SLASH'S PROFILE
I make video games that'll make you cry.
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I'm trying to get through my undertale phase without annoying ever single human being around me. XD
I just goaded a couple of my friends into playing it so that we'd all be in the Undertale phase together and could all ramble incessantly about it!
I'm also still listening to the soundtrack and now all the wonderful remixes people have been putting out there.
I'm also still listening to the soundtrack and now all the wonderful remixes people have been putting out there.
It's awesome when your game gets a lot of downloads
author=kentona
tbh I get excited if a game of mine gets to 1000
Same, but like, 50 or 100, haaa :P Or if it gets a couple comments or reviews. Comments are so nice ;__;
I finally got a game to 1,000 with Résumé!! \o/
Is Hero's Realm worth remaking commercially?
Hero's Realm is totally the kind of thing you could Kickstart - it's got a fairly big fanbase and you're hitting all the right nostalgia buttons. Still, you gotta weigh stuff like "How much money do I need for art? Music? Can I set a reliable deadline for myself? Should I stop working while I make this, and if I do how much more will I need?", etc. Kickstarting, media presence, advertising; it's a whole 'nother bag of potatoes that you gotta deal with (I'm totally inexperienced with that stuff myself!)
What Craze said is good advice though - maybe ask some people who have started (completed?) successful KS projects, and definitely get your Game Make confidence and drive back before you commit yourself to a big undertaking like Hero's Realm+. It has the potential to be a very cool, big thing, but I dunno if signing up for a big crazy challenge is a wise idea if you're in a slump!
What Craze said is good advice though - maybe ask some people who have started (completed?) successful KS projects, and definitely get your Game Make confidence and drive back before you commit yourself to a big undertaking like Hero's Realm+. It has the potential to be a very cool, big thing, but I dunno if signing up for a big crazy challenge is a wise idea if you're in a slump!
What do you think of when you hear "RPG Maker"?
The sooner you fall behind, the more time you'll have to catch up
[RMVX ACE] Put Icon in Enemy Name? (Solved)
Shot in the dark - I'm not using Luna (and I'm not at home so I can't test myself) but does Yanfly's Ace Message System work for enemy names? It'll format text everywhere I've tried so far, but I haven't tried enemy names. If it does work, you can just use (where X is the icon number).
EDIT: oh wow I... spaced out and forgot that part of the first post.
\i[x]
EDIT: oh wow I... spaced out and forgot that part of the first post.
Different Elemental Types (than Fire, Ice, etc)
author=LockeZ
I have personally moved away from "this monster is weak to ICE DAMAGE and this other one is weak to LIGHTNING DAMAGE" and towards "this monster is neutralized by BEING KILLED FIRST and this other one is neutralized by AREA ATTACKS" because I think that's more interesting. However there's no real reason why that's any more interesting. The end result is honestly pretty similar. I just find it easier to add more depth to the battle this way. The types of combos and complexities I'm good at adding to combat are built around combining and countering those kinds of strategies instead of elemental strategies. But your mileage may vary.
I agree, I prefer that sort of decision-making as well over elemental weaknesses. I think my reason is this: elemental weaknesses are almost always explicit, while general strategy is obscured and can only be inferred. Like I mentioned before, when dealing with elemental weaknesses, either the enemies have obvious visual traits (Fire Lion is weak to water) or you can Scan them, or you just ping them with every element you have available to see which does double damage (not too exciting, IMO). Meanwhile, there's a feeling of discovery and triumph for the player when they figure out that they should to use AoE on a boss that summons lots of weak adds, or to Stun a caster right before they finish winding up their big spell. It's never outright spoken, it's just implied, and there's more of a reward when the player figures that out.
Maybe it's just because I've played a lot of RPGs, however, and the discovery aspect of Water > Fire is not new to me in particular. I'm almost positive it was really exciting back when I played Pokemon Red the first time, and it's still pretty fun for people who are less experienced with the genre. It's definitely not a bad system, just a simple one. It is pretty impressive how enjoyable and deep elemental triangles can be, even with their simplicity.
WRT to Unity's system, assuming a slightly-more-experienced RPG player, there might be some fun in using the mental theme of your elemental system. Maybe there are monsters that you can provoke with dialogue in battle, for example, and afterwards they become temporarily susceptible to Rage attacks. Or, after you get an enemy past a certain HP %, their armor breaks and they become cowardly, making them weak to Terror. Using a certain item might remind an enemy of their horrible past, making them weak to Sorrow. With a little creativity you could probably come up with something that's a little more tricky than the normal element system, but deep and fulfilling. But, that'd probably be a lot bigger, scope-wise ;^^
Different Elemental Types (than Fire, Ice, etc)
Most of the time, either elemental weaknesses feel like guesswork or they feel really obvious. Either you have to ping an enemy with every element to see what happens, or it's like, a fire lion, so you know it's weak to water.
If I was designing a classic RPG, I would probably make discovering weaknesses pretty easy. Most of the time the enemy will be facing the monster over and over again, and once they know the weakness, the monster will be a lot easier to defeat, so making them guess is kinda silly. If it's a boss, they can always save + reload once they know the weakness, too.
IMO, elements should have a little more flavor to them than just colors. You can add secondary effects like debuffs (Fire sets enemies on Fire, Terror attacks have a chance to Fear the enemy, ex.) and that adds another dimension to the elemental triangle that's pretty easy to pick up on, but gives you a lot of decision power in battle.
Anyway, since you're working with emotions - Rage, Sorrow, Terror - maybe some sort of dialogue would be the best way to hint at each monster's weakness? You could also just have unique visual cues - for example, a monster that trembles a lot would be weak to Terror, or something like that. It would still be pretty obvious to people who were paying attention, but it's at least slightly more subtle than color-coding. I don't know how well the "elemental triangle" would work in this case, though. "Rage beats Terror" doesn't seem like something I'd remember very easily :P
If I was designing a classic RPG, I would probably make discovering weaknesses pretty easy. Most of the time the enemy will be facing the monster over and over again, and once they know the weakness, the monster will be a lot easier to defeat, so making them guess is kinda silly. If it's a boss, they can always save + reload once they know the weakness, too.
IMO, elements should have a little more flavor to them than just colors. You can add secondary effects like debuffs (Fire sets enemies on Fire, Terror attacks have a chance to Fear the enemy, ex.) and that adds another dimension to the elemental triangle that's pretty easy to pick up on, but gives you a lot of decision power in battle.
Anyway, since you're working with emotions - Rage, Sorrow, Terror - maybe some sort of dialogue would be the best way to hint at each monster's weakness? You could also just have unique visual cues - for example, a monster that trembles a lot would be weak to Terror, or something like that. It would still be pretty obvious to people who were paying attention, but it's at least slightly more subtle than color-coding. I don't know how well the "elemental triangle" would work in this case, though. "Rage beats Terror" doesn't seem like something I'd remember very easily :P
you amuricans might have peanut butter but u dont have paçoca
Hidden Mechanics
Hmm, I think it depends on what you're trying to accomplish with hiding the mechanics. It's worth pointing out anything obscure (Like "Press K on your keyboard to eat Kale") because it's silly to think that the player would ever try that on their own, and if they did it wouldn't have that same sense of discovery - it would just feel like luck.
The best way to add "hidden" mechanics, in my opinion, is to create systems that can be expanded upon naturally by the curious, but could also be totally ignored. For example, you may introduce a player to a crafting system by teaching them how to mix two items together. Your tutorial would involve them making something basic (Stick + Metal = Sword) but then you leave the rest to them - you don't have to tell them that they can make potions by mixing Apple + Bottle. Let them play around with it themselves, if they're interested.
I messed around with an idea like this for the original Lily. On the map screen, Lily could KICK things at the cost of a little MP, and things would react differently. KICKing NPCs would get special (angry) dialogue from them. If you KICKed an enemy, you'd start the fight by dealing a little preemptive damage to them. I had plans for a bunch of things to KICK (trees might drop apples, you might disarm a trapped chest) but I wasn't going to tell players what KICK did, just that they could do it. I think something like that is a great way to reward players who want to experiment.
The best way to add "hidden" mechanics, in my opinion, is to create systems that can be expanded upon naturally by the curious, but could also be totally ignored. For example, you may introduce a player to a crafting system by teaching them how to mix two items together. Your tutorial would involve them making something basic (Stick + Metal = Sword) but then you leave the rest to them - you don't have to tell them that they can make potions by mixing Apple + Bottle. Let them play around with it themselves, if they're interested.
I messed around with an idea like this for the original Lily. On the map screen, Lily could KICK things at the cost of a little MP, and things would react differently. KICKing NPCs would get special (angry) dialogue from them. If you KICKed an enemy, you'd start the fight by dealing a little preemptive damage to them. I had plans for a bunch of things to KICK (trees might drop apples, you might disarm a trapped chest) but I wasn't going to tell players what KICK did, just that they could do it. I think something like that is a great way to reward players who want to experiment.














