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Looks like a fine skill system. I really question the utility of the Risky Move skill though. If it has a 10% chance of doing 400% damage, that means that, on average over a long period of time, it does 40% of regular damage per turn. Considering that the attack command assumedly averages 100% damage, Risky Move will average out to less damage over a battle. what's the point of ever using Risky Move?

Carpe Diem: Episode One

For the record, I appreciate Linkforce's right to have the game "feel" the way he wants it to - slow text and all. I also don't pretend that I gave it a fair shot. However, I just saw myself getting too frustrated with the issue to really play and enjoy. Maybe at some other time, I'll feel more forgiving and give it a fair shot. I do genuinely mean it when I say the game looks good. I also didn't say it to be mean. I just wanted him to understand where he lost at least one player - I feel like when I play a demo, it's sort of my job to point out if something significant just killed it for me, no matter how arbitrary, at least so the developer knows.

The Mists of Maderaan

@Dezz123: Yep. Still plugging. Not moving nearly as much as I'd want to though. I'm having trouble getting the gameplay quite where I want it to be. I've been trying out different skill systems and such for a while. Also, I've redone a few dungeons in the early game, and there's one more I still want to redo.

@ Max McGee: Yeah, yeah, I know. I thought about that for a while, but at the end of the day, I felt like not drawing from other languages at all left a lot of names feeling weird and unpronouncable, and drawing from one language only left an expectation. For example, a town name that's completely spanish-related would leave players expecting a certain type of area, and I didn't really want to be doing that either. It's not the best practice ever, but I really don't think it's a problem either...

Carpe Diem: Episode One

The intro is so slow and horrible. Analyzation is the ugliest word known to man. The song is not particularly good. The dialog moves way too slowly and everybody is talking about things I have no reason to care about. Just a heads up, long/bad intro is an automatic alt+F4 for a lot of people(myself usually included). I'd look into changing it

Also, for the love of god, please let me scroll through the damn textboxes myself. Nothing worse than having arbitrarily slow textboxes. Point is that you don't know how fast/slow I read. Your events don't require a set text speed either. It's just frustrating. This is the point where I gave up. The hero was going on endlessly(because he was talking so slowly, not because he was talking too much), some carriage was going up the road, and I was like "Screw it." I hadn't even gotten to play yet, and I already wanted to shoot myself. I might try again on a computer where I have rm2003 installed, so I can test play and shift my way through the dialog, but as it is, it just makes me want to rage quit.

That being said, the graphics looked cohesive, the mapping was good, the screens on this site look great. Also, the story sounds like it could be interesting, and what dialog I saw was well-written. It looks like it could be a solid game, but I just don't have any interest in spending my life waiting after that intro to find out.

So how about all you homies/homettes give me some feedback on my Skill system.

Layout needs a bit of work as was pointed out. I'd definitely move the grade box in a bit. It's way too far out right now.

Also, I'd move the skill description up so that it doesn't get covered up by the message box. It'll make the menu look more polished if the two fit together better. I'd line up the bottom of the skill description to match the top of the message box, so that the message box looks like part of the menu instead of an obvious "message box over a menu backdrop" like it does right now

Otherwise, sounds good. Reminds me a bit of the skill system in the later Suikodens

RMEventFactory - The batch tool for creating RM2k(3) events!

I think the point is that it creates EVENT DATA for the clipboard. As in, paste it into events.

The real purpose is to set up a huge number of extremely repetitive mathematical operations. Esp useful for CBS/CMSes that keep their player stats in variables.

One easy use would be a quick and dirty "number separator" - ie an event that takes a number(say HP or the like) such as 123 and separates into 1, 2, and 3 so that you can show the number using pictures/events

... Or so I think. Still havent gotten around to trying it. Looks like it might be handy though

Rm2k3 on Windows 7: Slight choppiness

I haven't had that particular problem, but every problem I have had with Rm2k3 in Vista/Windows 7 was a UAC/permission thing. I had huge lag in the editor, and it was because it had a lot of trouble accessing graphics files and such. Once I turned all that off and granted full access permission to my rm2k3 folder, everything worked much better. Don't remember if there was any lag in play though, so I dunno if that helps.

SS11.jpg

Eh. I'll eventually replace it(same as I hope to do with all the rips), and I'll do something a bit more artsy than what you suggest. Some of these screens aren't to show my beautiful artistic skill, but just how the game will play.

Your Game Sucks

@Darken: I'm saying that liking what you do helps you perform better relative to your regular performance, not to other people's performance.

In your hypo, cave story 2 probably wouldn't be better than the creator's work WOULD have been if he'd enjoyed it and done it willingly. I'm not saying that X's Labor of Love >>> Y's Regular Work. I'm saying X's Labor of Love >>> X's Work. BIG difference.

It's not "making up a silly situation" - it's a basic fact. People are more inspired, more motivated by things that they, on some level, enjoy. It's true with job performance, it's true with academic performance, etc. It's a basic theory of people management and of psychology. You can disagree, but I hardly would consider my bringing up this theory to be "making up silly situations"