VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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Creating a “Jump” skill ala Kain from Final Fantasy IV for Claimh’s side-battle system using events
author=Craze\
I'm not even going to bother attacking your tutorial itself.
Allow me to assist in the form of a question!
Why would you bother to make a complicated event process to produce a skill that you could make via scripting about 1000x easier?
Especially since this tutorial is geared towards eventing a skill to work with a specific, obscure side-view battle system that I've never heard of before.
Guidelines for game reviewing
Teamwork: Skillsets for your party of 4 (or more)!
I feel like this article just repeats basic concepts from multiple other articles.
http://rpgmaker.net/articles/293/ A much more detailed list of battle roles, not only applicable to enemies but heroes as well;
http://rpgmaker.net/articles/4/ Brickroad's vastly more detailed study of the same topic;
http://rpgmaker.net/articles/27/ Kentona's study of the same topic;
http://rpgmaker.net/articles/177/ Craze's article on unique skillsets
etc
http://rpgmaker.net/articles/293/ A much more detailed list of battle roles, not only applicable to enemies but heroes as well;
http://rpgmaker.net/articles/4/ Brickroad's vastly more detailed study of the same topic;
http://rpgmaker.net/articles/27/ Kentona's study of the same topic;
http://rpgmaker.net/articles/177/ Craze's article on unique skillsets
etc
This week in GOLD (blogs), week #19
author=Shinan
Maybe you can do it when England wins the World Cup.
so ... never :x
in England do you make a fascinator that gets progressively more insane as playoffs continue, sort of like a Canuck playoff beard? because that sounds like a good reason to move
Boss Design Theory
author=Drakonais
If you do tackle normal battles in another article, consider what I'm trying to implement in my current project: full healing after every battle. Personally, I've always found that buying an arbitrary amount of potions before jumping into a dungeon didn't increase my enjoyment of the game in the slightest, only frustrating me if I overstocked or ended up being a few potions short.
By being at full power at the start of each battle, it's about exploiting weaknesses and utilizing strategy instead of trying to get by (but just barely). Of course, for any real sense of danger in this scenario, the threat of death needs to be ever-present and the consequences of a gameover have to be balanced to that (with frequent checkpoints, carry-over exp, etc).
LOL dated reference but; Sailor Moon:Another Story has a mechanic that gives PCs a very limited MP pool, but it is restored after every fight; it makes them all a knock-down drag-out, and boss fights much more intense as to which abilities to use and when.
Boss Design Theory
This is a pretty good article. I'd like to add my two cents to bosses whose fights include "luck" as a factor. I agree that the player should never be killed because of pure bad luck when using the optimal strategy and doing everything right (hideous underlevelling aside). However, it is perfectly acceptable to have bad luck dictate the difficulty of a fight. This boss was moderately difficult; if it manages to land its AoE Status Ailment, it becomes balls-out hard. That does not implicitly mean that you are going to lose because of bad luck or chance (and in fact, the perfect strategy here would have been wearing Anti-Status equipment to begin with) - it just means you are going to have a harder time winning. Personally, everybody has fought that boss whose <Annoying Attack> makes things a lot more difficult when it succeeds, and then reloaded their save or played through the game again and found it much easier the second time because they had GOOD luck. Luck is an integral part of gaming. Players should never fail based SOLELY on luck, but luck is an important factor to consider.
This Week in Blogs, week #14
This week in blogs, week #13
:O I got mentioned! FINALLY, being long-winded and rambly gets me ... somewhere, i guess!
Comment! I would love to hear what you have to say.
(In fact there's a very specific part that is a cultural difference I believe)
Comment! I would love to hear what you have to say.
Theater and illusion in games
author=catmitts
Basically I guess that nowadays even indie devs don't have to worry as much about brevity in graphics but it's always interesting to see people manage to suggest a lot with just a little, and how a few carefully chosen tiles can suggest an entire world with little effort while the sense of place generated by detailed ripped graphics etc can fall apart at the first misplaced tile.
You should look at the node system Craze and Karsu are using in the V&V Remake.
Makerscore
author=LockeZ
The Yzal Chronicles blog post Calunio linked to doesn't bother me at all, in and of itself. If someone wants to use their blog for that, more power to them. If people want to read it, great. It shouldn't be worth makerscore, though.
Really, blog posts in general shouldn't be worth makerscore. Not any more than forum posts should be. Blog posts and forum posts are not that different - they are both a short message to the community about a specific topic - so why is one worth makerscore and not the other? They should be worth the same amount. And that amount should be zero, because neither one is normally a significant contribution to the community. (They both *can* be, but by default are generally not.)
this.
If you really did want to quantify the "quality" of a blog post, I would base it on number of responses. Responses show that it's something the community cares about. Make each blog post worth an amount of makerscore equal to the square root of the number of responses. 0 responses = 0 makerscore. 1-3 responses, = 1 makerscore. 4-8 responses = 2 makerscore.
Game pages shouldn't really be worth anything either, since the only thing they do is aid in the marketing of your own game. That's enough of a boon already without also giving points. But whatever, you can only make two or three of them per game, not like blogs where you can make one every day, so it's not a big deal.
not this.














