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Rhyme
Tear Harvester Rhyme
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you saw my profile

now you have to add +10 to all your enemies' parameters.
Subterranean Starfield
~kawaii style dungeon crawler~

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Boss Battle Design Contest - Knowledge is Power

author=LockeZ
"The End is Near" seems to require the RM2K3 RTP to work.

EDIT:
I went ahead and just fixed the RTP dependency myself. Now you guys can judge it for reals, I guess. Seems unfair to the person who made it to disqualify them just because they forgot to set the three vehicles to blank sprites.
If you were having trouble opening it before, you can download the fixed version here.
The end is now a little bit nearer.


I still get "No se puede abrir el archivo system?A " when attempting to open it. :(

Boss Battle Design Contest - Knowledge is Power

LockeZ I have sent a revised submission but it seems you have not read it! Please? :<

Free Action Burst Battle System (FAB/BS Discussion)

author=Cozzer
I've just thought of another thing that will make or break your game: gradually introducing the player to all those features.


Very very much. Like Archeia said, Lunatic Dream very similar in some aspects, and many of the feedback tells me that it is difficult for a player to get used to when he/she just started. It helps when you have an intuitive design to make it more natural for the player to understand.

RPG Maker VX Ace

author=Versalia
Open it ONE time, write your script snippet, use <damage: type> tag without ever opening the script editor again. This is a pretty weak argument. It's like saying you shouldn't have to open the database for everything. They're just the front and back of the exact same interface.

Well, not everyone will be using YEM, you know.
Although it is an excellent script compilation, it doesn't fit everyone's needs.

In general, an average user would probably pick a built-in damage algorithm editor than opening the script editor and finding and using the damage formulations in there (even more if they don't use a script that makes this easier). RGSS(3!) still exists for those who want "advanced" control over their damage algorithms.

e:
It's maybe the same thing, but it'd be easier and much more convenient for people now (time saver, ease of use, and user friendliness). Forgettable Forgetful people can forget what script snippet they wrote and will have to refer into the editor every time. Including it in the database makes it much easier for them.

RPG Maker VX Ace

Versalia, convenience. Not everyone wants to open the Script Editor for everything. :)

Boss Battle Design Contest - Knowledge is Power

author=Arandomgamemaker
If i win, i'm totally making you a princess.
:D

Boss Battle Design Contest - Knowledge is Power

A few questions:

Is there a limit to the complexity of the battle mechanics itself? If not, then would the judging include how easy and intuitive the unique mechanics are? Are we allowed to explain what stuff does? (Not concerning the boss itself, but the battle system)

Is it also allowed to have difficulty selection? I am not sure what you may be looking for as your definition of easy/hard may as well differ from mine.

Edit: Do you mind unfinished graphics in the submission?

Last but not least, should the battle mechanics allow customization (equipment and stuff), should it be set automatically, or do we allow the player to set it him/herself before beginning the boss battle?

Star Stealing Prince

Ronnie :D It's a delightful surprise to see this up!

efface

QA time~

Collision detection was really bad. I'm guessing that's a tileset issue and is probably unavoidable due to the engine.
Yes it is :< I'm trying my best to make the tileset more fitting with the grid.

Some bullets did 0 damage to the player character.
Oh boy you'll love the next update...

- Music is too loud in proportion to sound effects. Maybe allow the player to adjust that?
Music has been changed :3

- When interacting with a lever and reading relevant text, enemies can be hurting you
Interacting with objects in hazard zones now provide information via the neat little box that pops up to tell you stuff. This includes item pickups, levers and switches, buttons, object examination text, and warnings.

- I kept running out of ammo. Maybe adopt the convention of having enemies drop ammo? It could be that I wasn't experienced enough with the game to effectively plan for how much ammo I should buy at the store, so take that suggestion for whatever its worth.
That is a good idea~

I was too lazy to check if it has been mentioned before, but I find it weird the interface is being hid by the character positioning, while you could just fix it with map design, by giving more room to the areas un-accessible to the players.

I-I didn't think of that! D: Now I feel like the hard work with the interface autohide is easily avoided.

As a short update, I played with the CSS a bit (maybe a little overboard with the small caps), and the Game progress is halted at the moment because me and Lusty can't talk to each other at the moment. Once me and Lusty gets into contact with each other it will resume! So hang tight~ (there newblack are you happy now :<)

edit: clarification of an answer!

So, you play MMO's?

author=ElectricalKat
When I was young (and pretty foolish), I played a very old MMO named "Nexus: Kingdom of the Winds". It had some really interesting concepts that I think would still set it apart from many MMOs today, had it not been more or less ruined by its parent company as time passed, resulting in the loss of 80% of its community. Now, well, its very well-developed world is quite barren.


I vaguely remember playing that! It was called Nexia here though. I played it often with my cousin when I was still around 6.