SPEJOKU'S PROFILE

I really like games, like the lions' share of people on this site. I study Illustration, and I've been messing around in rpg maker for a bit. Nice to meet you!

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FF12 remake. It's a... Thing?

Hey hey awesome! I hope it's the zodiac job system version I'd they're just doing a remaster. I liked 12 a lot, van and Penelo aside.

Odin Sphere Leifdrasir (Remake + HD Remaster)

When i saw this was coming I made a very high pitched noise of joy and it was good.

The original odin sphere is one of the first games that my niece actually got into, back when she was kind of too young for it. But she ended up loving games in general through it. when i showed her the trailer she squeed and it was adorable. Odin sphere is just beautiful and i am super hype for this remake

Memorable Boss Battles!

oh man who can forget this jerk



the first time I fought him in the pokemon league I was like 7 and had a woefully unprepared team, but i did it i beat him and it was the best thing ever.

FF7 remake. It's a thing.

As excited as i am to actually have a game for the ps4 to play, im still so leery about the ff7 remake. Although that might stem from my distaste for Nomura's design sense. It makes sense to change the battle system- the old final fantasy entirely menu based combat really isnt the most engaging way of presenting fights.

I hope the plot isnt changed in huge ways. the plot's the biggest part of an rpg, and i dont think they can really call it ff7 if they diverge too much from the old version.

Also why does sony announce games so freaking soon? it doesnt seem like the smart thing to do, primarily because squenix has a bad habit of not entirely delivering on things in a timely manner and after enough time hype sours.

Ah well. for all my complaints im still going to buy it when it comes out in 2050

Favorite kind of battles/battle system?

I absolutely adore the paper mario ttyd system, but i also very much love the persona and smt press-turn system (and its deriviatives.)



The paper mario system makes each input feel fun. Each attack has a minimum possible damage, and that makes when you succeed at an input feel like you are getting a bonus. Plus, the ability to defend during the opponent's turn rewards you for learning the system and makes you as a player feel good about when you defend well- especially when you start getting good enough to do stylish moves and superguards. And the play aesthetic is just fantastic, getting power from appealing to the audience to the audience's reactions impacting the battle- paper mario's systems are amazing.



On the other hand you have the press turn system in shin megami tensei 4 and it's counterpart with the persona series. These systems carry an incredible emphasis on strategy- unless you are massively overleveled, you usually cant just attack your way through each battle and come out fine. The enemies hit very hard, and the game knowingly restricts your recovery options, usually for mp. But when you hit the enemy's weak point, you get an extra turn, and you can keep on chaining extra turns and doing more damage. It rewards you in a very tangible way, and by doing so makes the player want to get as many extra turns as possible, because for every turn they get its another chance to deal damage to the enemy before the enemy can hit them.

My biggest complaint in the persona games is how if the main character dies its game over no matter if your other party members are alive, but persona 4 at least has several safeguards put in place and in SMT 4 it all out ignores that- though unless your demons in 4 can use items or a revive spell youre going to have to hope they can survive the rest of the battle (you revive at 1 hp after a fight).

I think the reasons i love these systems is because they reward you for thinking through every fight- each input has weight, either in paper mario's action commands or in megaten's selection of weaknesses. It makes every battle engaging.

Learning to Use Damage Formulas in VX Ace

is there a way of just making a spell flat-out heal a percentage of the target's hp? Like the tales' games healing items always heal 30%.

The biggest problem with that however is that it's best for a consumable item rather than a spell, as the spell or skill would make the relevant stats useless. It scales, but at the cost of never being able to grow.

One Wacom = a world of possibility. :D

Hey you can also get non-wacom dealies that are pretty good too! i've got a monoprice tablet that's worked fantastically for the last three years. it cost all of 50 bucks? yeah. like 54 with shipping. monoprice tablets are pretty dang cheap compared to other tablets.

Spej draws some things

author=GoatBoy
Ooh this is nice stuff. Your artwork has such a great flow to it.


thank you! character design is my favorite thing, but i still have to practice pixely styles and it's hard

Spej draws some things

ok so I actually have an artblog and whatnot, but I wanted to start a thing here for character concept art and other things that I can use for character and story ideas for rpg maker.

Have some character designs (spoilered because they're kind of huge images sometimes sorry. if it's too big, please open it in a new tab so it'll get auto resized. i really need to check my image sizes when i upload them, im sorry):






(some zelda fanart)


(and just some random sketches from the other day)





I hate the 'Miss' mechanic

I think miss as a mechanic is mostly frustrating when it applies to skills as well as base attacks. I don't much mind if a basic attack misses because its the lowest amount of damage I can do and it costs nothing to activate. But if I miss with one of my spells or skills, burning my mp for no reason? Thats infuriating.

I love how paper mario does it. can't miss, can only do more damage. fantastically done.
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