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Bronze Soul

This game piqued my interest for some reason, so I gave it a shot. For a first attempt, I'd have to say it's not too bad at all (it beats the crap out of my first RM game, at least). It definately need a lot of improvement, but it's a good start. Keep it up!

There were lots of little things that I really liked here; but also a lot of little things that really turned me off. The little bits of interactive environment (like the vanity in the bedroom, for example) were nice touches, but there just needs to be more of it to keep the player wanting to explore and check things out.

A few of the lines of dialog were great and made me laugh ("The school will suck out our souls! We must flee!" was my personal favorite), but at times it just didn't make sense (when Diana accuses Brian of lying about being in a hurry because he's running late for something...sounds like a perfectly good excuse to me...).

I like where you're going with the story. The shifting-realities slant, while not the most original concept, is pulled off pretty well here (and that's what counts in my book). The little scene in the school actually made me go whoa...

The mapping definately needs a LOT of work. One of my big peeves is having open edges on maps that don't go anywhere. The crossroads south of the first town should probably just not be there unless you plan on putting transitions on ALL the roads leading to different areas. There were also a few places where I encountered invisible walls, especially in Diana's house, where there seems to be a mini-maze of them on the left end of the living room. Over-all though I like the style you're going for, and it has potential. I think you just need to work on your technique (which will come with experience).

The battles were also not so great. The Daggers need to be beefed up a lot. Most of the time, I just one-hitted all of them before they were able to inflict more than 1-2 hits on my characters, and they seemed to do no damage at all to Brian. Yeah, monsters in the beginning of a game should be fairly easy to kill, but they should provide at least a little bit of a challenge to make it interesting. Because they were so easy, I was really thrown off by the monsters in the cave. I made the mistake of using the same strategy for them (mash C) and got my ass kicked, which sucked because there's no revival items/skills (unless Kitty has something...I wouldn't know because he got one-hitted on the first encounter with him in the party).

comment=40307
Cosmetic change: Should I change the Deralius' Diana's default name to something else?

No. That would be confusing, as the player might mistake the two Dianas as actually being two different characters. But that might be what you're going for...Mulholland Drive, anyone?

Action Resolution System - Thoughts

The World of Darkness P&P system had a really nifty stystem that worked in a similar way to what I think you're trying to go for here. Basically you have "Abilities" (strength, dexterity, charisma, perception, etc) and "Attributes" (firearms, melee, computer, politics, survival, etc). Whenever you get into a situation where the dice are rolled, the gamemaster chooses one Ability and one Attribute that are used in that roll. Those two scores are added together, and that many d10s are rolled. You have a difficulty value (which defaults to 7), every die rolled 7 or higher counts as a success. The more successes you roll, the better the situation turns out for you (in the case of combat, successes count as points of damage to the opponent).

Say you're trying to steal a car. First, you have to find a mark; a car that you know is easy to break into and hot-wire. That might be something like Wisdom + Drive. Next you have to jimmy the door lock without being too obvious about it; Dexterity + Subterfuge. Now that you're in the car, you have to figure out which wires to cross or whatever to hot-wire the car; Intelligence + Computers. VROOOM! You got the car running, but someone managed to spot you and called the cops; you have to make a fast getaway now that you see the flashing lights in your rear-view; Dexterity + Drive.

So with something like this, you could have a reletively small set of skills/abilities/whatnot, and still have a dynamic way of dealing with situations by mixing and matching the different skills to suit each unique challenge. Of course, coding something like this into a video game would be a LOT more complicated than doing it with pen & paper, where you have a human brain (the gamemaster or whoever) to decide which skills to use, what happens if a skill check fails, how to change the situations depending on the outcome of skill rolls, etc.


Personally, I'd love to see someone make a D&D game that actually utilized the P&P system. Every D&D game I've played has been some watered-down version of the system that used real-time combat that usually boils down to "equip the biggest weapon/heaviest armor you can get and hack at the baddies till they die". It would be cool to see something that took a more XCOM/Jagged Alliance type approach, with more tactical combat and non-linear gameplay.

Need ideas + Have some creepy atmosphere

One thing I would suggest is to take out some of the low-mid frequencies in the main pad; give it a colder, more hollow sound. Throwing in something like a fretless bass to give it a bit more of a rhythm and fill in the low frequency ranges. Maybe widen the whole thing out with a stereo imager too, if you have one.

I dig the sampling. Not too sure what it is...evil cackling...crying babies?

WIP music...

http://rpgmaker.net/users/Nines/locker/chasing_dawn_2_WIP.mp3

Alright. Lots of little changes. I tossed out most of the repeating melodies and re-recorded them (improv, you could say). Made it a little longer, and threw in some choir and percussion to spice it up a bit.

WIP music...

Thanks for the advice! I'd never heard of the concepts of consonance/dissonance before. That should help me out a lot, not just with this peice, but all my music.

I'll post an updated version of this after I smooth out a few more things in it and redo some of the parts.

So a talented artist is planning on immortalizing a scene from FFVII into a comic. Check it out!

I remember doing concept art and a little mapping for a Half Life mod about 5-6 years ago that was based around FF. Basically, it was TF with FF-style classes (fighter, thief, black/white/red mage, etc). We got a C&D order about 3 months after putting up our website. It turns out, Square was pretty hardcore about stuff like that. Of course, things might be different now.

After that, we decided to take out all the FF material and just go with something original. Then we realized what we had really had no substance as a game; the whole thing was just sugar-coated with fanboy FF crap. The project died shortly after.

Fame, Fortune, True Love

If your "life aspirations" are to be rich and famous, I'd consider that a little bit moronic.

And as for true love...if love's not true, than is it really love? Put that in your DB and playtest it.

What are you currently reading?

Addictive Thinking: Understanding Self-Deception by Abraham J Twerski, M.D.
It's actually a little more interesting than the title makes it sound. Some funny stories in here.

The Last book I read: Another Roadside Attraction by Tom Robbins. Whacky stuff. Spoiler as follows:

A vegan gyspsi slut gets married to a jazz-drumming self-proclaimed 'magician' from the Congo, and they move to Washington and open up a hot dog stand/wildlife preserve with their infant son and a baboon. All the while, their hippie black-belt lumberjack friend worms his way into a secretive Catholic sect of warrior monks, and ultimately stumbles across the mummified remains of Jesus Christ.

So a talented artist is planning on immortalizing a scene from FFVII into a comic. Check it out!

So wait...is that guy in the picture supposed to be Cloud? Umm...the shading's nice...

And yeah, you're going to need permission from Square to do something like this, even if you're not going to charge for it. I can tell you now; they won't give it to you. People generally look down at others who so blatently rip off their IP.

I don't really see the point anyway. I mean, I loved FFVII, but I would have no interest in reading a comic that just depicted a scene straight out of the game. I don't care how 'talented' the artist is.

The bottom line is: Square is not going to allow you to do this. If you do it anyway, you might want to put that $500 or whatever you get toward getting a good lawyer.

(RMXP) Display current / max values for HP/SP on the combat screen?

RESOLVED!
So the fix is totally simple. Thanks to GreatRedSpirit for showing me the way. The chunk of script in Window_BattleStatus should look like this:

draw_actor_hp(actor, actor_x, 32, 140)
self.contents.draw_text(actor_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(actor_x + 60, y, 48, 32, actor.maxhp.to_s)
draw_actor_sp(actor, actor_x, 64, 140)
self.contents.draw_text(actor_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(actor_x + 60, y, 48, 32, actor.maxsp.to_s)

You change "hp_x" and "sp_x" both to "actor_x", and increase the width of the drawing area arguements for draw_actor_hp and draw_actor_sp from 120 to 140. BAM! Max HP and SP in battle!