters are when you are literally dragging your feet across the exit. Some great ways to create this moment is by taking away privileges the player is used to having. A good example would be an arena in an RPG, where you are limited to the items the arena gives you before you start your battle run. It's up to you how you manage those items, and arenas in general are good at creating those tense moments. Another good example is creating a dungeon that's 20 floors deep, where checkpoints are every 5 floors and there is some great loot the deeper you progress. So if you exit the dungeon or die, you'll have to start from the last checkpoint and attempt to pass those next 5 floors again. It's those moments of "Hm, I could progess to the next level of the dungeon, but if I die, my progress will be for nothing." that are really great in RPGs.
How they do it is different than how most RPGs create that moment. When you die in Call of Duty, it starts you off right before the place you died. I mean it starts you literally SECONDS before the moment you died. It creates that addiction of knowing that you will eventually pass that roadblock and continue with the game. You can't do this in most RPGs. You can't make checkpoints that go a few seconds back in time, because how well you do is based on how well the player prepared for the encounter. You have to take into account the last 15-30 minutes rather than those last 60 seconds in Call of Duty.
So yeah, the best dungeons and encounters are when you are literally dragging your feet across the exit. Some great ways to create this moment is by taking away privileges the player is used to having. A good example would be an arena in an RPG, where you are limited to the items the arena gives you before you start your battle run. It's up to you how you manage those items, and arenas in general are good at creating those tense moments. Another good example is creating a dungeon that's 20 floors deep, where checkpoints are every 5 floors and there is some great loot the deeper you progress. So if you exit the dungeon or die, you'll have to start from the last checkpoint and attempt to pass those next 5 floors again. It's those moments of "Hm, I could progess to the next level of the dungeon, but if I die, my progress will be for nothing." that are really great in RPGs.
Lufia DS! Remake of Lufia 2!
post=109500
The website is open! And it rocks!
http://www.square-enix.co.jp/est/
Comnig 2010.2.25
I just want to hear more music from the game at this point. :(