RAMZA'S PROFILE
I've spent a large part of my 26 years designing video games, mostly in my head. When I discovered RPG Maker 2000, I finally had a medium to put my thoughts down into, and I did.
At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.
Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.
I've come too far to quit now, though.
At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.
Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.
I've come too far to quit now, though.
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Mana Conquest: Vengeance
The black magic spells weren't in the demo yet, so I didn't bother writing descriptions for them, as they're basically placeholders until the real spells come into the game later.
The mental cure thing is wierd, but now that you mention it, I have that fixed.
Vance's triple shot being weaker than his double shot is a byproduct of my rebalancing the skills in the game before release, I must've thought that there weren't enough fights during the course of the demo to unlock that skill, and left it at it's lower damage. (of course, that is not the case, I just fail XD)
The mental cure thing is wierd, but now that you mention it, I have that fixed.
Vance's triple shot being weaker than his double shot is a byproduct of my rebalancing the skills in the game before release, I must've thought that there weren't enough fights during the course of the demo to unlock that skill, and left it at it's lower damage. (of course, that is not the case, I just fail XD)
Mana Conquest: Vengeance
Mana Conquest: Vengeance
ah, it's probably still in 16bit mode, I'll have to fix that.
the missing councilman png is an oddity, considering I made that after I released the demo, to replace the characterset that the guy in that cutscene was using. I didn't think I updated the one in the demo, I probably accidentally did it.
anyways I'm in the process of re-uploading the 1.20c demo to the host, it will be updated automatically here, as it was just a link to the upload on blade2k.. I'll post a notice on the main game page for people who had downloaded it prior to my fixing it.
edit: note is fixed, and I uploaded the missing and broken file to my locker so anyone who already downloaded the game can get them without downloading the whole thing over again.
the missing councilman png is an oddity, considering I made that after I released the demo, to replace the characterset that the guy in that cutscene was using. I didn't think I updated the one in the demo, I probably accidentally did it.
anyways I'm in the process of re-uploading the 1.20c demo to the host, it will be updated automatically here, as it was just a link to the upload on blade2k.. I'll post a notice on the main game page for people who had downloaded it prior to my fixing it.
edit: note is fixed, and I uploaded the missing and broken file to my locker so anyone who already downloaded the game can get them without downloading the whole thing over again.
Mapping Techniques (Yes I read the other forum from start to finish)
my main point is that a map that's 15x20 is the size of the screen. (or it is in rm2k3 anyway). It is much harder to make a huge map like a 100x150 appear good, as there is a lot more space to fill.
Mapping Techniques (Yes I read the other forum from start to finish)
I'll start by stating that your map is waaaaay too big.
start with small maps and work on making them look full. filling a 200x200 map with 80% of it being the same tile isn't good practise.
start with small maps and work on making them look full. filling a 200x200 map with 80% of it being the same tile isn't good practise.
Games Released in 2010
Released the second demo for Mana Conquest: Vengeance on April 5th 2010 (although it wasn't accepted until the wee hours of april 6th).
New demo release imminent!
RM2k3 CBS who goes first?
I totally have a front-end CMS in my game.
Of course, in the demo, it's kind of useless, but later on, the changeparty and magic systems are built into it.
They're not so bad.
Of course, in the demo, it's kind of useless, but later on, the changeparty and magic systems are built into it.
They're not so bad.
Battle Party Size
post=131791
By the way, 60 ego's are better than one big ego
I concur.
If you can make each character bring a unique role to the battlesystem, then there is no reason why you shouldn't have 6 characters in battle.
But at the same time, having two healers, a "tank guy" and some damage sweepers doesn't exactly make their roles all that unique. Put more thought into it than that (although a tank guy in rm* would be rad as hell.)















