TRUEMG'S PROFILE
TrueMG
269
I am a RPG Maker 2k3 game-developer and also creating commentated RPG Maker video-content on YouTube. So far everything in German.
I am working with this kind of engine since RPG Maker 2k, which is very old. I love to check out the limits of this engine to create something unique. I am also an amateur artist for an eternity, with lot of practice, which will be visible in my games.
I am working with this kind of engine since RPG Maker 2k, which is very old. I love to check out the limits of this engine to create something unique. I am also an amateur artist for an eternity, with lot of practice, which will be visible in my games.
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GoldenGuard
author=SakuraKoi
Specifically I unlocked that area before finishing the event which unlocks that path, wondering also a little why I can't do anything there
Well, there isn't anything. There should be a small harbour but I hadn't enough time.
I will fix the "no arrow"-bug in the next update. Thanks for reporting!
EDIT: And I forgot to fix the bug. Good job, me!
EDIT2: Now fixed!
Mega Man: Revenge of the Fallen
Okay, I really like the checkpoint-system in this game, because the stages are REALLY long. The system splits these level in half, even if you go Game Over (same with the checkpoint in the room before the bosses).
However this system breaks apart when the middle-stage-bosses appear. These bosses are really hard to defeat and you must defeat them to get to your "fix checkpoint". If you lose a life at this point, the last checkpoint is very inconsistent placed; in some levels near the middle-boss and in some levels at the start of a very long room. This is really annoying. And if it isn't annoying enough, if you go Game Over you need to play the whole first part of the level again, which has the length of a whole standart MegaMan-stage (and the stages are hard enough, sometimes because the rooms aren't very well designed).
So I am forced to grind on some enemies to get E-tanks and stuff for several minutes to beat these nearly unpredictable middlestage-robots. This isn't the gameplay of MegaMan.
So could you please "fix" these checkpoints when the middle-bosses are arriving? This is so much not fun. Not even "frustrated fun" like in the classic MegaMan. Just unfair.
However this system breaks apart when the middle-stage-bosses appear. These bosses are really hard to defeat and you must defeat them to get to your "fix checkpoint". If you lose a life at this point, the last checkpoint is very inconsistent placed; in some levels near the middle-boss and in some levels at the start of a very long room. This is really annoying. And if it isn't annoying enough, if you go Game Over you need to play the whole first part of the level again, which has the length of a whole standart MegaMan-stage (and the stages are hard enough, sometimes because the rooms aren't very well designed).
So I am forced to grind on some enemies to get E-tanks and stuff for several minutes to beat these nearly unpredictable middlestage-robots. This isn't the gameplay of MegaMan.
So could you please "fix" these checkpoints when the middle-bosses are arriving? This is so much not fun. Not even "frustrated fun" like in the classic MegaMan. Just unfair.
NewEntrance.png
(I confused the image-text with the commentary function. Now here is a pointless commentary. Hourray)
EDIT: Yes Nemica, I do. If you watch really close you can see the thinner wall is made of wood.
EDIT: Yes Nemica, I do. If you watch really close you can see the thinner wall is made of wood.
New Feature: Flashlight
author=Nemica
So there's going to be flashlight/no flashlight routes in the game. And if you have batteries, you might get a part that requires the flashlight, and if you don't, you don't. Right?
Well, yes. The "dark part" will be there but you can't enter it and are forced to use another route. But there will always be a "good thing" in the optional section. The sections can be rooms but also ventilation shafts.
I can also imagine some item-spots (the sparkles/crosshairs) which are only accessible if you shine the light on it and you get also additional stuff or informative papers about the ghosts. So many possibilities!
New Feature: Flashlight
author=Nemica
On the other hand, this means that the flashlight can't play a role in mandatory parts of the game and/or cutscenes.
Yes and no, at the same time. Because I want to "randomize" the route of the game and give alternatives. So maybe the flashlight could be part of an optional or an mandatory room (say, a very very dark room where you need the flashlight).
But this is just speculation. I'm far from this state of development. Maybe some alternatives aren't even a good idea because it could make this game too easy.
.....or will there be different cutscenes based on the state of the flashlight?
No. There won't be much cutscenes at all and I don't want variation based on a secondary tool. But I could make the light weaker and less effective (shorter range) on low batteries.
Also effects on some ghosts could be a good idea. Maybe they will flee or will be better visible (but at the cost of the Psy-Health). Depends on the type of ghost.
(EDIT: Oh yes, I forgot. For the case a player switches the flashlight on and off, again and again, just when he needs it to save energy ... it will drop the batteries even faster. I will add a small constant visible energy-bar, that flashes red to indicate that energy-drop)
Also, will there be some sort of lifetime display somewhere?
Just in the menu (here). You have 3 lifebars so it would cover too much of the spoooooky environment.
But it could be a good idea to blend in a mini-lifebar and the decrease (for a short time), if you take "damage".
(EDIT: Oh wait, you mean the lifetime of the flashlight? Look at the other edit)
First facts about the battle-system
author=Nemica
What does a stone of one element do?
An Elementiade gives you elemental-attacks and increases resistence against opposite elements (Water<>Fire, Air<>Earth, Light is unique). They also increase some stats, or give you special abilites.
Red/Fire: +Attack
Brown/Earth: +Defence
Blue/Water: Auto-Regena
White/Air: More time for counter
Yellow/Light: Chance of blinding enemy
They also charge up a little bit, if you are hit by the same element.
As written before, Elementiades can also be used as part of special Elementiade-weapons, so you can even get physical element-attacks or other effects.
You can also use Elementiades for the alchemy-system because some recipes need their "dust". You can also use them to solve overworld-puzzles.
There more you use Elementiades, there more the characters can use their powers or do more damage with them. There will be a skill-tree for this.
So yeah, you need them for a lot of things. And I'm not even far with my planning.
First facts about the battle-system
author=Nemica
I just hope you don't overdo yourself with this, because it would be really cool to play this.
TXK Nemica °o°/))
No, the technical aspect is difficult, but after it's finished the rest will be very easy to create. And for this I just need ... fantasy (~°o°)~
author=ZOUK
Sounds awesome. Do mixed stones work like combo magic in Breath of Fire 4?
I have no idea. Never played any Breath of Fire. And I don't even know how I would handle mixed stones - not in terms of worldbuilding (this is easy) but in terms of gameplay.
BattleSystem_WorkInProgress.png
author=ZOUK
Can you hire mercs to fill the fourth slot?
No, this doesn't make much sense for the plot. The protagonists don't travel for the sake of killing stuff.
author=Nemica
Are these "dots" under the heart bar the element stones?
Yes. Next to the symbol will be "mana"-bar. Not implemented yet, because the system is a little bit different from the HP-bar.