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SJMORGAN'S PROFILE

sjmorgan
Threatening someone over a 30 day ban.
1545
I only develop in RPG Maker products and usually work alone. I'd love to team up with a good old school composer in the near future.
Destiny of the Dragon Lo...
A Destiny of an Emperor/Dragon Quest 1 Hybrid game.

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Can't lie, it stings to see a game made in two weeks in 2k3 made the Best Old School category and a game with a ton of old school custom systems didn't. Not going to ponder on it but I won't be casting a single Misao Vote.

Can't lie, it stings to see a game made in two weeks in 2k3 made the Best Old School category and a game with a ton of old school custom systems didn't. Not going to ponder on it but I won't be casting a single Misao Vote.

Can't lie, it stings to see a game made in two weeks in 2k3 made the Best Old School category and a game with a ton of old school custom systems didn't. Not going to ponder on it but I won't be casting a single Misao Vote.

Misao Awards 2016 coming up fast.

Welp, didn't make a single Misao category. Oh well. I'm a bit surprised that the project got the front page as a "hidden gem" but didn't secure enough nominations to be a voting option for one catagory with catagories like "Lawsuit Waiting to Happen," "Best Fan Game Nomination," or "Best Old School Nominee." Can't lie, it stings to see a game made in two weeks in 2k3 made the Best Old School category and a game with a ton of old school custom systems didn't. Not going to ponder on it but I won't be casting a single Misao Vote.

I didn't expect to win a popular vote or have most voters try the project for a fair shake honestly... but I did expect to place as a voting option. Congrats to everyone that qualified for those categories.

Misao Awards 2016 coming up fast.

I've promoted the game three places so far outside of this website Met. The den, a Dragon Quest fb group where it got quite a few likes and I generated like 7 downloads from one post, and from a Destiny of an Emperor website. I try to think of other places to promote it, but it really is a niche title.

I agree it's definitely not just me. Monstrously crowded sounds about right for our hobby. The scripting end of the battle system was handled by LeCode, who had 0 experience with Destiny of an Emperor. We went back and forth a lot with results and requests, trial and error until it was right enough. I then tweaked some of the scripting and it was easy with how he had it layed out. No hassle looking it over and making changes on the fly.

The game also has the real damage algorithm in effect from DoaE which I found on Gamefaqs by a user named Meteorstrike. Two Hime scripts really helped finish getting the battle system just right. One to make enemies appear or not appear conditionally so recruited characters wouldn't be in battles or decisions could prevent people from being in battles or add other people... and the second script let me run events after victory but before the battle ended... to event out the whole "pay a general with gold, or horse or they may refuse to join" event accurately.

The current version of the game has been tweaked to be friendlier in the earlier portion. I've ran the game beginning to end with 0 grinding at all and the last fight was very hard fought but won.

[Review Request]

Name: Destiny of the Dragon Lord
Link: https://www.rpgmaker.net/games/8867/
Status: COMPLETED
Genre: Fantasy RPG, Old SChool
Estimated length: 3-4 Hours
Small description: An RPG with a Game Boy Color look to it. It takes place in the Dragon Quest 1 continent of Alefgard, but has the antagonist as the main character leading armies to conquer and destroy the lands. It recreates the NES Classic Destiny of an Emperors Battle System and Mechanics faithfully.
Special requests: Honest review of the good and bad.

Misao Awards 2016 coming up fast.

First off, I really appreciate the kind words. It's always great to hear something you made impressed someone. I'm going to take your advice and try both of those threads.

In all honesty, part of the issue with this project getting attention is the falling out I had almost a year ago with a few close knit prominent community members. It was a social mess between myself and them and while resolved... the stigma silently remains.

I know for a fact that a few people that liked this project privately are close to those members that feel slighted by me in the past and they won't publicly show any support for fear of being associated with that negative opinion of me from that issue.

I'd really like the game to just be viewed on it's own merit as a game and only move forward within the community without future issues.

Current project grants all party members a spell list and shared resource based on the selected member. Each member also has a unique custom skill for themself and can equip a Rune for spell access based on said Rune choice. 5 man party should = variety.

The idea of chaining a % boost or other boons based on # of party members using spells with an affinity to each other is definitely interesting. Not something I want to personally tackle here, but I do like it.

I already have my spell base damage, int modifiers, and scaling by level damage balanced for every party spell in this game.

Example ((60*a.int/30)+(a.level*a.int/30/2))*(255-b.mdf)/256

This formula knows 30 is average intelligence and makes sure the base damage at the beginning is enhanced or lowered based on the intelligence of a given caster.

The second part is the scaling damage, which is affected by the characters level. I balanced scaling by coming up with a solid level 99 scaling bonus sum for tier for tier 1 spells with a mod for all target and mod for secondary effects included. Higher tier spells were done the same way but at 2X, 3X, ect for the level 99 test equation. My goal was to find the right * or / modifier at the end of the scaling damage to = the guideline sum I wanted.

The last part of the equation is a soak value magic defense modifier. More magic defense = % of damage negated.

I think tossing chain elemental bonuses in would skew the damage formulas existing balance since I was careful to balance spells far better than in past projects + I don't want to promote a lack of variety in rune use since each member gets one!

It's a great idea for something outside of this project honestly. Anything that rewards players using strategies is nice.

Current project grants all party members a spell list and shared resource based on the selected member. Each member also has a unique custom skill for themself and can equip a Rune for spell access based on said Rune choice. 5 man party should = variety.

Alright, now that I have more space than the basic status window. You can designate a Link to the Magic World at any time in the menu. The Linked characters have unique spell sets that expand as they level and use the partys LP resource to cast those spells. That character provides the entire party with those spells so the Link is picked strategically for dungeons and boss fights.

The individual characters can each equip any one Rune you find or purchase when in the menu. These provide themed spells based on the Rune and the character uses their personal pool of MP to cast these spells.

Beyond this, each character has their own unique ability that no one else in the game will get.

So, in the end, any given party of five in combat has a list of spells from the Link, individual Runes and a unique ability to choose from.

Soma Spirits

Just finished the first area. What a great feeling game with a lot of custom goodness. Someone is Misao bound.

EDIT: Finished the entire game. It's a good game with replay-ability, but it didn't live up to the hype the first area built in my head.