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  • Fascinating idea: The game level-caps you per chapter, but you still retain the EXP you gain from defeating enemies/doing quests. And once that chapter is over, you instantly get all of the stored EXP.

    Oh and new game plus just removes the cap altogether.

    I dunno, I figured it would be a decent way to keep an "intended" challenge throughout while still rewarding the player for grinding if they wish.
    To clarify it did a cap on how powerful skills could get, as it didn't have levels. It was 40 in Chapters 1-2, 55 in Chapter 3, 70 in Chapters 4 - 5, 80 in Chapters 6 - 7, 90 in Chapter 8, 100 in the last chapter (9)
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    Reactions: Ami
    That's a neat idea! Although it sounds like if you do grind, future chapters would no longer be the intended challenge even if the initial one is. There would have to be some kind of additional checks/balancing in place.
    I actually made a thread about this @Eusong. There I go more in-depth about it.
    • Wow
    Reactions: Eusong
    Why is doing college algebra a more tantalizing alternative to doing game development... :kaoswt2:
    Philosophus Vagus
    Philosophus Vagus
    I ask that same question all the time...just replace "college algebra" with "gardening", "carpentry", "crocheting", or "wasting time on the internet".

    There is nothing less tantalizing than college algebra.
    Nope...Nope on rope...most math and me no longer friends...we barely on speaking terms...now posting on forum instead of developing...different matter.
    It's official - I can make NPCs react differently if you try to run past them vs. just walking past them. (Aka. running past will make them try to look at you more while you can sneak up behind them via walking)

    Stealth system, here we come.
    I remember a bug exterminator horror story where the guy went into a house that was covered wall-to-wall with cockroaches and the people who lived inside were non-plussed about it because it was just a Thing they dealt with.

    A visual metaphor for when I do bugfixing for my games. :kaoswt2:
    I severely underestimated how good an increased resolution size would be for my games. 640x480 gives me way more space to put everything! :kaomad2:
    I needed 800x600 to display more information in a tidy way and making UI far less cluttered, not to mention not making text-related stuff the size of an ant. One of the reasons why RGD is so groundbreaking.
    @CraneSoft I've seen that RGD example gif where they literally do The World's timestop effect from Jojo's Bizarre Adventure. Honestly if any RPG Maker game I played ever did that, I'd give it an instant 10/10. :kaoback:
    And somehow I didn't even know what you guys were talking about (RGD), till I searched for it.
    Awesome stuff. Thanks for mentioning it!
    The more I experiment with Yanfly Lunatic Scripts, the closer my projects get to mimicking most of the cooler Pokemon mechanics. (Psycho Shift, Magic Bounce, etc.)

    This is a good thing because I have big plans for a monster collecting game in the far future.
    I really love it when major blocks preventing me from going all out in game design get shattered.

    Like finally developing a fully functioning Technical Machine system where certain characters cannot learn certain moves.

    You have no idea how much that helps me.
    Interesting prospect: I could make Enemy Transform useful for "stance change" enemies that use different moves if you attack them with a move they don't like or something. Especially since HP carries over between "transformations".

    I love it when ideas like these pop into my head, since it feels like I stumbled into a new world of possibilities.
    New laptop. I can finally Make Game without sacrificing my legs to my sardine can of a computer desk. :kaojoy:
    I had no idea how much letting the player see the order of who goes first in combat influences things until I tried it out with that one Yami script. I just want to thank @kirbwarrior and that dumb mechanics thread because I can see this being very useful.:kaopride:
    Worked on a cutscene skip domino effect using Maker Systems' script as the basis. Basically if I have a batch of cutscenes in a row on different maps, now when you skip one cutscene it will skip the entire set. No more spamming X to skip a scene every new map.

    Oh and it will work regardless of where you do it from in the set. Convenient!
    Well I am infinitely upset that I finally got a good idea... after the Touch the Stars game jam is pretty much over.

    Gather resources to build a spaceship to escape the apocalypse! It would have been cool....
    The contest ends on the 20th of the month, right? Too bad I don't have a good idea to start with, so I'm out already. :kaophew:

    Oh well, at least I'll have fun playing peoples' games. :LZScheeze:
    Interesting concept for story-driven RPGs: a chapter select function you unlock upon beating the game.

    You get to pick what part of the game you want to replay (the start, mid-game, etc.) with the bare minimum needed to progress for whatever point you choose. :LZScheeze:
    You can do this in mostly puzzle or stage-based games where the grinding required is either minimal or none at all. But for RPG with character progression, I'm not sure how. Because the character progression is part of the fun other than the story itself imo.
    Nier: Automata does something like this and it is great. It is actually with the same save file. It is basically New Game+ but you can select anywhere to start from. And at any time you can open the chapter menu and jump to the start of any other chapter. And you just keep all your progression.
    That's gonna interesting if there's different outcome from that chapter which can also change ending/fate other character, perhaps?
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I officially declare today "test play day." I'm going to waste the whole day playing video games, which isn't a shock to anybody, but hopefully today I'll play my own and figure out what still needs fixin's.
Empty Bottles and Health Extenders are now a thing.
Also the Sling-Shot does damage to enemies now, but not a lot and you won't get gold from killing them that way.
added a Panic gauge to battle. it fills up according to your actions. each character has a different passive that activates once the gauge is full. also once full, a countdown starts and after each action taken, the gauges decreases. with each character, the decrease is different.
Genuinely considering making a thread informing people how to Google.

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