SAILERIUS'S PROFILE
Something happened to me last night when I was driving home. I had a couple of miles to go. I looked up and saw a glowing orange object in the sky. It was moving irregularly. Suddenly, there was intense light all around. And when I came to, I was home.
What do you think happened to me?
What do you think happened to me?
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I Hate RMVX
author=Versaliaauthor=SaileriusMany artists using "today's tools" do not come close to what he made.author=KarsumanIndeed. Just imagine what he could have made if he had access to today's tools.
hey you know the paint leonardo da vinci used to make his paintings?
they don't make it anymore. it's outdated.
Many artists aren't Leonardo da Vinci.
I Hate RMVX
author=Karsuman
hey you know the paint leonardo da vinci used to make his paintings?
they don't make it anymore. it's outdated.
Indeed. Just imagine what he could have made if he had access to today's tools.
Awesome Custom Art Is Awesome
author=TFTauthor=Corfaisusi would like to see your art, actually. if you think this piece of art has mistakes, lmao. oh yes, i'm sure the only mistake is it's not "anime".
As a fellow artist, I could nitpick this to hell over its mistakes, but there's plenty more out there much worse.
i really like the art. it's hard to not appreciate physical pieces done in pencil/colored without it being thrown through photoshop.
You don't have to be a master of a craft in order to find flaws in a work. Also, that's pretty damn anime.
Anyways, looks good! Is any of this art going to go in the game?
Vacant Sky 2010 Roundup
I should also add that a large volume of the traffic I get is from Google searches that cause people to stumble across the website. Search terms related to "complete rpg maker games", "free indie rpgs", and "rpg maker 2003 games" (wtf? this is always more prominent than xp in terms of search results) bring a couple thousand visitors a week.
EDIT: While I'm at it, I should say that networking is a huge contributor to the game's success over the past couple years. I talk openly about the game with my friends and get their suggestions. Some of them tell their friends about it, etc etc. Deviantart has probably been my biggest hit in terms of networking; some of the people who have contributed artistically to the game have followings of their own that monitor the game's progress.
EDIT: While I'm at it, I should say that networking is a huge contributor to the game's success over the past couple years. I talk openly about the game with my friends and get their suggestions. Some of them tell their friends about it, etc etc. Deviantart has probably been my biggest hit in terms of networking; some of the people who have contributed artistically to the game have followings of their own that monitor the game's progress.
Vacant Sky 2010 Roundup
The only non-RM sites where I posted Act III were Youtube, Twitter, and DeviantArt. After a day or so, a bunch of other sites started mirroring it on their own, so I have no idea exactly how many places are hosting it now. I also sent out emails to a bunch of indie mailing lists that I'm a part of, as well as groups and circles at my school and in the local indie scene.
I'm planning to make a big release event out of the Complete Edition. I've been holding back from really promoting it outside of the indie scene until then, since the old Act I is pretty discouraging and I don't want to taint potential players' first impressions with it. If you have any suggestions for ways to market it that I haven't thought of, I'd love to hear.
I'm planning to make a big release event out of the Complete Edition. I've been holding back from really promoting it outside of the indie scene until then, since the old Act I is pretty discouraging and I don't want to taint potential players' first impressions with it. If you have any suggestions for ways to market it that I haven't thought of, I'd love to hear.
Vacant Sky 2010 Roundup
author=Lennon
Oh please. His game is popular, deal with it.
I might have to check this out later, since it's getting so much attention.
If you're interested in checking it out, would you be interested in trying out the current beta of the new Act I? The one that's up now is pretty embarrassing and turns a lot of new players off from the much better later chapters.
Battle system updates and suggestions
author=Einander
I'm personally fond of the Charge system; I prefer it over Limit Breaks, if simply because it allows you to choose when to use the skills rather than having it largely decided for you. Why not add a few Charge skills to some of the physical characters, like Ray or Blaise? Ray's Enrage skill would have good synergy with a Charge move, for example.
On the topic of making physical attacking more interesting, you could also implement a physical version of the reaction system. Balanced, higher accuracy and lower damage, lower accuracy and higher critical? You could also potentially move Counter to offensive reactions and make Cover the fourth defensive reaction. (Of course, then you still have the problem of people using both...) Multiple types of normal attack might do a decent bit to help the high accuracy characters in the mid-game and the low accuracy characters at end-game; both groups struggle a bit at those points. It's not too interesting by itself, but it's a potential supplement.
If Ray and Vanquish are meant as the "defensive" physical characters, you could also differentiate them into "active" and "passive" defense. Vanquish heals and has defensive buffs. Ray could have moves where he reduces damage from or counters physical attacks aimed at party members or magical attacks aimed at party members, so that his ability to defend your party is based on prediction. Low-level versions might be defend against or counter the next skill, while better versions might last until his next turn. A skill in a similar vein might be "block all statuses this turn" or the like.
Let Blaise be Charge-based. He uses guns, so it even works thematically. Vel I have no real opinions on in terms of changes. She could use either a little more offensive power - I'd like Truth Perception on her! - or get most of her buffs a little earlier. She gets her good stuff quite late. Laaik is fine, though an offensive skill or two on him would be nice; once everyone else's equipment starts catching up, I'd say Vanquish is strictly better as-is by virtue of group healing. There's more reason to use Laaik over Vanquish if Laaik's a better attacker. (Laaik can also apparently can dual-wield a holy sword and a carbine. I'm not sure why he's the only other character who can use sidearms but it's still a pretty badass image, and that meant I kept him in my party for longer than was probably strategically sound.)
Rien is good. Not to my tastes (I'm too defensive) but good. Zaqris could use more on the magic damage end, especially with Rien being the only real 'mage' for most of the game. (Water magic comes a little late!) He's otherwise good, especially since his build seems like a good one if you keep his equipment current. (And unless the new paths change things Zaqris changes aren't too high in priority.) Seri and SUPER SECRET GUEST STAR are near the top in usability as-is, so I can't see much cause for change.
Just my two cents. I'm looking forward to the new versions!
Thanks for the in-depth response! I really appreciate it. Some thoughts:
- I was thinking that if I gave more people charge moves that I'd give the party a communal pool of charges. One of the advantages of this is that if everyone can use the Charge skill, there's no reason to waste a turn (in case the enemy has counter and regen and you don't want, say, Vel, to attack them).
- The hard part with coming up with Charge skills is that there's not really different types of damage, so there's no way to differentiate them. Auria's charge moves seem interesting since they're all different types of attacks, but what kind of moves could I come up with for Ray? That's the problem I'm looking at.
- I'm not sure how I feel about a physical reaction system. Typically, party members have one of either ATK or ACC high and the other low, so switching between modes wouldn't really benefit them a lot.
- That's not a bad idea. If I added the Cover reaction, I was planning to give it to each of Ray, Vanquish, and Laaik, but only Ray would get the high end forms of it.
- I'm not sure what kind of Charge moves Blaise would have. I suppose ones that hit multiple times would be handy for him, allowing him to fully exploit his high ATK and ACC.
- Vel's not meant to be an offensive character at all, but I see your point about giving her buffs sooner. One new feature I could do is giving her the ability to transform into other party members, including ones who are for one reason or another not available in your party at the current moment.
- Good point about Laaik. His selling point was his trio of ATK/ACC/DEF. Maybe giving him a powerful Charge move would raise his effectiveness. Also, Blaise and the other guest star can equip sidearms as well.
Battle system updates and suggestions
author=MarrendIt seems kind of overpowered to combine both counter and cover, especially if the person using it has Regen.How about if you disallow Regen if the counter-cover reaction is used? Or make Regen a reaction onto itself? As in you take damage as per normal, but regenerate a certain amount according to the character's DEF value?
Where did I get these ideas from? Seriously, this is right of the top of my head!
Hmm...I suppose Regen could work as a reaction. My initial hesitation was that it's effectively the same thing as Guard except distributed instead of taking effect each time it lands. I'm not sold on the idea, though; I'd need to run some numbers on it first. It also doesn't really make "sense" as a reaction, since reactions are the action you take when targeted.
And just disabling Regen if you were counter-covering is a really bandaid-y fix. I'd prefer a more elegant solution. Maybe one way to do it would be to have cover give you a % chance of gaining a counter and that chance raises as the level of mastery rises.
Battle system updates and suggestions
author=MarrendI'm hesitant to just add physical techniques, because if they're more powerful than regular attacks, then there's no reason to ever *not* use them.I just wrote a tutorial about this phenomenon, but that's more about the default combat engine of RPRM-VX than a custom combat engine in RPGM-XP.
As for making defense-build characters more viable, if it's at all feasible, is have them take attacks for other teammates, then perform a counter-attack. Call it Counter Vengeance, if you will. Perhaps it might not be an innate/starting ability, but a reaction they'd get with enough levels or continuous battles in the standard "Defend" reaction. I dunno. Just musing here.
I was thinking of making Cover a separate reaction chain from Guard where you only take the hit and reduce damage. It seems kind of overpowered to combine both counter and cover, especially if the person using it has Regen.
I've also been thinking about whether I want to ditch the Charge system for a limit break system and giving everyone an ultimate move or two. One of the problems with differentiating moves is that there's no real elemental strengths/weaknesses since only three people learn elementally-attuned abilities.














