MASTEROFMAYHEM'S PROFILE

masterofmayhem
I can defiantly see where you’re coming from
2610
Waring, content from this user my contain copious amounts of sarcasm. User should probably not be taken too seriously.
Journey's End: Alex vs E...
Climb the tower. Kill the bad guy. Save the world.

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Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."

Max has +10 in thread necromancy

Criticism, your audience, and putting your foot down; the concept of saying "That's too god damn bad."

And another topic has been successfully derailed. Good job everyone.

EliciaNifleheim.png

Ok I'm going to have to download this game now.

December Review Challenge

How convinent that I am working an a revew of my own then.

By the way when we submit the revew do we PM you fist Deackiller for the chaleng or do we just post it in the games section as normal?

Help with end of battle sequence (see post for explanation)

First of all, what program are you using?

11111oraboscaverns.png

Let me guess, you have to push the squares into the lava to create a bridge right?

Whole World or Not

Well this has all been all very interesting and informative, and brings me to question some design elements of my project.

See the game is mostly linier, for the first few hours or so. But after a key sequence the world opens up a bit more. The way I was going to have it is the after that sequence you would unlock 3 or 4 minor missions. These would be missions that would have importance or impact to the overall plot, and they would give you rewards and Exp for competing them, but you would not be required to do all of them. And once half of the minor missions are done it would unlock the next plot heavy story mission, which you would have to do. And after the story mission is completed you would unlock another story mission or series if minor missions and that sequence would repeat itself a few times and that would be the game basically. I also want the game to have a mertodvania vibe, wherein you collect items and equipment that would allow you to explore past areas, as well as the stranded side quests and what-not.

But upon reflection I would like to ask, do you think this open endedness in necessary?

Now I think it’s a good idea mostly because it’s rare in these kinds of JRPS and I think I could pull it off, but it does give some food for thought doesn’t it?

The pre battle menu escape: Why doesn’t it work?

That will work, thanks.

The pre battle menu escape: Why doesn’t it work?

I’m sure this has come up before but I’m couldn’t be bothered to shift though these formes, so I’ll ask nicely.

As many of you are familiar, with RPG2k3 when using the Alternate or Gage battle type a menu pops up at the start of the fight with the “Fight, Auto-battle and Escape” commands. And escape is always greyed out. And it not because “Escaping is disabled” because having escape in the normal menu commands works fine.

I’ve gone all though the database and I have no Idea how to fix this. What am I missing?

Boss Battle Design Contest - Knowledge is Power

Hmm... I wonder if I can get something done in 8 days?