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Osteoblasts

author=lianderson
It´s just a simple damage move that costs HP instead of MP. If you ever play the game, pick the carbon element at the start.

I'll check it out! Seems fun from what I've seen :D
Any idea when this will be done?

My goal would be to release it by next Halloween if I get the time, but no promises~

author=Kylaila
insta-subscribed.
Is this good or is this good?!

Thank you! I might say it's a
blast.

sc4.png

Oh MY GOD LOL I totally didn't notice that! That's what you get for not having proofreaders.

I won't replace the screenshot for historical reasons though.

Osteoblasts

author=lianderson
The title drew me in because I have a bone spell with the same name. Now I´m staying because of how good this bone game looks. Subbed.

Oh man that's awesome! What does the spell do?
And thanks!

author=hiromu656
This looks dope

Thank you! :D

sc3.png

author=Bouz
Really cool looking style you have here! I'm wondering if it might be best to outline the rest of the trees and bushes. They use the same color as the grass and it doesn't pop out like the rest.

Thank you! And yes, I've been trying different things with the tilesets, I believe the longer pine trees look a bit better because of their not-as-dark outline at the top, I'll try editing the other trees to match up with that.

author=Ljink
Huge fan of the graphics in this game. Very early "PC Engine" styled stuff and I love it!!!

Thank you so much! I also draw a bit of inspiration from old GB/GBC games as well for this, those were maximum comfy.

author=InfectionFiles
Definitely a lovely screenie with cute graphics

Glad you liked it! Thank you~

author=Frogge
Are the shadows at the right side meant to imply elevation?

Also I'm pretty sure I don't need to point out just how awesome this is. It's obvious, right?

Oh they were indeed! Still very WIP on the corners (because I don't really know how to do them lol), before the sides were darker than the front but it kind of looks better if they're all the same tone of green.
Probably would look better if I knew a bit more about mapmaking. I was looking for this kind of perspective with caves and mountains (as you can see in dungeon screenshots)~

Osteoblasts

author=Darken

author=suzy_cheesedreams

Thank you! Hope you enjoy when it's released!

author=EnricBlack
Lol Osteoblasts is a medical term

This is exactly why I named it this way. I was looking at the skeleton page on wikipedia and came across to this term which made everything come together.

Stat naming and their purposes

Thanks for the replies everyone! Really clarifies some doubts I had in relation to all of this.

author=Marrend
I can suppose skills could also have a "Soul" or "Retribution" attribute.

Yes, precisely. If the player hovers onto a Magic or Counter skill they'll display their strength in Soul and Retribution instead.

author=Marrend
However, back to my original point, using your example above, does that translate into the skill using 80% of the character's Blood attribute?

That's it, the 'power' is a multiplicative factor in the skill's damage formula. Since the game doesn't have a true Defense stat (instead using the mana (as "Armor") bar to protect HP, gained through some skill uses), the formula goes simply like 0.8 * a.atk for 80 Blood Power.

author=Sooz
You don't necessarily need to do a full-on tutorial or anything, you can just make some examinable text and/or NPCs to explain it in a beginning area.

I use some Graves with question marks displayed on them for these kinds of information. About 2 per map, 1 at most.

author=Sooz
I'd personally have renamed Retribution to something like "Sinew," since it's the odd one out in the naming theme. I'd also rename Health to Bone. But that's neither here nor there -_^

Oh, thanks for the idea! Sinew sounds really good in fact! I initially thought of Cartilage but Sinew does fit the low-syllabes from Soul and Blood! Health is indeed called Bones already, with several bone-related things increasing/healing health, such as scattered dead skeletons which can be "assimilated" for healing.

author=LockeZ
For example, you could make the first boss have an AOE counterattack that hits the entire party for something like 30% of their HP. Name the counterattack Blood for Blood, and have the boss do almost nothing else except for, like, hitting for a small amount of damage and maybe stunning a hero for one round. After seeing the Blood for Blood counterattack two or three times in a row, the player'll be like, "Hey. I have one skill that's not Blood. Let's try that."

This is a really smart way to emphasize game mechanics. I really like it! I'm probably building a boss with that exact skillset! Thank you!

author=LockeZ
If you change "Scrap Attack" to "Scrap-Elemental" in the tooltips you're good to go.

Rephrasing skill texts for Power: x, Element: y, Effect: z really clears things a bit without much hassle. I like that!

Stat naming and their purposes

author=Shinan
So the typical way of doing it is doing the tooltip model during character creation. Or at any time when leveling up and increasing the stats the tooltips are always there. And also making sure the tooltip information is always quickly and painlessly accessible.

What I did so far was to include text in every skill text on what stat they use to calculate damage, such as:
Power: 80 Blood, <icon>Scrap Attack
Effect: does this and that <single target/AoE> <cooldown time>

Also every skill icon itself follows the same coloration as their element.

Where do you think would it be a good place to quickly display more information? I believe an item that triggers a common event to show some info would be too hidden but in RPGMaker with little coding knowledge that's what I think of.

Dungeons in RPGs - Which types do you prefer?

I like dungeons with visible but unreachable rewards, such as chests that you can only get to by going completely out of your way and ending up on top of the previous area.
Also, the least backtracked as possible, with either one-way shortcuts or locked doors. Especially effective if there are multiple shortcuts to a central hub or to the entrance to let you quickly get outside to buy/sell/heal after comfortable amounts of time.

Stat naming and their purposes

So I've been struggling with a few things in relation to naming and multi-purposing stats.
In my game, the three main stats are Blood, Retribution and Soul.
These work for:
Blood: Increases the damage of all equipment-granted skills (which is the bulk of a character's skillset, those are selected with the Actions command)
Retribution: Increases the damage of counter-attacks (which both enemies and allies have natural 100% counter-rate, with equipment modifying available counters)
Soul: Increases the damage of all Magic, which in turn costs health to cast, but doesn't get counter-attacked by. Those are selected by the Bone Magic command.

This also comes with the different kinds of Elements I use.
Smoke - which is basically Fire+Poison
Dust - Earth+Wind
Noise - stuff like screams, confusion, hitting people with bells
Scrap - all metal-ish stuff with a couple things dealing with rust
Rain - basically Water+Wind+Eletricity

Showing the game to some friends caused a lot of confusion in regards to these changes from classical RPG systems.
Is a system like this too unintuitive and otherwordly to work out and be quickly understood by players? How much difference from the classics is the average RPG Maker game player comfortable with learning when they start new games?

I used to have Strength instead of Blood but considering the nature of skills and the game's theme (the party is all skeletons) I thought of renaming it and even creating skills based on that (such as Hypertension and "Bleed" effects lowering damage progressively) but I'm not sure it's a good idea.

Regardless, what would you guys recommend? I don't feel like extensive tutorials are fun to players especially if they aren't already engaged to the game.

Hello world

author=Sooz
Yo whatup

Hello, Sooz!

author=Dyhalto
Welcome to RMN! Share your creativity with us!


author=Marrend
Howdy!

*Edit:

author=Dyhalto
Welcome to RMN! Share your creativity with us!


This, as well :P


Hey and thank you! I just sent my game page, hope to share my game soon! :D
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