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[RMVX ACE] Help trying to figure out boss gimmick

Howdy, so, I'm trying to figure out how to make the gimmick of this boss work. The thing with it is that every few turns, it'll eat all the currently living minions to heal, and a few turns later, it's supposed to revive all of them. I've set this system up through the troop event pages because I don't know how to implement this cannibalize skill without having the boss target itself.

To be more specific, the boss revives its minions on turns 6+5x?. In the event page, the boss uses cannibalize on turns 3+5x?.

The problem is that the boss seems to be ignoring the turn condition on the event pages, because immediately after its minions are revived, the cannibalize event page runs. I have no idea what's wrong and I'd like to know how to get this gimmick working right. Ideally it'd be nice to know how to set it up in the skill set without having the boss target itself.

Screenshot Survival 20XX




I haven't really shown off progress on here before, so here's some third stratum stuff from my game, Slimes.

Also ooh, I really like your art style, orange!

Year-End 2019 Misao Discussion.

I was looking forward to the end-of-year Misaos to figure out what kinda stuff to check out and I was pleasantly surprised to see Slimes up here! I'm grateful that you guys think it's worth an award, and I hope y'all liked the second demo!

I particularly can't wait to check out Dead Again and No Delivery, those games look cool!

Slimes

author=Bory
There is a funny bug, where if you talk to the tile in front of priest-slime in the church-like floor, a dialogue will trigger. After the dialogue ends, no battle starts.
-if you have killed all slimes but the priest, you get a reward for completing the floor
-if you have killed the priest, the dialogue still triggers.


When you complete a fight, you should automatically get your ammo reloaded (you can do it in the menu, but it is annoying).

It is possible to use healer to build 100 focus during a battle and then heal from menu (outside of battle) everyone. You have infinite uses of safe rooms, so technically, you can recover after each fight (but it would be annoying). If you remove infinite uses of safe rooms, player might find himself in an unwinnable situation. So, I have a suggestion about the battle system:
after each battle, party fully recovers, reloads ammo and healer's focus is set to 20. Encounters become harder, but from each floor, ~1 encounter is removed.

Another issue is the fact, that the majority of skills you gain are useless. I used only shogun, pistol, take aim, heal, heal all (rarely), concentrate, bleeding slash, clean strike. Nothing else is needed. I have several suggestions on how to make certain fights more difficult and to require the usage of certain skills to be beaten. If you are interested, feel free to PM me.


Thanks for letting me know about that bug! That encounter originally started by approaching the priest from the front but I guess I forgot to remove that.

I've actually received feedback before on reloading the guns, but I choose to stand by it. I'm basing it on my experiences with shooters in that you have to remember to always keep your gun loaded, or else you're screwed over in an actual fight. It's an experience that I kinda want to carry over.

So about using Healer to build Focus, I actually introduced the Rage status ailment to punish players that stall to restore focus. If that's still an issue, I guess I'll have to buff that?

On the issue with skills, it ties back into the rage thing. Enemies throwing out buffs and debuffs are meant to encourage you to use your own buffs and skills to counter that. Unless you have other ideas, I'm thinking I should make those enemy ailments stronger to push you to using other skills.

Slimes

Hey Darken, thanks for all the feedback!

I mainly added the difficulty modifiers because I was concerned about players that could have a hard time; though I guess the problem is, as somebody that can play through the game perfectly fine, it's hard to judge how much those difficulty modifiers are actually needed.

I guess my thing with the exposition is that I feel that I needed to tell more in the demo. In the full game I'd have the exposition spread out so that Julius doesn't just tell Healer what the deal is with him, but you're right in that I could have left stuff out for the sake of mystery.

And jeez yeah I really need to re-work the boss. My playtesters had an issue with it but I liked having enemies around to heal, but now that I have a third major opinion, it's best to do away with them entirely.

I'm glad that you do like some parts of the game and I'll work on improving everything else!

Wrote a thing on the Misaos

author=Liberty
Neat write-up!
Have you thought about submitting it as an article to the site?
author=Cap_H
Hey, It was a pleasure to read your article. Pls, publish it here.


Alright, yeah, I've been thinking about publishing this and my RPG Maker preservation and John Clowder articles here.

Wrote a thing on the Misaos

I hope that everything I wrote is accurate! I was originally going to write a brief history sort of thing, but I ended up diving into prominent Misao winners and even then I still feel that there's way more to ramble about.

thecatamite's Dictionary to the Known World and early RPG Maker culture

Forgive me, I'm not sure if this fits in here or "What's Happening in Game Make."

Thecatamites makes a bunch of small-scale games but in this sphere you probably know him for making Space Funeral. A few days ago, he published this long thing about his experiences in RPG Maker culture. As somebody interested in early RPG Maker culture (I even wrote a thing about RPG Maker game preservation for my blog), I think it's a fun read and wanted to share it.

Reading it kinda has me wondering what other people's experiences were with early RPG Maker culture, as I wasn't really around for the early stuff.

Screenshot Survival 20XX


I'm currently trying to make a short RPG and I'm aiming to mainly use three colors for the whole thing. I recognize the battleback needs work but I wanted to show some progress.

Say, does anyone know how to remove the nametags in the battle menu, while I'm here?

Fishing Minigame 2 Review

Thanks for the review and I apologize if you expected an actual fishing minigame!

Also dang an 8-Bit Theater reference, that takes me back.