DREADPIRATE'S PROFILE

Hey everyone. Just started playing around with rpg maker 2k3 a couple years ago and after learning a bunch over time I decided all of my effort may as well be shared with anybody that wants to check it out. I've been a long time lurker (I love browsing this site) and thought it might be a fun community to get to know. Cheers

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Onix Rift video 04 commentary.

Hey Kaemp how are you doing? I hope all is well on the development front. You're great dude, you're always fantastic for solid feed back.

- I think you're right about the 1/3rd damage being that happy number for big hits, you make a good point. It's really simple to play with those damage numbers so that's a real simple one to play with.

- I like that idea about the item icon being inside the bubble when items are used. It's actually really not going to be hard at all. All of the hero animations for the item use frames are pictures so I can pretty easily add a battle animation over the top of the hero frames with out any animation conflicts. The only thing that would change during the item call common event would be a conditional branch with different BA depending on what item was used.

- I always wonder about my screen flash calls. I always do, I think, like half power but I have wondered if it is too much still. Now I have a frame of reference to approach screen flashes from. I'm glad you mentioned this, maybe I need to bring that flash's power down more.

- To be fair, I think when you played the gem top enemies were pretty brutal DEF stats. I've since rebalanced enemy stats and I think those guys are a little easier to take out. I still think I might bring them down more still. Either way, I'm glad you noticed that screen transition! I was pretty happy with the way that one turned out myself as well.

- Thank you for the spelling correction. "Mirage" will be addressed.

- Yes, I believe the file I was playing during that video I was over leveled. Typically when I play through and fight the eagle I'm around like level 7 or 8 maybe?? and any spell cast by the eagle completely fills up the LP bar after getting hit. I agree with you on the Gale attack giving the hero a big enough LP boost to retaliate and that is how I intended the boss to play out I think I was playing a file where I was like level 10 or something. Either way, maybe I'll put some failsafe eventing to be sure the player gets that max LP bonus after big spells are cast.

Thanks a bunch for the feed back my man, it's always really great input from you. Dude, it might have been moonsong I was playing now that you mention it. After I hit you up about evoker a while back I did go back to moonsong and was giving it a play through and there's only a couple 2k3 games I've played in the past month or two.

P.S. I hope Evoker is getting some love once and a while.

Onix Rift video commentary.

author=Irog
Great development video ! Very informative ! You put a lot of thoughts in your creative camera system. I like how your implementation flows your intention (forcing the player into combat) and not the opposite. I like the risk associated with your flee system. It reminds me of FF7 where trying to flee exposes your back to the enemies. I worked on some action games (short games and prototypes) and only build one simple dynamic camera: Lya's camera looks in front of her. And I totally agree with you that the player should always be on screen.

If you want to expand the possibilities of your camera system, I recommend watching this (the most interesting part for you starts at 21:20 "Framing")


Awesome man. I'm glad you checked out and liked the video content. Right on man, I'll definitely check out the video. Thanks a lot for the comment. As long as people are enjoying the videos I'll try and whip more of them up on the weekends. I've heard from a couple people now that they agreed with my reasoning for the camera pan decisions I've implemented which is great for affirmation of design choices. Yeah, ff7 and other turn based games definitely influenced my reasoning for the camera pan slowing around enemies and the player having to push the edge of screen to "flee" combat. 2k3 ARPG's are rare, I'm interested to check out your projects you've worked on and see some of your design choices for the action based systems. If you liked that video, I posted a second video last weekend you might be interested to check out. It delves more into enemy design and how my hit boxes work. It's a little longer but I've been hungry for some 2k3 content other than "let's play" content so I thought I'd start making some of my own. Thanks a lot for the comment, don't hesitate to comment in the future if you watch my other video or you give the game a try and have some feed back. I love the communities feed back, it's always helpful. I'll check out your game pages and see if I can't get around to giving some of your custom systems a try. I'm always hungry for some 2k3 action rpg's. They're few and far between.

Onix Rift video commentary.

Lol, no it's great dude. I love it. You're on point man. Lufia style menu is something else I've mulled over before as well. Even if I don't use the ideas thrown my way it's awesome having 100 different ideas to contemplate rather than just 1 or 2 to choose between. The more feed back the better. Good or bad. I just appreciate all the time you guys have taken to comment and give advice and feed back.

Onix Rift video commentary.

I was thinking about it and currently if your atb bar is full and you hold the z button down it cycles through 4 different sword attacks then action stops and your bar starts to refill. What if when your sp bar is completely full and you have the available atb you will cycle through all four attacks and then the skill will be executed. That would kind of give purpose to the sword cycle as well. Then if the player doesn't want to use it they can simply not cycle through all 4 sword attacks. Maybe I try eventing that in and see how it feels

Onix Rift video commentary.

Right on man, yeah I'll check out that paint. Net and see what it's all about. It sounds alright. Is it like an open source program or something with patches the devs are ok with?? I'll definitely have to give it a try. I'm glad to hear you liked the screen panning, it has just a bit of refining to do but it's in a fully functional state so hopefully just a bit of minor tweaking it'll be 100% rock solid. That's a good way to put it how you mentioned clearing an area. That's kind of what I was trying to get at but couldn't seem to spit out haha.

Yeah I've played with all sorts of ideas for the skills, even as far as reworking item use to be fully menu based, freeing up that key for skill execution.

I agree on the run animation. I'm happiest with the facing down run animation. I'm good with the up facing run animation. I'm currently unsatisfied with the right and left profile running animations. It's almost there just not 100% for me either. Probably try to get to it this weekend when I have some free time. Maybe make a video out of it lol. Really glad to hear from you man and I always appreciate the feed back dude. You two are awesome. I'll do some refining and fill you guys in and see if I can't get something that is not too distracting graphic wise. I hope all is well, keep an eye out, I'm going to try to post another video this weekend with some more content.

Onix Rift video commentary.

Awesome, I'm glad you checked out the video dhm. I hope to make more of them just to try and document some of the different stages along the development process. It could be fun to look back on in another ten years haha. good to hear I'm not alone in appreciating some of my design choices and that's the first affirmation I've got about the new camera pan screen, I haven't uploaded a current version of Onix Rift as I want to complete the next dungeon before I put another one on here. It'll be a while before that happens but I can at least keep people updated through some video content anyways. Thanks for the feed back man and again, thanks for checking out and commenting on the video, you the man.
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