SLASH'S PROFILE
I make video games that'll make you cry.
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i want to ask something maybe many of you know whats it , applies for rpg maker
what is this
i don't even
But seriously, if you want help, you have to be a little clearer. Also, tell us which RPG maker you're using. Oh, and negative comments are gonna happen whether you like it or not.
i don't even
But seriously, if you want help, you have to be a little clearer. Also, tell us which RPG maker you're using. Oh, and negative comments are gonna happen whether you like it or not.
So how do you like your backstory?
In a typical JRPG, I would ignore most backstory that isn't relevant to the plot or me getting badass items. However, if you're going for an epic with a fully fleshed-out world (like World of Warcraft) or a continuing series (like Final Fantasy) more information and lore about the world is fun for longtime fans.
For JRPG character backstories, it depends on the game. I prefer a game with realistic characters who have realistic motivations to one without, though. Flashbacks aren't bad if done tastefully. If it's a long flashback, make it controllable by the character. Don't take the controls from me for more than a couple minutes, max, and don't even take them for that long until I've been playing the game for at least 45 minutes.
For JRPG character backstories, it depends on the game. I prefer a game with realistic characters who have realistic motivations to one without, though. Flashbacks aren't bad if done tastefully. If it's a long flashback, make it controllable by the character. Don't take the controls from me for more than a couple minutes, max, and don't even take them for that long until I've been playing the game for at least 45 minutes.
Any way to make a Subskill "Switch" skill in RM2k3?
Wait, one more time, because I don't really understand the Demi tutorial... how do you trick RM2k3 into parsing the Battle Events again? Or making it check the battle even page right before the one you used?
I'm making the skill inflict a condition on the user, which calls a common event checking the user for that condition and if he has it, flipping a switch that runs the skill's events. It sounds complicated, but I had to due to my battle commands and the skills all using the same amount of MP (zero).
Clarification: Right now the skill executes after the next character takes a turn, instead of immediately after you use it.
I'm making the skill inflict a condition on the user, which calls a common event checking the user for that condition and if he has it, flipping a switch that runs the skill's events. It sounds complicated, but I had to due to my battle commands and the skills all using the same amount of MP (zero).
Clarification: Right now the skill executes after the next character takes a turn, instead of immediately after you use it.
HP Recovery... after every battle? MADNESS! (Resource Management)
The main difference I can see between the two is where the fear lies.
When you are healed between battles, but the battles are tough, the fear lies in surviving each battle, but the dungeon itself is relatively calm, maybe even peaceful.
When you have to rely on items, MP, and other expendable resources, each battle is less threatening, but the dungeon as a whole is a scary place, where you can't afford to linger or goof off.
Now I'm curious... how do you make the dungeon threatening while healing between battles? It's probably very difficult. Remove the save points? You could, but most resource-dependent dungeons do this anyway, and assuming you were strong enough to make it to where you are, you should easily be able to make it back.
(That's where I was going when I thought about the Meal/Snack thing: A way to re-create impending doom in dungeons without having to make each battle easy)
When you are healed between battles, but the battles are tough, the fear lies in surviving each battle, but the dungeon itself is relatively calm, maybe even peaceful.
When you have to rely on items, MP, and other expendable resources, each battle is less threatening, but the dungeon as a whole is a scary place, where you can't afford to linger or goof off.
Now I'm curious... how do you make the dungeon threatening while healing between battles? It's probably very difficult. Remove the save points? You could, but most resource-dependent dungeons do this anyway, and assuming you were strong enough to make it to where you are, you should easily be able to make it back.
(That's where I was going when I thought about the Meal/Snack thing: A way to re-create impending doom in dungeons without having to make each battle easy)
YDS' Let's Try Thread
Honestly, when I get my game uploaded I would love mine to be critique'd like this, just because it'd be really funny.
Recommend me some good completed indie rpgs please
It's hard to resist plugging yourself in a topic like this, unless they ask for a shoot-em-up and you're selling a mystery epic.
I suddenly got the urge to make the weirdest hybrid game...
I suddenly got the urge to make the weirdest hybrid game...
YDS' Let's Try Thread
i don't know if you meant the Carpe Diem review to be funny, but it was.
It sort of cracked me up that they drop 10 names but it still takes five minutes to find out who this scientist we're following around is :P
It sort of cracked me up that they drop 10 names but it still takes five minutes to find out who this scientist we're following around is :P
HP Recovery... after every battle? MADNESS! (Resource Management)
HP Recovery... after every battle? MADNESS! (Resource Management)
True, but an arbitrary gold cap feels limiting and unfair. Limited inventory systems have worked well in the past: Earthbound is a shining example. The dungeons feel extremely hard because you only have room for 10 hamburgers and you have to save almost ALL of your PP just to take down the boss. It wasn't uncommon for me to venture in the first dungeon once or twice just to build a level or two and get enough cash to buy better hamburgers.
That being said, if you remove the necessity to restock on resources every time you head to town, where does all your gold go? On weapons and armor? Sidequests of some sort? In-battle-only-recovery items?
I've made several one-use in-combat items available for purchase in my game. They're very powerful, but they're limited by their one-time-usage and the fact that you can only use one item every three turns.
That being said, if you remove the necessity to restock on resources every time you head to town, where does all your gold go? On weapons and armor? Sidequests of some sort? In-battle-only-recovery items?
I've made several one-use in-combat items available for purchase in my game. They're very powerful, but they're limited by their one-time-usage and the fact that you can only use one item every three turns.
HP Recovery... after every battle? MADNESS! (Resource Management)
Yup! There's no reason to make a 10-battle sequence when you can make a 5-battle sequence that's more actively challenging and wastes less time, assuming time played =/= game quality, which it doesn't (most of the time).
Even better, you make the main "dungeon" a sequence of 3 or 4 battles, of varying or slowly increasing strength, and like all good dungeons, hide treasure chests. Instead of at the end of a long empty hallway (filled with random encounters) you add a forced battle against a more difficult set of monsters guarding the chest. Then, the player only has to fight a few tricky but manageable battles to make it through the dungeon, but if you want the really good stuff, you gotta work for it and put yourself at risk.
And then a crazy hard boss encounter. Save point optional.
Even better, you make the main "dungeon" a sequence of 3 or 4 battles, of varying or slowly increasing strength, and like all good dungeons, hide treasure chests. Instead of at the end of a long empty hallway (filled with random encounters) you add a forced battle against a more difficult set of monsters guarding the chest. Then, the player only has to fight a few tricky but manageable battles to make it through the dungeon, but if you want the really good stuff, you gotta work for it and put yourself at risk.
And then a crazy hard boss encounter. Save point optional.














