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RPG Maker VX: Yun Sum Maker Series

Part of the appeal of paying (commissioning) for resources is having the graphics tailored specifically for your game. Charging a fee for a new set of generic resources doesn't make a whole lot of sense.

Wish_for_Jesse.png

The characters should be drawn with the same simplistic style as everything else.

Video thread

Video thread

Video thread

Phantom Legacy (Part 1)

The last dungeon for this part Im going to release is pretty much done, I still have some wrapping up to do and then testing.

Aftermath_Butter_Knife.png

It looks like a mutated chicken dinner.

Forever's End

author=Fallen-Griever
I felt it was cumbersome having to wade through all the menus. (I had the same problem with Phantom Legacy; i.e. you have three skill sets to choose from, sword skills, magic skills, "Focus", "Charge", "Scan" as well as items that also incorporate these commands. The battle menu most of the time will only show two or three of these commands. Eventually you forget what each one does, why they're actually there and accidentally select them.
Yeah! Ttaking your time and making sure you're doing the right thing is so fucking overrated! So is remembering something for more than one play session! Who would want to take their time and remember things? That's just a stupid waste of time! Everything should be ridiculously obvious. In fact, the battle system should tell me what to do! Seroiously, why can't all battles be a case of smashing the space-bar over and over!?

/sarcasm


A good concise interface is important, which is exactly why I already fixed the problems previously cited in my own game.