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out the door
author=orochii
I don't understand why this became kind of a "let's find the culprit" game.
I just think everyone should try moving on, leave the subject, talking seems to not doing any difference, doesn't seem to change anyone's mindset or anything. Some things to consider I think, play more games, leave the Welp-welp to die xD, continue mak mor gams, and... never rely just on a site to magically skyrocket you to the sky.
I don't know, please don't hate me. Love you guys and gals.
It's obvious who the culprit is. Luchi himself.
Yes, he did awesome work on the game. But his attitude is garbage and his self-esteem is worse. My games tend to (rightly) get criticism. I was once told to edit the font. I edited, and edited. Sorry, but I like gradient text, solid color looks too hard. Look at the end of the day, you either accept or reject criticism. I accepted it, until I was like "nuh, no more editing to people who like solid text."
You don't fall to pieces and run off because people don't pay enough attention. Nor anything vinedrai said (redoing tilesets, flaking out on the actual story, complaining that you are "too serious" for everyone else).
That's emo behavior.
Satisfied (mostly) with the game
I updated the battle mode. Still ECS, but it runs more smoothly, and allows you to do ATB (if you're into heavy challenge).
Oracle of Tao version 3.0
I changed the way death works because I kept getting gameover when I wanted a continue option. It seems to work better now, though some battles will still give you a gameover because I didn't feel like changing every event.
Introduction of Brands
It is literally a precondition like If Chapter is Greater/Equal to 3.
The game is full, I just divided into sections, after each section, it cycles back to a book opening and closing, and it tells the chapter. This allows me to break it up without creating separate game files.
If I finish a section of the game out of order, it cycles back to chapter one (which probably isn't switch/variable friendly). I can probably work on that...
Anyway, done with shops, so later I'll work on the smith.
The game is full, I just divided into sections, after each section, it cycles back to a book opening and closing, and it tells the chapter. This allows me to break it up without creating separate game files.
If I finish a section of the game out of order, it cycles back to chapter one (which probably isn't switch/variable friendly). I can probably work on that...
Anyway, done with shops, so later I'll work on the smith.
Introduction of Brands
It wasn't as much work as I thought. The shop menu is an easy picture menu that counts how much of an item (scrap of paper that are collected as proof of battles). Reapers don't get money from monsters, they get proof of kills.
I have alot of basic items sold, and then they get stones from random drop. The stones enhance the rest. (That is, we don't have elemental weapons in stores, you have to make them) I have it somewhat easy, as I have a chapter system, and can simply limit items to "past chapter 3" if I want.
I have alot of basic items sold, and then they get stones from random drop. The stones enhance the rest. (That is, we don't have elemental weapons in stores, you have to make them) I have it somewhat easy, as I have a chapter system, and can simply limit items to "past chapter 3" if I want.
Introduction of Brands
Mmmm, yea. It will probably be pretty minimal (I'm thinking of starting with pretty much one item to be enchanted, because the scythe is the only item reapers carry and they don't get any stronger, so much as the reaper gets stronger). The item that enchants the weapon is a stone, which can either be used as an item, merged with other stones (failure destroys both, and two combos result in reversion). I think this might take me awhile...
Also, I will probably need to make a custom shop menu. I'm not using conventional money.
Also, I will probably need to make a custom shop menu. I'm not using conventional money.
Introduction of Brands
The thing is, my game doesn't have an elemental weakness system. Combat revolves around reacting to what's going on, rather than playing rock, paper scissors with elements. Basic gear (armour, weapons) isn't actually that important as long as you use your Skills wisely.
Also, this is something I'll be going into more detail about in a later blog post, but I'll be making sure that a player never has to worry about money when it comes to upgrading Armour and Weapons. By the time you reach the first village, you should have enough money to at least buy the new Armours and Weapons, even if you rushed through the game and didn't find any hidden treasures.
Well then, I'm making a weapon enchant system. This will cover how my characters get elemental weapons.
While the idea is cool, it would allow for way more Skills (something in the hundreds if you'd make every Brand fusion-able with another) than I could be bothered to create and balance. Besides, the gimmick about Brands is that they let you use Skills that monsters possess, not to create new Skills altogether.
I assume you can control both what skills are made, and how powerful things are. Plus, part of the balance is that you can mess up and create brands that just give cheap state bonuses. While I can definitely see your point with putting elemental traits in weapons, I figure by the end of the game you will likely have those extra monster skills (some of which would be boss exclusive, like the meteor).
Introduction of Brands
The alternative then is that blacksmiths have (hey it's a choice thing after all) four options.
Buy Brands
Brand Weapon
Remove Brand
Brand Fusion
(Cancel to quit store)
You're gonna want a way to add brands to weapons because people like me, who pull it out and then are like "oh crap, I really wanted that weapon more than I want this brand." Or "Oh crap, I really want fire weapons for this next dungeon, but I can't afford the latest gear. I might be to afford to brand my cheap weapons from two dungeons ago, though." They're gonna be underclassed, but if you've been using ice weapons against ice enemies, yeah, even weak branded weapons help while you get some money. Also, most people like enchanting weapons more than they like pulling stuff out (it's cool but not as much as making a +2 fire sword, as I managed in D&D games). Also, it makes more sense that a blacksmith with a branding iron would be above to give the sword a lightning bolt than somehow take it off (how does that work, exactly). My assumption is that on the weapon, it makes it basically a boosted weapon (either elemental, or a bonus to weapon stats). In which case you would make a skill when equipped to the hero, and a boost when equipped to the weapon. Done in this way, it will be a trade off where you can have either element weapons, or a skill. And it gives the player options (Rule #8 of game fun is always give options).
Brand Fusion is basically, well, I assume you have some of the brands as basic, and get a fire brand. A fire brand mixed with a certain other brand would solve the above problem, by giving a flame brand, then mix again for an inferno brand (it should take some experimentation to keep you from maxing stuff out, and maybe certain stuff has issues where you need some special items to merge certain brands together). There might be brand "recipes" to allow you to keep up with the times, by giving you more knowledge on how to mix. There might also be junk brand fusions that produce a worse mix than the sum of their parts, making it a tricky prospect.
Buy Brands
Brand Weapon
Remove Brand
Brand Fusion
(Cancel to quit store)
You're gonna want a way to add brands to weapons because people like me, who pull it out and then are like "oh crap, I really wanted that weapon more than I want this brand." Or "Oh crap, I really want fire weapons for this next dungeon, but I can't afford the latest gear. I might be to afford to brand my cheap weapons from two dungeons ago, though." They're gonna be underclassed, but if you've been using ice weapons against ice enemies, yeah, even weak branded weapons help while you get some money. Also, most people like enchanting weapons more than they like pulling stuff out (it's cool but not as much as making a +2 fire sword, as I managed in D&D games). Also, it makes more sense that a blacksmith with a branding iron would be above to give the sword a lightning bolt than somehow take it off (how does that work, exactly). My assumption is that on the weapon, it makes it basically a boosted weapon (either elemental, or a bonus to weapon stats). In which case you would make a skill when equipped to the hero, and a boost when equipped to the weapon. Done in this way, it will be a trade off where you can have either element weapons, or a skill. And it gives the player options (Rule #8 of game fun is always give options).
Brand Fusion is basically, well, I assume you have some of the brands as basic, and get a fire brand. A fire brand mixed with a certain other brand would solve the above problem, by giving a flame brand, then mix again for an inferno brand (it should take some experimentation to keep you from maxing stuff out, and maybe certain stuff has issues where you need some special items to merge certain brands together). There might be brand "recipes" to allow you to keep up with the times, by giving you more knowledge on how to mix. There might also be junk brand fusions that produce a worse mix than the sum of their parts, making it a tricky prospect.
Introduction of Brands
Can you add a Brand to a weapon? Because that's typically what forging is all about (I would assume you'd set limits on not doing it with rare weapons "because that's too rare to mess with" what actually means you don't want to have to do it for most items just the common)
FADE and RPG Maker MV
Probably so! I have only a few more scenes (and then playtesting) and the chapter is finished.
Looking forward to it though. Especially if you manage to pull off the whole RPS+ tweak thing.
Done (pretty much, I'll test it) with chapter 3. Next is Chapter 4 then I'll put in any good stuff like shops and hidden exp.
Looking forward to it though. Especially if you manage to pull off the whole RPS+ tweak thing.
Done (pretty much, I'll test it) with chapter 3. Next is Chapter 4 then I'll put in any good stuff like shops and hidden exp.














