SLASH'S PROFILE

slash
APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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Whatchu Workin' On? Tell us!

Hahaha, that's a pretty good variety. Having moves like those will help define the character too - that's how people will remember 'em.

Whatchu Workin' On? Tell us!

Oic, nice. That was another part I liked - multiple non-resource (basic) actions. I've thought about the possibilities of an expanded "Attack" menu has different options for basic attacks. That way, on any given turn, instead of spamming attack, you could have characters use strong attacks, weak attacks with secondary effects, or small non-MP heals. People are unwilling to spend turns using poison attacks, but if your regular attack will inflict poison then they'd want to try it. Maybe.

Turns are a resource like anything else, and if an ability isn't appealing enough to spend a turn on it (instead of Attack) then it will never see the light of day.

author=LockeZ
Get a list of the most significant major artifacts, character titles, locations, events, and themes in your game. Make a list of them. Then decide which one you want to name the game after.

For instance, let's pretend I'm a way better game designer than I am in real life and just created an awesome Zelda game for the Wii. This would be my list of possible titles:
- Master Sword (artifact)
- Twilight (event/theme)
- One Chosen by the Gods (Link's title)
- King of Twilight (Zant's title)
- Twilight Princess (Midna's title)
- Hyrule Under Twilight (event)
- Power of Darkness (theme)
- Spirit Realm (location)
- Transformation (theme)
- Cursed (theme)

Most of these would work decently well as a title, and in some cases a combination of two of them would work (like Twilight Curse). Of course, I choose to name my game Twilight Princess in the end, since I'm a genius.

Hahaha, thanks. This is what I've been trying to do... I think there's only two possibilities, and in the end I will have to go with Abraxis. Bam. There. Title settled and done. No more thinking about it.

I mean it this time.

Whatchu Workin' On? Tell us!

I just read the part about the updated V&V battle system Craze and it sounds like it has a lot of potential. I think it might be a little confusing at first for some, but once you get used to it it would flow very naturally. Out of curiosity, what role does The Wanderer play? Can he switch back and forth between Blitz/Nuking (similar to his original role?)

And for the love of god does anyone have any advice for titling a game? I can't settle on anything.

Tanking for Health and... well, Health

Lockez' idea is pretty damn impressive. Try this one one for size:

Vampire Tank: Manages to draw threat to himself somehow (preferably passively) and takes normal damage similar to every other character. However, his moves drain life from the enemy and heal himself - thus, he is self-sustaining as long as he keeps dealing damage.

Pros: Dependable damage-dealer AND becomes even more efficient with better weapons, because he heals himself more easily.
Cons: Extremely susceptible to situations where he cannot attack, such as being stunned, slept, slowed, or kept out of range.

Yanfly Battle Engine Melody help - switches/variables used?

Now, from reading the first part of the script (the Configuration), it seems that YBEM uses Variables 91 and 92, and Switches 21-27. However, I have a sneaking suspicion that it's affecting more than that - my Switch 2 is being reset after battles.

Does anyone have a list or know for sure what YBEM uses? The only other script I'm using is the Yanfly bug fix, which doesn't seem to be using any switches or variables.

Whatchu Workin' On? Tell us!

author=Alex898
Working on the ending to Bloodsphere. I'm pretty close to joining the "Person who has completed a game club"

Ain't it a great feeling?

I'm near-finished with XXXXXX (title finally decided *and subsequently ditched)). I'm only 1/3 done with the actual creation of the game in RPG Maker, but the entire game has been designed, laid out, written, scripted, down to the very last sprite. It's kind of awesome actually, I am super psyched about completing it. I want a version out by the end of January for professional reasons, but I'll probably re-tune it after more vigorous testing.

Yanfly Battle Engine Melody question - Rage?

thanks guys, awesome

Yanfly Battle Engine Melody question - Rage?

For anyone who's been using Battle Engine Melody, do you know if it's possible to directly edit the "Rage" resource through variables or some other event?

I want to implement a skill that can be used once a "day" in game, aside from normal MP-using skills. I could accomplish this with switches, but I would like to use the Rage bar that comes with Yanfly's script (because it's prettier). I need a way I can set the Rage to "1" with an event (that will occur at the start of every day) and then make sure it never recovers until the next day.

Any suggestions?

Creating Immersive Worlds, Interesting Characters & Non Linear Plots

This article is great; I especially agree with the character development tip. While a brief (very brief) bio might be used to advertise a game, during actual development, you're better of coming up with a backstory for the character to help flesh them out more realistically.

Equipment Vs. Leveling

author=undefined
slash: This thread is slowing down anyway, so spill! What're you looking at taking! I'm interesting in seeing what you think worked well.

I mean, it's not like we're remaking it and want tips on how to improve it or anything.

Well, I was interested in making a short game, and the idea of a time-limit was pretty appealing. I liked the idea that you could only take so many risks a day, fight so many battles until you had to retire - the design for my game is that you have to weigh the pros and cons of every battle, and you are limited by your HP.

Along the same time-limit lines, the game is altered by choices you make, based both on your personality and what you manage to accomplish. For example, in V&V I let Elena die (because I didn't find out how to rescue her until it was too late because I was dicking around in dungeons). In Reversal (title-under-development) you have a chance to save several people. Some you like and you might want to save, and some you might not care about. Some will help you if you do, and some might not. Again, all this is limited by who you actually have the ability to save, which depends on what risks you take (and how well you fight).

So these are pretty general ideas, but the pressure of time was one of the things I liked about V&V, and it's something I'm trying to create in Reversal as well.

P.S. On a side note, the Feats system was also pretty damn cool (and it adds to the limited-by-time factor) and I considered using it, but I'm being strict on myself on the timeline of my game and trying to squeeze it in might be awkward and time-consuming.