DRXENO02'S PROFILE

Contact me if you need a programmer for any of your projects. Thank you, and I look forward to working with you!

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The New Fancy (Non-)Standard Menu

Keep the "silly descriptions". It looks nice! Keep up the good work.

-==JAOD Project Release Something Weekend==-

Thank you for the comment Liberty, and I think you are probably right about the window skin. I do use just a plain background for my text windows for the later portion of the game because I had that same feeling, but you are the first to confirm it. I will make some adjustments! Thanks again for watching my video!

-==Bertesgaden Mother Sewer Bug==-

Hey Chana! You have actually touched upon a couple things. First, the amount of sequence presses you have to press increases as the Mother Sewer Bug increases in strength. In other words, if you allow her to increase her strength you are punished with having to do the needle dance longer. Behind the scenes in the video I actually cheated and bumped up her level before initializing the battle because I already had a "cheat" build, which is my test build for battles. So what you saw was not an exact representation. Although I do agree with you 100%. When you enter this fight and all is normal, you only do 7 arrow presses over 5.3 seconds. With every increased level arrow sequences increase, maxing out at 25 (I think). Secondly, transitions in my videos will always remain slow because I have 0.3 sec breaks between enemy/ally turns, in status effect/recovery and text display. I think I explained this to you before, but when I release the demo these breaks will be removed. They are there so that I can parse all the different turns and make sure everything is going well. I am the only QA for my project, so testing is important, tedious and time consuming. And sometimes I cannot change all my code just to have a single moment on video where everything looks exactly how it will look in the end product.

I do appreciate your comment though (again), but I did listen to you the first time. Everything you said to me before I took to heart and implemented, although my video may not fully represent it yet. The battles in this game won't be default RM2K3 speed because there are a lot of components in this custom battle system and I personally hate how I am unable to parse who exactly (me or the enemy) is attacking in most DBS. But the end product will not have the break time intervals which will speed things up (including the HUD). I will see where I can further cut down the wait times, but my primary goal is finishing this product rather than perfecting. This is my first RM2K3 game I have developed (so give me grace!), and I just want to be able to have a finished product first. I can work on the tweaks later.

Thanks for keeping your interest in my project and for the good tips. Already I have commented you all over my code because you have influenced many positive changes. Thanks Chana!

-==Bertesgaden Mother Sewer Bug==-

I also wanted to mention that I am creating a boss strategy guide on my official JAOD website. The link to that is here: http://leonardtatum.blogspot.com/p/jaod-bosses.html.

The list is still being formulated. Bosses are added to that list as they as being implemented in the game. Anyway, let me know what you think of the bosses so far. The released demo should have several bosses for you to try your hand at! Please keep following the updates of my very first project, Jaquio: Angel of Death, and don't forget to subscribe.

-==Combo and Edicius Videos==-

My first set of videos with commentary!

-==JAOD Project DEMO Accepted==-

What build is everyone working with? I've rocked all builds (as you probably could have guessed), but as of late I'm experimenting with straight leveling. I hit Lv 5 and my Fight command is still at Lv 1 by the end of this current demo release. I focused on upgrading my luck stat whenever I could, and will probably get Escape on my next BP visit. How you guys doing?
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