SLASH'S PROFILE
I make video games that'll make you cry.
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What are you thinking about right now?
The mobile market got hit by the gold rush mentality because it was new and a huge, huge market. That mentality has slowed down but hasn't died yet, and it's hardly unique to mobile. I mean, take a look at Steam nowadays - the store is still curated, but now there are a lot of games that are just rushed or low-quality money grabs, clones of minecraft, lazy eroge sims. I think mobile stores will eventually calm down and become a good mix of well-made games for every type of player. I hope Steam does too, hah.
i get really pissed when someone on reddit says FFV port looks "like an rpg maker game" >:^C i start infuriatingly linking rm screenshots
My experience is that 99% of people have no idea what an "RPG Maker game" looks like. It's really funny how many of us sigh at the RTP, when so many people don't recognize it at all.
Maybe it's a slightly bigger thing with all the rushed RPG Maker games on Steam now, but eh. The outside community is fine! I'm not making games just for you guys :P
Maybe it's a slightly bigger thing with all the rushed RPG Maker games on Steam now, but eh. The outside community is fine! I'm not making games just for you guys :P
I didn't think finding free-to-use 8-bit music would be such a bitch. I hate hunting for music in general.
This dude's still my favorite! : http://freemusicarchive.org/music/RoccoW/
Kentona and I used some of these for Solar Platypus and Mirror Boy, they're really upbeat and catchy! But there may not be enough for a full game.
Kentona and I used some of these for Solar Platypus and Mirror Boy, they're really upbeat and catchy! But there may not be enough for a full game.
What are you thinking about? (game development edition)
Motivation, stream-of-conciousness, music, backgrounds, battle design, dialog, plot... blah! I'm a little overwhelmed ;__;
It's not that bad though! I definitely like the feel of Bossgame and I think it's got a lot of potential. It's just that the little details are adding up and bogging me down. I gotta keep remembering that it doesn't have to be perfect - it's not like Bossgame is gonna be my last game or anything..!
Anywho, for people who are interested or who played the playtest, I reworked a boss recently (although there's still some tweaks to be made!)
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Weapon Master Gilga
Phase 1: Swords
Phase 2: Rats
Phase 3: Bombs
This fight is all about managing priorities and long-term vs. short-term progress.
Gilga herself will only cast Rain of Swords, which starts off dealing 1 damage to everyone. Each turn Sword Machine is alive, that damage will increase by 1-2.
Enkidu and the Bomb Rats are high priority targets because they have the potential to do a lot of AoE damage, but leaving the Sword Machine alive for too long means Gilga's Rain of Swords will become unmanageably strong. Occasionally, you may even want to let a Bomb Rat explode so you can kill the Sword Machine.
Once it gets to Phase 3, Rain of Swords & Bombs Away will start to overwhelm you, so it's best to just focus on offense! That said, you can prevent some deaths by healing up the Lock On target.
I think it'll be a fun fight, heh heh heh... I might have to move it to later in the game though, it's a bit hard~
It's not that bad though! I definitely like the feel of Bossgame and I think it's got a lot of potential. It's just that the little details are adding up and bogging me down. I gotta keep remembering that it doesn't have to be perfect - it's not like Bossgame is gonna be my last game or anything..!
Anywho, for people who are interested or who played the playtest, I reworked a boss recently (although there's still some tweaks to be made!)
------------------------------------
Weapon Master Gilga
Phase 1: Swords
- Rain of Swords: Cast every round. Deals AoE damage relative to Gilga’s CHAOS.
- Sword Machine: Low HP enemy. Increases Gilga’s CHAOS every round (increasing the damage of Rain of Swords). Dealing X damage to the machine will knock it out of commission, but it will regenerate after 3 turns.
- Enkidu: Medium HP enemy. Attacks with Cleave and Poisonous Chomp.
- Cleave: Deals moderate damage to the tank, then minor damage to everyone.
- Poisonous Chomp: Poisons a random target for three turns.
Phase 2: Rats
- Starts when Gilga hits 80% HP
- Gilga continues to cast Rain of Swords.
- Sword Machine continues to make swords, and respawn every three turns.
- Bomb Rats: One spawns every turn. Low HP. Blows up after two turns if not destroyed, dealing big AoE damage. When destroyed, deals small damage to the hero who landed the final blow.
Phase 3: Bombs
- Starts when Gilga hits 25% HP
- Gilga continues to cast Rain of Swords.
- Sword Machine & Rats stop spawning, but any that were alive will remain alive.
- Lock On: Gilga marks a target.
- Bombs Away: Gilga fires on her marked target for huge damage, then casts Lock On.
This fight is all about managing priorities and long-term vs. short-term progress.
Gilga herself will only cast Rain of Swords, which starts off dealing 1 damage to everyone. Each turn Sword Machine is alive, that damage will increase by 1-2.
Enkidu and the Bomb Rats are high priority targets because they have the potential to do a lot of AoE damage, but leaving the Sword Machine alive for too long means Gilga's Rain of Swords will become unmanageably strong. Occasionally, you may even want to let a Bomb Rat explode so you can kill the Sword Machine.
Once it gets to Phase 3, Rain of Swords & Bombs Away will start to overwhelm you, so it's best to just focus on offense! That said, you can prevent some deaths by healing up the Lock On target.
I think it'll be a fun fight, heh heh heh... I might have to move it to later in the game though, it's a bit hard~
I saw something new: Amazon Lumberyard
I read about it! Apparently it's a full expansion of the CryEngine toolkit, or something along those lines?
It's probably fantastic for people who are making beautiful 3D games, but I have no idea what the support is for 2D, and from what I've heard, the barrier to entry is high. It requires a pretty good level of programming knowledge and isn't necessarily the most user-friendly. Still, it's probably worth looking into, especially if you think you can take advantage of the Twitch & AWS integration in a really cool way.
I'll probably stick with Unity for now :P
It's probably fantastic for people who are making beautiful 3D games, but I have no idea what the support is for 2D, and from what I've heard, the barrier to entry is high. It requires a pretty good level of programming knowledge and isn't necessarily the most user-friendly. Still, it's probably worth looking into, especially if you think you can take advantage of the Twitch & AWS integration in a really cool way.
I'll probably stick with Unity for now :P
I am a grown man of 27. Those who know me know are quick to tell me my emotional range is stuck in between rage and disdain, I have trouble grieving when even family members die, yet the ending to Persona 4 made me cry like a bitch.
'Hard', static stat buffs or less static, incremental, stackable stat buffs in battle?
I find option A (time-limited buffs) more enjoyable for the games I design because they make the battle ebb & flow more, but obviously it depends on the game.
With option A, let's say buffing someone's ATK for three turns results in slightly more net damage than just attacking one more time. This is fair IMO (assuming other costs like MP are the same) because attacking nets you the damage right away, and buffing ATK nets you more damage but the results aren't immediate or guaranteed. Sometimes attacking is best (when the enemy is close to dead) but sometimes buffing is best (when you'll definitely get all three hits in). This feels like the idea of "tempo" in a card game to me - I love it!
Then you get to all sorts of other fun factors - are there enemies that can purge or steal your buffs? Avoid buffing! Are there enemies that have a "unarmored" phase where you deal double damage? Prep for it by buffing your team's ATK!
Option B definitely has its place, but IMO I'm less excited about stats going up and down incrementally - I want it done in one big boost. There are exceptions, though - I think attacks that leave a stacking bleed are really fun, especially when multiple characters can contribute.
With option A, let's say buffing someone's ATK for three turns results in slightly more net damage than just attacking one more time. This is fair IMO (assuming other costs like MP are the same) because attacking nets you the damage right away, and buffing ATK nets you more damage but the results aren't immediate or guaranteed. Sometimes attacking is best (when the enemy is close to dead) but sometimes buffing is best (when you'll definitely get all three hits in). This feels like the idea of "tempo" in a card game to me - I love it!
Then you get to all sorts of other fun factors - are there enemies that can purge or steal your buffs? Avoid buffing! Are there enemies that have a "unarmored" phase where you deal double damage? Prep for it by buffing your team's ATK!
Option B definitely has its place, but IMO I'm less excited about stats going up and down incrementally - I want it done in one big boost. There are exceptions, though - I think attacks that leave a stacking bleed are really fun, especially when multiple characters can contribute.
What Are Some Of Your Favorite Puzzle Games That You Often Like To Play?
author=unity
I'd play Huniepop if it was about actual romance and more realistic relationship-building, tho I guess that's never going to be nearly as sell-able as just flat-out sex appeal XD
*adds Tetris dating sim to list of future projects*
I named my weapon "Ratty".
author=unity
I named my weapon "Slash." It's a sword :D
snicker-snack, snicker-snack! :D
author=Sooz
+1 rat-on-a-stick
(What game is that from??)















