DETHMETAL'S PROFILE
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Legion Saga II
If you want to break the game, here's how:
Unequip the high level orbs from the characters you play as in the beginning (their equipment isn't locked)
Buy a bunch of the incredibly cheap Small Hammers to upgrade everyone's attack stat to 99
Just kidding. Play the game as intended. :P
I have many fond memories with this game. This is one of the first RPG Maker 2000 games I ever downloaded and one of the first I completed as well. It still influences me to this day. I love it.
Unequip the high level orbs from the characters you play as in the beginning (their equipment isn't locked)
Buy a bunch of the incredibly cheap Small Hammers to upgrade everyone's attack stat to 99
Just kidding. Play the game as intended. :P
I have many fond memories with this game. This is one of the first RPG Maker 2000 games I ever downloaded and one of the first I completed as well. It still influences me to this day. I love it.
poison1.png
Thanks! You're probably right about the tint. I'll work on changing that. As for the bridge, I'll see what I can do. I may just leave it to save myself some work. And don't worry, I can totally see how you thought they were mushrooms! Sometimes I forget that it may be hard to tell what certain things are when I post a very zoomed out image of one of my maps!
poison1.png
Thanks for the input, guys! The bridge is indeed supposed to be far above the water. I tried to use shadows in the water and on the edge of the cliff to left to reflect this, but I suppose the shadows aren't dark enough and thus not very noticeable.
Blindmind, monotony is something I'm always keeping in mind when designing big maps. I have a few techniques to help combat this:
1. None of my dungeons take place in a single type of location. For example, if it takes place in a large tower, there will always be sections where you go outside as well to advance. If the dungeon is located in a cave, there's always a forest section or mountainous section as well.
2. I try to place "landmarks" throughout my maps. If you look at the full map I posted of this cave, you'll notice there are some manmade structures placed throughout the map. This helps break up the monotony of the cave and are easily recognizable. As well, many of my maps have rivers or other water sources weaving in and out of the player's path which I believe helps orient the player.
3. Most of my dungeons, when heavily simplified, are a simple shape. This one is kind of like a plus sign if you simplify it enough.
4. I always make sure to make the path clear and highly visible.
5. If you find a key, you'll always have seen the door it belongs to beforehand. Likewise, if you flip a switch that opens a passage, it will be a passage that you've seen so you don't get lost looking for it.
I learned most of these things from studying Zelda's dungeons. I really hope players don't have a problem navigating my maps! The last thing I want is for my caves to seem bland and repetitive.
Blindmind, monotony is something I'm always keeping in mind when designing big maps. I have a few techniques to help combat this:
1. None of my dungeons take place in a single type of location. For example, if it takes place in a large tower, there will always be sections where you go outside as well to advance. If the dungeon is located in a cave, there's always a forest section or mountainous section as well.
2. I try to place "landmarks" throughout my maps. If you look at the full map I posted of this cave, you'll notice there are some manmade structures placed throughout the map. This helps break up the monotony of the cave and are easily recognizable. As well, many of my maps have rivers or other water sources weaving in and out of the player's path which I believe helps orient the player.
3. Most of my dungeons, when heavily simplified, are a simple shape. This one is kind of like a plus sign if you simplify it enough.
4. I always make sure to make the path clear and highly visible.
5. If you find a key, you'll always have seen the door it belongs to beforehand. Likewise, if you flip a switch that opens a passage, it will be a passage that you've seen so you don't get lost looking for it.
I learned most of these things from studying Zelda's dungeons. I really hope players don't have a problem navigating my maps! The last thing I want is for my caves to seem bland and repetitive.
Screenshot Survival 20XX
Pancaek: The first word that comes to mind for me when I see that map is "magical". I love the unique style, color palette and the light effect you have going on! (Although the light effect looks like sun shining through a window which doesn't quite make sense outdoors).
My only suggestion is to maybe condense the map a bit. There seems to be a lot of unnecessary empty space which can be remedied by pushing everything slightly closer together.
What game is this for?
My only suggestion is to maybe condense the map a bit. There seems to be a lot of unnecessary empty space which can be remedied by pushing everything slightly closer together.
What game is this for?
What Videogames Are You Playing Right Now?
Dark Souls 2 gets plenty of hate, but it may very well be my favorite in the series! You're going to love Dark Souls 3, they did a great job on that one too.
I just got done with The Last of Us Remastered. I absolutely loved it! The writing and graphics blew me away. And dat ending! I can't wait for the sequel.
I just got done with The Last of Us Remastered. I absolutely loved it! The writing and graphics blew me away. And dat ending! I can't wait for the sequel.
RPG Maker developers who went on to produce games professionally
author=dragonzxauthor=KamauBut will we finally know the identity of the Hooded Man?
Like it probably wouldn't really be the same game any more and I might as well just make a new one?
I've seriously been wondering this for years and I'm glad I'm not the only one who remembers this.
I recall the section on the Legion Saga website where Kamau posted everyone's theories.
Eye of Uzola
Screenshot Survival 20XX
Joseph, all I can say is that I'm very very impressed.
The only recommendation I can think of is to recolor the pink lines to a shade that compliments the green on the walls a bit better, maybe?
The only recommendation I can think of is to recolor the pink lines to a shade that compliments the green on the walls a bit better, maybe?














