AMERK'S PROFILE
amerk
2539
Search
Filter
Necropolis
Point taken. Should have said "some of the NES themed games".
Edit:
Finished up part 1, and for some reason the ending taste of what's to come reminds me of A Blurred Lines' end. Please, please don't go down Lys path and fail to provide us with closure.
Okay, that said, without your video I would still be struggling with the Soulkey and melody. Essentially, silencing them is the real key to the puzzle, so I was thinking you could add a sort of hidden clue that reveals this. Maybe an NPC that says something like:
"The symphony is great, and I love hearing different melodies. But when you need a peace of mind, silence can be bliss."
I also received the Tsunami and Hellfire combos, but could not get these to work for whatever reason, but LeafGust worked well enough on the final boss for part 1.
Hopefully in part 2 I'll finally be able to open those elusive doors with the cross symbol!
Edit:
Finished up part 1, and for some reason the ending taste of what's to come reminds me of A Blurred Lines' end. Please, please don't go down Lys path and fail to provide us with closure.
Okay, that said, without your video I would still be struggling with the Soulkey and melody. Essentially, silencing them is the real key to the puzzle, so I was thinking you could add a sort of hidden clue that reveals this. Maybe an NPC that says something like:
"The symphony is great, and I love hearing different melodies. But when you need a peace of mind, silence can be bliss."
I also received the Tsunami and Hellfire combos, but could not get these to work for whatever reason, but LeafGust worked well enough on the final boss for part 1.
Hopefully in part 2 I'll finally be able to open those elusive doors with the cross symbol!
Necropolis
Funny how the NES themed games (Generica, Dragon Fantasy, Necropolis) gets much more praise than most of the modern style games; I guess Nintendo had it right all along. But I agree with the sentiment here: this is indeed a very stylish and well designed game.
Enough of the chit and the chat; I've got some fiends to conquer!
Enough of the chit and the chat; I've got some fiends to conquer!
Soliciting Feedback:
I should have been more clear. When I say "building themselves up" I don't necessarily mean grinding for a long length of time; I mean through the natural course of the journey, making sure to fight the monsters you come across and not running, so that you have a decent amount of health that will sustain you when you face against an enemy that requires strategy. As much as I love the games of old, I am also not a fan of heavy grinding, but I enjoy seeing my characters get stronger through the first part of the game as I explore and fight.
Edit: Started playing this, and I haven't been able to stop. I sort of see where the grinding feel comes in initially though, so here are my thoughts that may balance this out.
Start it at Level 1, but lower the EXP requirements to gain the initial 2 levels. This way the player can still learn the ropes of the game, and not have to spend so much time grinding at the beginning. In addition, I would encourage you to make it so that Finishers aren't usable until after you've found the guide.
Right now, I've learned Finishers before getting the guide, and so when I do get the guide it feels sort of pointless since I already know the move. Making the guide a requirement forces the player to use what's currently at their disposal, plus the player can feel a sort of accomplishment when they discover a new guide, and it would encourage players to explore more thoroughly.
Plus, it would make sense to learn the move "after" you get the guide.
As far as everything else, whatever changes you want are fine but I have had no problems with the layout so far. Consumable items isn't really needed in my opinion, and the menu system works well.
Edit # 2: On a side note, I'm really enjoying the game. It reminds me a lot of what Castlevania might have looked like had it been an rpg!
Edit: Started playing this, and I haven't been able to stop. I sort of see where the grinding feel comes in initially though, so here are my thoughts that may balance this out.
Start it at Level 1, but lower the EXP requirements to gain the initial 2 levels. This way the player can still learn the ropes of the game, and not have to spend so much time grinding at the beginning. In addition, I would encourage you to make it so that Finishers aren't usable until after you've found the guide.
Right now, I've learned Finishers before getting the guide, and so when I do get the guide it feels sort of pointless since I already know the move. Making the guide a requirement forces the player to use what's currently at their disposal, plus the player can feel a sort of accomplishment when they discover a new guide, and it would encourage players to explore more thoroughly.
Plus, it would make sense to learn the move "after" you get the guide.
As far as everything else, whatever changes you want are fine but I have had no problems with the layout so far. Consumable items isn't really needed in my opinion, and the menu system works well.
Edit # 2: On a side note, I'm really enjoying the game. It reminds me a lot of what Castlevania might have looked like had it been an rpg!
Tears of Envia
author=Misery
After all, boss battles are what makes a game hard and interesting. Think about it - would you prefer smacking all bosses from the first try or lose several times until you find out what strategy to use.
This actually depends. I haven't played through any of the FT games yet, but I'd imagine this is the same with a lot of rpg games. I don't mind a complicated battle system that requires me to think. Heck, I don't mind losing a few times as I try to figure out the pattern, but this only works as long as I'm given the option to save prior to facing the boss, so I'm not forced to replay the last 2 or 3 hours I might lose as a result of a tough boss fight.
If save options aren't allowed prior to the boss, and the boss is supposed to be a tough cookie so that you can lose until you've discovered the method in killing said boss, and by dying you're forced to lose the past hour of your life, including any level ups and items you found, only to have to replay a large cut scene that you can't skip right before fighting the boss all over again, it would turn me off real quick.
[Contest] RPG Making Competition with Prizes RPG4D
Sounds like an up and coming community site that needs a bit of a boost, so a contest to generate more interest may work. My only thoughts on the site is that it's a bit of a cluster trying to find games (hell, you've got 100+ pages to surf through), so a lot of games will get lost in the shuffle. My advice, create a category that breaks these down (Category 1 can be rpg, real time, strategy, tactics. Category 2 can be platform/arcade/shooter. Category 3 can be simulation/puzzles...)
+++ DynRPG - The RM2k3 Plugin SDK +++
Coding Call.
I vouch for Cherry to take this up, as she's already created some wonderful patches and plugs for 2K3, but not sure if she'd be willing to take a stab at this.
On a joking matter, hopefully we don't come up with several different versions to this and then have to decide which we like better, assuming we get a wide variety of people doing their own coding.
Or am I misunderstanding that?
On a joking matter, hopefully we don't come up with several different versions to this and then have to decide which we like better, assuming we get a wide variety of people doing their own coding.
Or am I misunderstanding that?
Soliciting Feedback:
The problem you are going to have is some people just don't want to cater to level grinds anymore. They've been pampered down to quick and easy fights and don't want to bother with building themselves up and implementing strategy.
However, those same people are going to go into the editor and tweak the battles however way they want, regardless of what you change it to.
I say keep it at level 1; if monsters are rough you can always adjust their states or HP, but I've always liked the idea of starting at level 1 (unless there is a reason to begin higher), and there's nothing sweeter than spending the first hour exploring a game's new world and grinding against the first of the baddies.
Your other features aren't bad ideas. I agree to add consumable items, but I also liked the idea of restoring after battle because it gives leeway of making battles mean something. You fight a tough monster that can easily wipe out your party, but behold, their is a strategy the player can find and use to turn the fight in their favor. The player feels like he/she accomplished something. Why not keep the restore after battle bit and limit the amount of consumable items a person can find?
However, those same people are going to go into the editor and tweak the battles however way they want, regardless of what you change it to.
I say keep it at level 1; if monsters are rough you can always adjust their states or HP, but I've always liked the idea of starting at level 1 (unless there is a reason to begin higher), and there's nothing sweeter than spending the first hour exploring a game's new world and grinding against the first of the baddies.
Your other features aren't bad ideas. I agree to add consumable items, but I also liked the idea of restoring after battle because it gives leeway of making battles mean something. You fight a tough monster that can easily wipe out your party, but behold, their is a strategy the player can find and use to turn the fight in their favor. The player feels like he/she accomplished something. Why not keep the restore after battle bit and limit the amount of consumable items a person can find?
bandicam_20120223_092807388.jpg
A newbie guide
Ah, yes, but they are also in the process of doing one for Ace as well, so it all works out.
http://www.rpgmakerweb.com/support/tutorial/rpg-maker-vx-ace
http://www.rpgmakerweb.com/support/tutorial/rpg-maker-vx-ace













