OCEAN'S PROFILE
Freelance pixel artist, RPG designer, and hungry... for fooood.
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Salutations!
Yeah, quite a few familiar faces here. Well, welcome. I had wondered if you just stopped visiting RM forums altogether.
Shouldn't Have Used that Megalixer, You Were Going to Lose Either Way!
I don't like having them in the first place. If it happens once, the player might think it may happen again, and not put effort in a battle they think they're supposed to lose, but that is just a tough fight.
If it's 100% necessary, these would be my choices.
>>Its a Cutscene!
Might as well. Don't want them using the megalixir, never give them the chance to try in the first place.
>>Lose, Win, Both Work!
Solely because it's amusing to win and then still end up as if you lost. I did this in FF Legend 2, where I had every character including Dad still alive during the Apollo battle that Dad is supposed to die in. He still died in the cutscene after though. Also, if the plot changes because of this, and the game is very short/replayable (i.e. Chrono Trigger), then it could work too. Quite honestly, I dunno if I would reward the player for beating an "unwinnable" battle, I think the fact that they beat it and they could brag about it should be enough.
>>You Got Killdozer'd
I'm thinking of Bahamut Lagoon here. First off, your characters except for one have 1 HP during the Sauzer fight. Then, you are fighting against the top guy, so you know that you probably aren't supposed to win it yet. He uses Ragnarok to attack all for high damage, and a single ally attack which will kill them. There's no way you'd survive that. I'd probably start the characters off at full HP so that they don't think they have to heal immediately. But this has a chance of biting back if another boss has strong all effect attacks but that the character is supposed to win or use some sort of strategy for.
If you're fighting against the one you know will be the last boss, but in an earlier battle, then you'll get to see how much you've progressed since then, unless the battle is made easier the 2nd time or something.
At least, I'd rather have them just not try because they KNOW the battle is unwinnable, rather than try and waste up their resources for nothing. Or, maybe just return any used items after battle (and make some sort of note about it, or some players may not realize it). But yeah, again, I don't like unwinnable battles.
If it's 100% necessary, these would be my choices.
>>Its a Cutscene!
Might as well. Don't want them using the megalixir, never give them the chance to try in the first place.
>>Lose, Win, Both Work!
Solely because it's amusing to win and then still end up as if you lost. I did this in FF Legend 2, where I had every character including Dad still alive during the Apollo battle that Dad is supposed to die in. He still died in the cutscene after though. Also, if the plot changes because of this, and the game is very short/replayable (i.e. Chrono Trigger), then it could work too. Quite honestly, I dunno if I would reward the player for beating an "unwinnable" battle, I think the fact that they beat it and they could brag about it should be enough.
>>You Got Killdozer'd
I'm thinking of Bahamut Lagoon here. First off, your characters except for one have 1 HP during the Sauzer fight. Then, you are fighting against the top guy, so you know that you probably aren't supposed to win it yet. He uses Ragnarok to attack all for high damage, and a single ally attack which will kill them. There's no way you'd survive that. I'd probably start the characters off at full HP so that they don't think they have to heal immediately. But this has a chance of biting back if another boss has strong all effect attacks but that the character is supposed to win or use some sort of strategy for.
If you're fighting against the one you know will be the last boss, but in an earlier battle, then you'll get to see how much you've progressed since then, unless the battle is made easier the 2nd time or something.
At least, I'd rather have them just not try because they KNOW the battle is unwinnable, rather than try and waste up their resources for nothing. Or, maybe just return any used items after battle (and make some sort of note about it, or some players may not realize it). But yeah, again, I don't like unwinnable battles.
Oh no its Ocean
Yeah, I'm happy with Aquarius. I don't feel that way for all of them, but I do have to rush these, unfortunately.
Aries? I think so, I don't have any particular order, but I'll post it here when it's up!
Aries? I think so, I don't have any particular order, but I'll post it here when it's up!
Oh no its Ocean
Life2!

29 colors, Taurus

20 colors, Libra

10 colors, Pisces

12 colors, Capricorn

21 colors, Cancer

32 colors, Gemini

30 colors, Aquarius
That's all I have so far, I want to have the whole collection done very soon, as it's also for a project.

29 colors, Taurus

20 colors, Libra

10 colors, Pisces

12 colors, Capricorn

21 colors, Cancer

32 colors, Gemini

30 colors, Aquarius
That's all I have so far, I want to have the whole collection done very soon, as it's also for a project.
What character do you choose
I usually go for either a Barbarian type or a tank. My preference would be High physical damage and high speed, but I may go with a heavy armor/high HP type if enemies slay me easily. Self-buffs and healing is also nice, so if the healing class is fairly strong and has power ups and stuff, I may go with that one too. But otherwise, it's high power/high speed for me. I don't like having to rely on ammo/MP, nor do I like hiding and just casting spells.
My Screenshot is Bigger Than Yours!
Ocean: You can have characters move up while using a skill by selecting the "move to target" option in the skill-battlechar-animation-doohickey within the skill tab...?Woah, you're right, I forgot about this! Awesome.
Questions you always wanted to ask other members, but felt too lazy or awkward to do so.
End-game HP at what max go!!!Paradise Blue:
Assuming that the level I am aiming for is correct, then the player may end at around Level 25-28. The HP values would be around 200-300. A Monk would be around 400 HP at that time.
At Level 50 (Maximum), with a Monk with Power Armor and Level 3 HP+ ability, that is almost 1500 HP.
My Screenshot is Bigger Than Yours!
You could always just move them over two pixels in the actual battlechar. If that's not possible, you could make them battle animations and set their battlechar graphics that way.I think I started with manual placement but I forget what issue I had with it. I thought it'd be simple too since there were only 6 PCs, but maybe it wasn't? I dunno, I just remember something being a problem with it. I think I'll do the 2 pixel moving thing first if I have space, and if that doesn't work, maybe go with battle animations (which would also be nice for having them actually move up when using a skill). I'll check my options when I get home.
The 'terrain grid' only works if you are on that specific terrain and automatic battlechar placing is on (set in battle layout, iirc). That might be your problem. Another solution would be to turn off automatic placement and just set all heros normally--shouldn't be too terrible since you have consistently sized battlebacks and only six PCs to place (the four bodyguards and those two woodies).
Hey ocean, I hate the second way and far, far, far prefer the first screenshot, where there actually is a background and not half background and half wierd black stuff.I don't mind either, and I've had others say they liked the first one too. The second one is more early FF nostalgia. In any case, I'll make the other battlebackgrounds like the first one and then decide from there. Or maybe I could just make a majority vote thing somewhere, and base the results off of that. Again, I like both so either way I'm fine with it.
That's just my two cents.
Your Game Maker
I've been using RM2k3 for most of my projects since it's nice and simple, and I'm used to it. Also, I didn't quite have the $60 to shell out for RMXP before. Now I do, so I'll probably go with that once Paradise Blue is done. All of my battle systems and ideas basically require a bunch of event coding/monster group eventing/scripting anyway. At least RMXP would give me more flexibility that way.
My Screenshot is Bigger Than Yours!
Ocean: The second one reminds me of FF2 NES battles. If you're trying to make it feel retro go with the second one, if not go with the first one. I like the hero sprites, it reminds me of the start of FF6. Also, maybe make the hand thats pointing to whats selected a bit bigger.RM2K3 doesn't let me make it bigger, trust me, I tried. There is a 8x8 limit for pointer icons and I tried the best I could to fill that space.
OCD: <3 <3 I say keep the black base (second screen). Moving the woodies to the left a little so that they aren't overlapping the edge would be nice.Yeah, I like both of them so I found it hard to decide. I guess I will keep the black one though. I dunno how to move the mechs over to the left. I tried playing with the terrain grid but the best it could do is move Amelia over to the left and have Neil remain in the same place. Am I just doing something wrong?
Thanks for the comments! I didn't actually get to play around with these too much so I'll check it out again when I get home.














