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FFBP2_WorldMap.png

Such a fantastic world map, great job.

Animations.png

The font is the only thing in the screen that's not pixelized like FF6 sprites and tilesets are, so it does stand out. Not a problem in my book, with it being so well readable and all.

MonsterBattleIntro.png

Is there anything to interact with in these fights, or are both sides controlled by AI?

[VX Ace] Is a Rudra's Treasure- style Mantra system possible?

Yep that's right :) At this point after playing so many Rpg Maker games I feel it's my responsibility to provide the player with a magic/skill system that's anything else but the common: "Here's Fire 1. After a couple of levels... here's Fire 2. Grats, Fire 1 is now useless!".

Now I just have to make sure it's worthwhile to make those most effective combinations a bit less obvious and varied, rather than have the player combine 3 strongest damage-dealing abilities together and never look back, hm.

[VX Ace] Is a Rudra's Treasure- style Mantra system possible?

That sounds about right. It'd certainly be more complicated in practice than in theory. And it had its flaws of course.

A more modern Rpg Maker take on the system might go something like this: "Here, you can upgrade your spells/skills by adding these 1-3 predetermined modifiers for them! But, to ensure you cannot have overpowered spells right away, the more powerful effects are tiered and require you to work to unlock them! Oh, and the reason you are limited to 1-3 effects/modifiers for each spell is just to ease the amount of work I have to do -- in case you didn't know I have to make each modified version of those spells as an individual skill in the database!"

Less work, less variables, less headaches. A more controlled tiered-skilltree upgrading system might be a better way to go, even with all the fun you could have with a full-blown Mantra system!

[VX Ace] Is a Rudra's Treasure- style Mantra system possible?

In this "lost" Square game which never had an overseas release and is often overlooked, magic was learned by combining words or letters together which resulted in different spells and effects.

For example:

"IG" was the basic root word for a fire spell. You could write as a spell "IGNA" and you'd have a fire spell that targets multiple enemies, or "IGNASU" for a stronger fire spell. Same with other elements: "AQU" was the root word for water spells, and "-NA" makes it hit all enemies. "IGAQUNATOS", for a combination of all these spell effects, with some added power... And so on.

In addition there were numerous unique spell-words that broke the normal word syntax rules, like "STELLA" which drains mobs life or "DEATH" which, well, does exactly that. And you were rewarded for staying sharp during fights and writing down the spells mobs/bosses used, and even improvise on their syntax to get more power out of them.

The limit of letters you could write was something like 15, and it was fun to experiment with different words to see what crazy things you could come up with. It'd be fun to tinker with a system like this in Rpg Maker, as it could result in something fantastic with some improvements.

The thing is, is it even possible in VX Ace? I wish I knew more about scripting than I do. What I was thinking, basically: Input a dummy hero's name, then check if any part of that input contains desirable combinations of letters, then add a skill with those effects. Seems impossible to do with eventing, because you can only check if the full input = something, not just any parts of the input and base the results on the combination of those, which is needed.

Oops!

Actually getting the game to work was a pleasant suprise as I'd been looking forward to seeing how MOM has been shaping up for a while now.

From a glance it's a very pretty game, monster and creature sprites are very well drawn - character animations too, suberb work so far, - I couldn't find a "attack" command to fight passive creatures, not implemented yet? Movement feels a bit jerky or laggy atm. I'd rename Medicine Man/Woman to Shaman perhaps and those text strings for looking & picking up items could use better word order/syntax. Walking further into the forest also gave me an ingame blue screen, you probably haven't mapped too many areas yet? The impression I get is an awesome game in the making, the game starts strong for a roguelike with the intro and everything - menus and font could use fleshing up of course.

I was actually on a short creative spree myself, I put together a few music tracks for Bifrost (that rainbow bridge) and Asgard + a few other places, if you want I can send them to you later. So why make music for the last areas of the game you ask? Hopefully to motivate you someday finishing the game up to that point :)

MoM v0.2.1.5

I'm also getting the same error when trying to install the demo. The application crashes just a few seconds after a "Verifying application requirements. This may take a few moments." screen has popped up and disappeared.

I hope you haven't been tearing all your hair out yet trying to work with annoying bugs like these. :) I'm running Windows 7 if that's of any relevance (but changing the app's compatibility mode doesn't seem to help though).

News from Development Paradise... oh who'm I kidding, it's Hell

Development never is other than hell :) Are you in any sort of place to think about a demo? In other words, what is holding you back from releasing a working form of the project, is it graphics, or is it too many features still undone? I might be able to help you with writing new music, if you need help.

Blood Shard

Thanks for sorting the download link, your mapping looks impressive and it feels to me you have the hang of making a good game... downloading right now!