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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Jaquio: Angel of Death

@Zadok83 Hey bro, how you doing!? Thanks for your input. Speaking of the story, I have finally updated my chipsets to match the descriptions of setting as portrayed in the book. For example, Vesta Inc. outdoor area is described in the book as cold, frigid and snowy. So I made some adjustments. I will be trying to stick to the book a little more strictly as opposed to just using the book as a reference. Thanks for your support. I'll do my best to get a playable demo out soon as possible.

Jaquio: Angel of Death

I am working hard for having a Christmas/New Years demo release. Please stay tuned, and thanks for supporting my first project. Your feedback keeps me rolling. I will be sure to post a final update at the end of December 2012 to let you know the progress of things. In the intermediate time, I will be adding live updates to my "Updates & Fixes" section. http://rpgmaker.net/games/3708/Updates__Fixes/

-==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.

Revenants of Fate

No one else is saying it, so I'll be the first. Superb game/demo! I went through the entire released demo, and you did a very good job with everything I saw. Looking forward to whatever you decide to release in the future.

How To Use Switches And Variables in RM2K3

@rauzenkoh, ok my friend! Images have been added to the tutorial. Now it's up to you to apply the knowledge. Take care, and hopefully all confusion on when it is appropriate to use switches vs variables has been cleared up.

How To Use Switches And Variables in RM2K3

@rauzenkoh, sure! Give me a few days and I'll put together some screenshots for you. Afterall, pictures say a thousand words. Great request, and I'll be sure to add images to any future tutorials.

Where End Times Saddest Songs

Liberty, can you add me to the list? I will create a map for you.

JAODScreen4.jpeg

Those that played my demo that was first released might notice that Chivalry Headquarters has been changed. I hope you, too, think it is for the better. I am still evolving majority of my maps, although map development is coming along well.

JAODScreen48.jpeg

This scene and graphics are still being updated/evolved. Most of you have seen the non-magical portion of Jaquio (JAOD) game. This screenshot represents the magical portion of the game. With magic involved, you can expect to see more frightening, more beautiful, more sublime, more empowering areas of scenary. My goal is to bring an unique visual (as well as gameplay) experience to you.