I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic



[VX Ace] Regain MP on Guard.

All right, so - by default, all characters regenerate 25% of their MP when you make them guard. What percentage should other types of armor regenerate? And what numbers do those armor types occupy on your "armor type" list? Is it only based on body armor?

I'll work on something and get back to you with it and the customizations you'll need to match your database.

[VX Ace] Regain MP on Guard.

How are you currently having it regenerate MP when they Defend? I've got a vague notion of how to go about doing it, but I'm curious as to what you're using now and if it's possible to adapt it or if you'd have to do something new.

Are Core Scripts getting out of control?

Core scripts should be functions you're using over and over again in your scripts to start with. KISS and DRY methodology and all that jazz - if all of your scripts are using a refined version of a particular function, it's better to put that in a separate stand alone script so it's easier to make changes in one place instead of a dozen places.

But if you're not making use of any of your functions from the core... Yeah, there's no reason to enforce it's usage.

Light, Medium, and Heavy Armor: A Conundrum

If magic were to exist, I don't see any reason why a magic-user couldn't wear plate mail... if not due to a lack of exercise from studying magic for so long that there were no training to bear the weight of heavy armor.

Typically in fantasy settings, this is under the idea of encumbrance - you can't move as well in plate, which interferes with your ability to do the somatic components of spells, ie. the movements associated with a particular spell. If you're wearing heavier gear, it becomes harder to make it as precise as necessary.

Then again, if your world's magic doesn't require somatic components, it's not a big deal. But that's fantasy's typical answer for it.

It's spring break! I finally have time to make random games!

Spring what?

What is a man when art is all he has left?

A miserable little pile of secrets.

But enough talk!

[VX Ace]] More flexibility on JP gain.

By my quick skim through the script, it applies to all characters, not just the one who struck the killing blow; in the gain_jp battle method it loops through all the actors in the party and calls each of their individual JP gain methods.

[VX Ace] Is a Rudra's Treasure- style Mantra system possible?

Yep that's right :) At this point after playing so many Rpg Maker games I feel it's my responsibility to provide the player with a magic/skill system that's anything else but the common: "Here's Fire 1. After a couple of levels... here's Fire 2. Grats, Fire 1 is now useless!".

The best solution is to not make Fire 2 replace Fire 1. Make Fire 1 a single target spell; make Fire 2 a multi-target spell that does slightly less damage than Fire 1 but to everyone for a larger cost (so the player needs to figure out at which point it's more efficient to use Fire 2 than Fire 1 multiple times). For added effect, make a Fire 3 that's more expensive and does more damage single target than Fire 1, but give Fire 1 the chance to apply a state that increases fire damage or apply a Burn.

[ACE Scripting] How to un-shift sprites in game?

It works with either, according to the Ace help file.

You can either use !(Filename) for the 8-sprite or !$(Filename) for the 1-sprite.

Quoting the help file:

Adding an exclamation point (!) to the beginning of a file name cancels the application of the four-pixel offset, and also turns off the translucent effect applied by the bush attribute. This is used mainly for object-type characters on maps, such as doors and treasure chests. It can also be used in combination with the dollar sign ($) special character.

Adding a dollar sign ($) to the beginning of a file name allows you to treat one character as one file. In this case, the size of the character will be one-third of the width and one-fourth of the height of the file. It can also be used in combination with the exclamation point (!) special character.

[ACE Scripting] How to un-shift sprites in game?

Start your file name with ! - it gets rid of the 4 pixel shift.