SICKSINZ'S PROFILE

Really not much to say. Been around for a long, long time in the RPG Maker community and just came to rpgmaker.net one day to see what it was all about.

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lilium_group.png

This is making me want to mess around with Unity lol. This is looking really nice. Good job.

Splash screen fun

Updated the post with the link to the script :)

The Ender's Amethyst: Armored Eternity

author=bigtime
Yeah i hate the games where dumb npcs block me. That is annoying. Like i said though, i never had to buy any, i ran for the cave and fought there for a while until both characters had all the best gear and i always had like 15 heals on me. They seemed to drop a good amount.


well if someone wants to grind their way up a few levels, that's fine by me lol. I made sure to give the player enough gold to get them one dagger, one upgraded piece of armor, one new pistol and a bunch of herbs and then throw one more dagger and piece of armor in the mountain pass tunnels so that the player didn't have to grind for gold lol

The Ender's Amethyst: Armored Eternity

author=BareGamer
author=sicksinz
author=kumada
Agreed. I'm not against the hp buff. I just don't think only buffing hp is a good idea.

Also, there's no real hint in the starter town as to how critical herbs are. Maybe a quick line of "I should stuff my pants full of aromatic licorice" during the sequence in the inn room would help?
lol We'll see. I may make it a point to remind the player that he needs to be re-supplied before he sets off again because the player is already told this once before in the story that he is running out of supplies :)
Town folk (NPCs) are a good way to provide the player with tips and hints about what's happening around town or what kind of monsters are outside.


I was thinking that too. I think I need to add some more NPCs but I'm generally too afraid to populate maps with too many or else it may cause the player problems when they are getting blocked in by a row of NPCs lol.

The Ender's Amethyst: Armored Eternity

author=kumada
Agreed. I'm not against the hp buff. I just don't think only buffing hp is a good idea.

Also, there's no real hint in the starter town as to how critical herbs are. Maybe a quick line of "I should stuff my pants full of aromatic licorice" during the sequence in the inn room would help?


lol We'll see. I may make it a point to remind the player that he needs to be re-supplied before he sets off again because the player is already told this once before in the story that he is running out of supplies :)

The Ender's Amethyst: Armored Eternity

author=kumada
I would kinda like a desert-y feel for the world, but maybe that's just me. I loved that part about the atmosphere of the first Dark Tower book. Everything was sort of this trackless, transtemporal wasteland.

That said, if you have ideas that involve not-deserts, don't let the pro-desert lobby persuade you to abandon them.

Also, if you're going to HP-boost enemies, give them some variety to their skills. Group them in ways where their skills synergize. Put high-hp attack buffers with low-hp dodge-bats. You don't have to make them ridiculously hard, but I think it's better to make enemy difficulty a matter of strategy than a matter of chipping through a bigger block of hp.

I don't know if you've played Jude's "Necropolis", but there's an absolutely stellar example of a challenging early skill-based monster fight in that game. One of the first things you encounter is a rat that spams blocks of cheese onto the battlefield. The rat has extremely high hp, and can heal or raise its attack if it attacks those blocks of cheese, but you can do the same. In this case, all the player really has is elementary attack skills, and the battle is still somewhat complex.


Strategy is fine and dandy but if the enemies don't live long enough for a strategy to be applied, it makes for a wasted strategy lol. As of right now, a player can essentially kill an enemy in two hits.

author=bigtime
On the world map, before getting enough money for equipment, and items from the cave, i also died lol.


Also, I'm not sure how someone can get to the first town and not have enough money to buy armor cuz the first boss alone gives you quite a bit of cash and you shouldn't be able to leave the bandit camp with less than $600 (or less than $500 for that matter if you are really lucky with not getting a battle from point a to b lol) so you should have enough to buy a new gun, some armor and about 15-20-ish herbs to heal yourself without touching the field :)

The Ender's Amethyst: Armored Eternity

author=bigtime
BOF series is freaking awesome. Yeah deserts can be fun. Shinging Force Neo or EXE had some fun deserts.


author=UPRC
My only complaint? The desert ended too quickly. :(


If I get enough suggestions to do so, maybe I'll make the desert at the beginning longer. lol

The Ender's Amethyst: Armored Eternity

author=UPRC
I love games that start out in deserts. I liked Breath of Fire IV for this reason, and it's why I'm liking this game so far.

My only complaint? The desert ended too quickly. :(


lol I never really enjoyed desert scenes much. I do plan on adding another scene later in a different desert but that will be a dungeon area too XD

The Ender's Amethyst: Armored Eternity

author=BareGamer
I burned through all 7 of those plants fighting the first world map battle. Am I just bad at this time or should their HP be lowered?

lol I might remove their poison cuz that poison causes me to go through a ton of potions myself.

(actually, which fight were you on?)

The Ender's Amethyst: Armored Eternity

author=bigtime
I dunno, if he adds all that extra stuff to whip, maybe 30. As the game goes on im sure battles will last longer, and you dont want constant whips to dominate a boss. Plus then you have to think, whats more important going for a kill, or healing skill.


That is another good point too and the First Aid skill that Mikael gets at level 5 may get a little bit of a boost at the expense of a higher AP cost.