STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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What's your favorite Hades build?

I freaking love this game. There's so much creativity and flexibility behind it. It's definitely been a huge inspiration for creating better skill synergies in my own games.

Anyway, just got off a ridiculous run with the bow. Wanted to share. And I'm curious, what are some of your favorite builds, for those who have played?

Here's the build I just went with.

[RMVX] Edit a Registry Key from a Script Call

Yo!

So I'm working on a way to configure controls from a menu in the game, as opposed to forcing the player to open the Game Properties window with F1. I've essentially figured out everything from the UI side of things, including displaying the correct button and keyboard prompts based on the binary data from the ButtonAssign file in the registry. But there's one thing I haven't managed to do, and it's kind of a crucial component.

Namely, I have no idea how to actually change the Registry file itself, or write to the registry, so to speak. Does anyone know how to do this with RGSS2?

I have a few scripts that have helped me to get started, I'll link them below. Just having a hard time actually understanding them.

I used this script as a base to figure out what the settings are in the ButtonAssign file, but ended up trimming down quite a bit of code and simplifying it for the purposes of my own game. It looks like this is at least capable of READING files from the registry. I just have no idea how do the same trick in reverse.

And I've used this script to figure out how to write to .ini files, and even create them from scratch if they don't exist. I feel like this is pretty close to doing what I need to do, I'm just not sure how to potentially alter this to write a .reg file in the registry, instead of a .ini file to the games root folder.

I could also be dumb, and this might not be possible in RMVX. So far, everything I've attempted to do has been possible with enough effort and ingenuity, so I think it's more my own limitations, rather than the limitations of the engine, but at this point I'm stumped. Any ideas?

EDIT: I found something else that seems to be helpful, and I've been working with this, but again I'm having a hard time understanding it. Maybe it can help someone else though? Here's what I found.

EDIT EDIT: Okay, I think I'm close. I think I need to use RegSetKeyValueA to actually change the binary data in the registry, but for some reason it doesn't seem to be working. My code has stopped crashing the game, which is nice, but it doesn't really seem to be doing anything either. I think the data format that I'm trying to pass through isn't quite right, but I'm not sure. This is what I've been trying to make use of so far.

Countering the Psychology of Touch Encounters

Alright, so your game doesn't use random encounters. Enemies are on the map, you can see them, you can avoid them if you want. If you get too close, they chase you. If they touch you or vice versa, a battle ensues.

But. When being chased, people tend to run. Not because they can't handle the enemy, but because of human psychology. Something runs at you and you want to see if you can outrun it and avoid danger. Now there's a dilemma. You need to get into battles to get exp and level up and maybe get some good enemy drops, but the player is actively avoiding those very encounters. You don't necessarily want the player to go LOOKING for trouble, but you also don't want them to run from it at all costs.

So, my question is, how do you combat that psychology? In games like Diablo, they implemented methods such as enemies dropping health globes so that players who need healing would seek out weak enemies. Doom eternal did something kind of similar. But neither of those games are turn based, and so it's easier to play things cautiously if you need to.

I'm thinking something like, if you deliberately trigger the encounter you'll have a chance of a pre-emptive attack, but that doesn't feel quite right. Anyone else have any ideas? How do you encourage your players to engage in your battle systems?

Balancing HP Regen

Okay, so I've got a bit of a problem, and I'm looking for perspective. In Thrall, healing items are limited, and healing skills are almost non-existent, with some minor exceptions, and even those exceptions cannot be spammed every turn. Reason for this is that in every turn based RPG I've ever played, having a heal spell that targets all allies and restores tons of HP is super broken, and having heal spells that restore hardly anything are not worth spending a turn on. See the "I hate white mages thread" for more details on why I don't like spammable healing spells.

So my solution? Stackable passive HP Regen. You can find armors that restore 1% of your max HP every turn, and equip up to 4 at a time on each party member. There are also passive skills you can unlock that provide additional brief HP Regen or minor instant healing when fulfilling certain conditions such as killing an enemy or evading an attack.

Now here's the main problem: enemy attacks are balanced to deal damage equal to around 10% of your max HP per hit. Get hit 10 times, you die, basically. But since HP Regen triggers every time someone takes an action, it gets way too powerful very quickly. I'm trying to find a balance, but I'm having trouble.

First solution I came up with, increase the damage enemies deal. That works. If you're heavily geared into Regen. But in the early game, you won't have a ton of that equipment, and you don't have many skills unlocked yet, so the balance is way off. And if you're focused on a different build, even later game balance is off.

Second solution, nerf the HP Regen. But then the question becomes, where does most of your healing come from? Since there aren't many skills that restore HP and restorative items can be hard to come by since items are randomized, you could end up in a desperate situation with no options to bail you out.

I think I need to reduce the HP Regen a bit, but I'm not sure how much. I'm noticing that the game is way too hard at early levels, but way too easy past about level 12. Does anyone have any tips on balancing games resource management?

I'm thinking I may be able to add a risk-reward element where HP Regen comes with heavily reduced defense, or something like that, but I don't really know if punishing the player is a good method of balancing a mechanic. Anyway, I'm a bit stuck. Would love some perspective, if you've got some to add.

What can and can't I put in my locker?

For example, if I had a sample project with an eventing and scripting tutorial and it was within the file size limitations, would that be okay to upload there? So far I've only used it for images in blogs and I think a couple of songs. Is there a restriction to what we can upload?

Boss Thread About Bosses

I'm pretty sure this has been done before, but I kind of wanted to create a revival of it. I also think the name has been used, but I couldn't find a topic with this name so I might be crazy. Correct me if I'm wrong.

Anyway, on to the point. I'm working on designing some bosses. I've got some ideas, but they're a bit flawed and could use some improvement. I'm looking for ideas and feedback on some good gimmicks for boss fights that can change up the basic gameplay but still tie in nicely with the overall theme.

So with that, here's a couple of ideas I'm thinking of implementing. Make use of them yourself if you wish, or offer feedback or what have you.

Sleeping Beauty
Not literally. Kind of. The idea with this boss is that it's sleeping throughout the fight. It will constantly spawn minions that fight for it, and it cannot be damaged while sleeping. Once you've defeated a few minions, it'll wake up and can be damaged. It still won't attack, but if it takes too much damage it will retaliate with a super move. At around half health it'll go back to sleep and the pattern repeats until it is defeated.

Pros: A boss that doesn't attack gives a nice change of pace, and having some brief periods of invincibility can change your optimal turn order, but the presence of minions still offers a moderate threat.

Cons: You've already been fighting these minions throughout the dungeon, so it may feel tedious to fight them again as a boss fight. Also, if they constantly respawn, it can feel pointless to defeat them while the boss is awake. A possible fix for this is to prevent respawns while the boss is awake, or add a delay before the respawn.

Any feedback on this one?

Mr. Invincible
A boss that continually regenerates 100% of it's HP. No attack causes lasting damage. Power gamers can find ways of one shotting the boss, but the real method of winning is to use a weapon that prevents HP regen. This can be done by having attacks with those weapons not only deal damage, but also reduce the max HP of that boss. This means that attacks with other weapons will still deal damage, but that damage can be regenerated, whereas attacks with the special weapons cannot be regenerated.

Pros: Can be used for some really cool story points. An invincible boss that shows up frequently can eventually be defeated through this method.

Cons: If there isn't a likely chance of using a weapon without this attribute, it may just feel like a normal boss. Need a special UI to actually display the bosses HP otherwise you may not notice the regeneration effect. If the special weapon is locked to a specific weapon, it may frustrate players who prefer a different weapon.

Feedback?

I may respond to this thread later with more ideas, but I wanted to gauge how people would respond to these ideas and see if anyone else has some rad boss ideas they'd like to see implemented.

[RMVX] Controller Support?

Hey, so I'm looking at developing a little bit more in-depth controller support for Thrall. Essentially this just means changing the on screen prompts to match whatever controller the player is currently using. I've figured out a way to do this, but I'm curious if anyone knows what controllers are compatible with RPG Maker VX games. I know certain PlayStation controllers work, but has anyone tried other controllers? Or does anyone know what some of the most common controller types are that are typically used for RPG Maker games? I don't have many controllers, and my laptop is so old that connecting them is nearly impossible, so I haven't been able to test this myself.

Game Jams and Events - Your Experience

So I've seen several events and game jams come and go, and have yet to participate in one through to completion. The most I've done is start a project and never actually follow through and finish anything. My mindset around them previously has been "well I'm already working on a big project, this would just be a distraction," or "yeah but I prefer quality over quantity, so I'd end up missing the deadline anyway." And yet, most developers I know will say you should absolutely participate in these types of events, as it really stretches your abilities as a developer, helps you feel like a part of the community, and gives you experience working with deadlines.

So, my question to the community is, what's been your personal experience doing events and game jams? I'm looking more for perspective from people who've actually followed through on them, but anyone is welcome to chime in. What did you learn from them? Would you recommend them to someone who's never done them, and if so, why? Did you find that they distracted you from your larger projects, and if so, was that a bad thing? What are maybe some things to consider going into one that most people don't think about?

Elite Affixes

Back with another game design topic where I ask the community for ideas and then shamelessly steal them.

Or, uh, ask the community what they like to see in games and then humbly oblige them. Yeah, that.

So, I'm working on adding a new element of randomness and challenge to Thrall in the form of Elite enemies. Basically, enemies that have a small random chance of spawning in any normal group of enemies that are basically a buffed version of those enemies. They have higher stats, but also a unique reward with additional EXP, and a guaranteed rare item drop, with a decent chance of an epic or legendary item.

In addition to these buffed stats and rewards, I'm adding one more component to Elite enemies, which is a passive modifier that affects the entire troop. So if an Elite enemy appears, every enemy in that battle gets a buff.

My question to the community is, what are some ideas for good passive modifiers like this for a turn based battle system? What kind of tropes do you like to see in tough mini boss battles, or what unique mechanics have you seen in boss fights that you'd like to see in other games? I'm flexible, so anything goes.

Couple ideas I've already come up with:

Hearty: Enemies have double HP
Thorned: Enemies reflect 10% of all damage
Regenerator: Enemies regenerate HP each turn
Swift: Enemies get a significant AGI boost

What makes a good Crafting system?

Question to the community. What in your opinion makes a good crafting system? Be it for weapons, armor, potions, other items, whatever you want, what are some of the elements that you look for? What makes crafting tedious, and what makes it fun?

For me, I can't stand crafting systems where you don't know what an ingredient does, or it's not clear what could potentially be an ingredient for crafting. That kind of system creates a terrible case of item hoarding, and can be extremely complicated. I like when things are simple and clearly communicated.

The crafting in Diablo 3 was pretty good, in that you could break down old equipment into crafting materials which you could then turn into new items, and they were clearly labeled. If you wanted to make a new legendary weapon, you'd first need to find a plan for it, and the materials needed would typically be much rarer.

What about you? What are some of your favorite crafting systems and why?
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