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Treasure chests!

might as well remove the quote from Ocean because my post is no longer relevant to it lol

Maps can be mazy and detailed, but if there is nothing but a big fat "FUCK YOU" waiting at the end of the wrong turns, you end up frustrating the player. The reason they don't put omgamazingitems in the chests is that they are supposed to be a consolation prize for going the wrong way. Unfortunately the mindset of gamers can be that of a completetionist and getting every treasure chest is important to them. Originally, this meant getting into more random encounters, and using up more MP/Healing supplies that you would likely get in return for the chest. Nowadays with the almost complete removal of the 'Random Encounter' scenario, it is much less punishing.

If you intend to put an item of extreme value in a chest, it is best to guard it with a sort of mini-boss or mini-mini boss. Mimics were ideal for this scenario, a sort of punishment for being greedy but at the same time an additional challenge to acquire an item of value other than sludging through the troth of nameless normal encounters. Again with the removal of random encounters, something needs to be guarding that chest. You can't simply have the player maneuver around all the slimes and goblins to reach the Atma Weapon or some bull crap like that.

I have taken a new approach in something I am currently designing for a local developer that takes its cues from D&D. All of the encounters, monsters, and rewards and fairly pre-scripted. If you go X-direction, you will encounter subset Y things. No EXP rewards, just items and storyline. The encouragement for fighting is not losing. There shouldn't be much more encouragement than that. All of the EXP will flow from following the storyline, that way grinding and overpowering are not possible through mowing down monsters. It also helps the developer to anticipate the level of the party and hopefully tune encounters appropriately.

Square Enix loses all sanity, announces Final Fantasy 13-2

author=LockeZ
I think I disagree with every single thing in your post, except that FF13-2 can potentially be fun. It might be fun. But not if it's lighthearted, not if it's a tromp around Pulse, and sure as FUCK not if it is anything like FFX-2.

I would be afraid to offend any FFX-2 fanboys out there but I'm relatively positive there aren't any, that game symbolizes everything that Square has ever done wrong in any aspect of any game or series.


People who are not FF Fanboys (FF10, especially) and are people who can objectively look at a game and evaluate it can recognize that FFX-2 was actually superior to it's predecessor.

FFX had all the same problems as FF13. The entire game was one, narrow hall way. You only get a bare sense of freedom 80% of the way into the game, and the levelling system was made to promote min-maxing and overpowering your characters, and offered no real customization as everything was attainable through grinding.

While FFX-2 didn't make all of these things that much more enjoyable as a whole, each one was individually more enjoyable than its counterpart in FFX. It's lighthearted approach to a sequel to a particularly down-trodden and depressing game made it more enjoyable and easier to play. It's "mission" style structure promoted replay value, and the characters were more enjoyable. Anyone who complains about having three scantily clad women as your heroes is a homosexual (who, by the 'lol this game is gay' comments that they usually use to denounce it, would imply that homosexuals would actually enjoy the game!)

The best characters in FF13 were the female characters, and Sazh. Hope and Snow are shit all over, all the time in 'reviews' of the game as being bland, one sided, and boring characters. I think the same thing about most of the characters in the game, but Sazh, Fang, and Vanille were enjoyable (aside from Vanille's terrible voice acting.) Lightning was enjoyable once they got away from the emo-hero stereotype towards the end of the game, but could be made to be an enjoyable character as well.

I don't see the need to be able to "identify" with the characters in a Game. Yeah, it can help with immersion, but I don't remember ever identifying with any of the heroes in Super Mario RPG, and it was an awesome game. A lot of which had to do with it being fun, and the characters all had fun, non serious scenarios occasionally; and that was about all the development the characters ever got. Bowser with his slowly diminishing troop of bad guys, 'taking control' of the party. Geno's doll heritage. Mallow thinking he was a tadpole. The crazy queen of the clouds and her giant bird soldier thing. While I admit that the premise of this game was to be bubbly, the game only benefited from it.

To use FF as an example, up until FF7, the games blended seriousness in story telling with humor and fun in a balanced way and produced excellent results. FF7 had it's moments, but was a clear indicator of a much more serious, less bubbly story. FF8 essentially had no fun and humorous and can be recognized as one of the worst FF games (although I actually enjoyed it, for the most part, but for completely different reasons.) Then FF9 came along, and went back to a great hybrid of Fun and Seriousness. Anyone who was familiar with the Pre-FF7 titles who continued to play the FF series, were aware that FF9 was a huge step in the right direction. Unfortunately, I think the acclaim that FF10 got by the 'xbox' generation of gamers are what resulted in the death of the FF franchise, and FFX-2's negative reception is only punctuation to that point.

rmn icon top left

author=DJ_Dreck
I know I just got back, but the RMN logo does be go to the MAIN PAGE. I think sumthin may be wrong with ya browser. Get it uodated, because the last tree time I clicked on it that joint went straight to the main menu.


Not the logo I am talking about. See the picture above that someone posted.

rmn icon top left

The RMN icon in the top left should be a clickable link to go back to the home page. When i'm in a thread page and quickly want to get back to the main forums I would normally click on the RMN logo near the nav bar, but if its a long page and I am at the bottom, I end up having to scroll back up to press the Forums or the RMN button.

What we did horribly on our first games.

Yeah it was a long time ago. It wasn't that I didn't understand them, I just didn't know they existed period.

Graphical help.

This is lol. Raekwon is either an amazing troll or just a terribly confused person.

You got your help, Raekwon. So unless you intend to post an updated picture with the changes and ask if it looks better, you may as well just get on with whatever it was you were doing lol.

Graphical help.

I have a hard time taking this seriously.

You can add additional 'Autotiles' if you go to the Tileset tab of the Database. The Grasslands set doesn't use all of them, so you can add more without removing anything that pre-exists. There is lots there to choose from that resembles charred ground, or at least dirt.

Whatchu Workin' On? Tell us!

D&D 4E Ruleset
No customization, pre-determined characters and stats.
'Tactical' Battle System
Four Hero Travelling Size, more than Four available.

2h Fighter, Sword/Board Fighter-Caster, Armored Caster, Ranged Physical, Rogue-like, Rogue-Caster, Robe Caster

'Elder Scrolls' style beginning. Phase2 Opener but quickly revert to Phase1 Story.

Beginning of Phase 1:
FB1-Outside of school, weapons training. Quick tutorial on Combat.
FB2-Inside of school, classroom. Hero is shown as enthusiastic. Quick tutorial on Base Stats and Skills.
FB3-Outside Hero's home, as a child playing. Father and Mother watching from a far, discussing future.
FB4-Inside Hero's home, older than FB3. Parents are gone, child is left with uncle. Demonstrate hero's resolve in some way.
FB5-Center of Town, 'Celebration' for Hero's graduation. Parents can be seen hidden in the background. Hero never takes notice.
FB6-At the exit of town, hero is shown packed up and ready to leave. Much older, he is attempting to use his martial skills as a sellsword or soldier in a bigger city.
Middle of Phase 1:
End of Phase 1:

Beginning of Phase 2: Awaken on a boat at Sea, not under lock and key or anything. You know who you are, but not why you are there. Amicable reception from sailors, no information divulged. Captain is locked in his quarters. Arrive at your hometown, Captain sees you off his boat (not happy.) While exploring town, 'Flash Backs' to the Beginning of Phase 1.
Middle of Phase 2:
End of Phase 2:

Beginning of Phase 3:
Middle of Phase 3:
End of Phase 3: Hero returns to his hometown, triumphant. Only to find the new ruler has destroyed it.

This is what I am working on. It is literally just brainstorming and piecing together of some sort of plot elements of some kind. I find it helps to have an outline before starting to flesh out any major ideas.

Graphical help.

It is bad form to post something, asking for help, then turn around and offer all sorts of excuses for something. Unless your game is supposed to be satirical towards poor use of the RTP, I suggest using it properly. There are tons of examples on how to use the 'Grassland' tileset appropriately.

But to quickly explain, there are tiles around the grass tile you have used that are meant to soften the edges and blend them into whatever they are sitting on top of (meant to be used on the second layer) .

In addition, you have a pink flower sitting in the 'stream'.

The tents should be closer to the fire, and not separated by a stream. Regardless of there being access or not, it's not logical.

ZZZ Art Room

The last one definitely looks like he is flipping the viewer off. When throwing cards, you typically use your ring and pinkie finger, not index and middle.