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RAMSHACKIN'S PROFILE

Notes From Province
There's a lot of good in life. You just have to look for it.

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Evented CBS & CMS - 2k3 vs Ace

I remember feeling so cool and accomplished making custom systems using only events in the older makers. But in terms of productivity, it's awful.

The scripting is one of the best parts of VXA and MV. It's quick once you've done it a few times and have some patterns to work on. Most of the time I add a new menu, it's similar to one I did before, so copy+paste that script and now I'm 70% of the way there.

Plus you can still do all the eventing. Most stuff I do is standard events with a script call or two that simplify what would otherwise be like ~20 event commands.

How much can does a Name affect a game?

Ramshackin Reacts Video Game Names

Black/White: Renegade - the latest installment of Activision's bland, commercially safe FPS series
Steel Spirit SaGa - that one generic PS1 era jrpg with decent gameplay but nothing memorable
The Bamford Tenement - totally an artsy, story driven indie game

No idea what the actual games are about, but fun to judge a game by it's title ;)

Screenshot Survival 20XX

I think there's a good looking map there, but it's covered in so many layers it's hard to see. The scene would keep the mood even if the effects were like 2-3x more subtle.

Also, the height of the bridge seems off. It looks like it's raised 1 tile above the height of the water, but the water and ground are on the height.

Whatchu Workin' On? Tell us!

author=Erave
Shadows of Adam has been my main project for 3 years. Nearing its end. Going to beta soon and just put out a cool new trailer!


Your game looks so lovably nostalgic. Seeing the game in motion is more impressive than the screenshots you've posted (and those screens weren't bad to begin with)

author=Nana707
I'm helping with tilesets now, so our process of filling the map is way faster. I do think we still need some variations of grass to fill some empty spaces, tho.


Don't be afraid of empty space! It gives the player's eyes a chance to rest and focus on what's important.

Closing the Content Gap

I stole the stalactite idea from one of my unreleased RM games ;p

Actually, now that I think about, I stole the moving platform idea too. And I have plans to steal pretty much every other combat/dungeon/minigame mechanic from that game. Could have saved myself the time by releasing that game instead.

Screenshot Survival 20XX

@MarkusT, the lighting on your sprites suggests the sunlight is coming from the left side of the screen, but the cloud shadows are reversed with the light source from the right.

Whatchu Workin' On? Tell us!

author=Xenomic
Though that would leave her with Spirit World Demise, which my version is kinda blah, though not sure what yours is about? 50% current HP? Max HP? MP??


I meant it to be a standard magic attack with the stats balanced in a way to deal around 50% Max HP to the average party member. It wasn't meant to kill the player, just force them to heal in a predictable way that triggered my suggested version of the core mechanic. It would be better to replace it with something that works towards your new version of the mechanic.

Screenshot Survival 20XX

author=MarkusT

I actually really like the mountains. I know you mentioned fixing the autotiles, but it looks like you swapped MV's square look for a circular look. It works with the water, but the way grass/dirt/sand connect could be a bit more rough.

Otherwise, nice looking tiles :)

edit: quoting the last image since I'm top of page and have nothing of my own to show D:

Whatchu Workin' On? Tell us!

author=Xenomic
So I'm currently stuck designing a boss. And having problem with said boss:


Nirai Kanai: Removes all buffs from the party and prevents buffs from being applied. Used as first action of the battle.
Spirit World Demise: Inflicts unblockable damage to the party equal to character's current MP x5.
Ninth Reincarnation: Grants Absorb Damage: 10% and Return Damage: 20% for X turns.
Senji Ryakketsu: Reverses physical/magical resistances. Nullifies one while being weak to the other.
Cosmic Liner: Inflicts 3000 Mystic-elemental damage to one.
Time Stop: Inflicts minor Mystic-elemental damage and Time Stop: 15 turns to one.


Reacts to specific commands. If a character uses a command 5 times, then that command is Sealed for X turns.

That's what I have so far. What's not here are Night (Inflicts Sleep to all enemies and allies who are not immune to Sleep) and White Wind (Restores HP to all allies equal to caster's current HP. If current HP is greater than 9999, heals 9999 instead). White Wind isn't going to come back in this fight, but Night will. The thing about Akyuu is I'm trying to make her super defensive, using defensive skills to deal with the party (such as what Ninth Reincarnation does), but I'm having problems coming up with GOOD defensive skills. In addition, Akyuu's native ability is "The ability to remember what she's seen once", which is what the gimmick is trying to allude to. However, I'm not sure how I'd go about doing it that way (I mean, if a character used Items once, she'd know all about it from that point onwards, so if that same character used it again, she'd do some sort of counter to it or something). I dunno, anyone got any good ideas on how to deal with this fight? It's one of the few bosses that's got me completely stumped, and I need to get her done before I can move onto the next boss that needs looked at. >_<


Hope it's not too late to throw in my idea for your boss.

Core mechanic: whenever your party repeats the same combination of moves, the parties turn is nullified and a party member instantly dies.
Ninth Reincarnation: Absorb 25% damage, reflect 25% damage, and take the remaining 50%. Used on the end of the first turn, and lasts the entire battle.
Spirit World Demise: Damage to all party members equal to ~50%. Used every 3rd turn or so.
Senji Ryakketsu: Reverses physical/magical resistances. Nullifies one while being weak to the other.

First thing is trim down the skill list while making each more meaningful. The core mechanic represents her using her native ability to counter the party. An example of what I mean by the parties combination of moves would be: first party member attacks + second member uses Fireball + third member uses Potion. This makes the ability more threatening than the original "if a character uses a command 5 times" while giving the player room to switch up the party's moves each turn. Just make sure it's clear to the player how the mechanic works.

With Ninth Reincarnation, the boss will be taking 1/4 damage the entire battle. To balance, you can give her 1/4 hp. This makes her feel defensive, while not drawing out the battle. The reason for using it at the end of the first turn, rather than be a battle long passive, is it gives a clever player an advantage going into the fight a second time if they happen to lose.

The other two skills are simply to play into the core mechanic by limiting the parties moves and forcing repetitive combinations. The damage skill isn't threatening on its own, but now the player has to think of unique ways to heal everyone before the attack is used again. The physical/magical resistance reverse is there for the same reason - force the party into making the same combination of all physical/all magical moves that turn.

The battle is simple and clear. The boss is trying to lock the party into a state where they have to make a move they've already made, but the player has many choices on how to be effective without have the party repeat a previous combination.

frostfall.png

Snowflakes in the air can be plenty romantic ;p