Storyteller-Hero
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  • I just saw in a manga an interesting mechanic - setting up a stationary teleport beacon that one can go to no matter where one is in a dungeon. I think it'll work with a similar setup to how I did my airship transition.

    Ooh what if you could set up multiple beacons and choose from a list of the beacons you set up?

    Hmm...
    cabfe
    cabfe
    That's not exactly new but usually games with that mechanic limit to one teleport beacon, reusable.
    KakonComp
    KakonComp
    Recall is a nice ability in most loot based action rpgs where you can instantly travel back to town, and then go back through the portal to end up where you were when you used the spell. For selling all the useless loot and refilling on healing.
    Kes
    Kes
    I've played a game (LP3) where you could do that with 3 beacons. It was someone's skill, she could set them and then later choose which to go back to. Or she could change them to a different place.
    I've been trying out Fell Seal: Arbiter's Mark, and it has an interesting approach to consumable items - you get a limited inventory that is automatically refreshed to max limits (1 or 2 each, craft to expand + improve effect) at the start of each combat. It's a mechanic that goes against the common urge to hoard consumables.
    I've been battling roaches every single day for over three weeks. I'm tempted to make a roach-themed dungeon but that might hit a little too close to home. Blegh.
    Jenova
    Jenova
    Right now, its fleas for me. Gave our dogs a treatment and now they are attacking me and i cant sleep.

    Oh but the dogs are clean. I combed them out today (about 3 hours ago) and found less then 15 on each of them. Normally i find about 50 - 60 in one area.

    Kinda hard to deflea outside when parks are closed. Lmao.
    Dororo
    Dororo
    Parasite powder work fine to me, but you should find from where they come out - usually an hole in a wall. This year anyway was very fine, ants created an empire near me and ants destroy everything -then I just destroyed such ants. One day a big monster will destroy me to balance karma.
    gstv87
    gstv87
    I have a cat.
    she's a little rusty, but her claws are still sharp.
    there's always a cat keeping watch, whether it's mine, or the neighbor's.
    I played around with making an indicator for special spots to interact with for loot and whatnot. The Chrono Trigger style of something tiny but shiny on screen might be one of the less annoying ways to do it, for both player and developer.
    Dororo
    Dororo
    Once, playing LiveALive I had to "connect the cable" - I roamed the map for many hours until I found by mistake the "cable" wasn't there and you should click the 1 pixel power point in that same room. One. Black. Pixel.
    I have just restored the Pelican Town Community Center in Stardew Valley. Somehow I feel like I've completed a rite of passage as a gamer.
    • Wow
    Reactions: MrKiwi
    MrKiwi
    MrKiwi
    The one about fishing took me forever u.u
    Storyteller-Hero
    Storyteller-Hero
    The Traveling Merchant Cart that appears on Fridays and Sundays can be useful for getting stuff early or out of season.

    The wiki was super useful for figuring out where to find the fish.
    Kupotepo
    Kupotepo
    @Storyteller-Hero, I still laughing about the devs to intend to make the game challenge and forget that people will create a Wikipedia about its game.
    Eiyuuden Chronicle's Kickstarter success is a sign that retro-RPGs are still very much in demand - it's just that people need to trust in the quality of the product before they'll consider buying it.
    I'm currently organizing together the preview images of tile sets so that I can mix and match more quickly in my head while deciding parts for my maps.
    What if all items that give buffs in combat also restore HP or MP instead of having to make a choice of buffing versus healing? Hmm...

    So many cool items get unused in RPGs because they remain suboptimal choices in the action economy of battles. It feels like a waste.
    • Like
    Reactions: KakonComp
    RCXDan
    RCXDan
    See this is interesting because I like items having multiple effects.

    While I haven't thought of buffing items specifically, I like to mix properties of different items so they can be useful for more than one specific occasion. (I.e, antidotes curing four statuses and healing MP at the same time).
    Wavelength
    Wavelength
    I see this in games occasionally, and it tends to be a great dynamic that makes the use of consumables feel really good.

    One other option is to make consumable healing items (or buff items) Instant Use - though this requires making them rare, expensive, or limited enough that the player doesn't just chomp a dozen of them any time things get hairy.
    Kes
    Kes
    I have used the item gives buff route. My favourite is the revive item that also gives a 1 turn PDF and MDF buff so that you get a chance to heal them up, instead of reviving and then seeing them die again instantly. Another favourite, specifically for my current CTB project where speed is more important than in a default system, is an item which heals 'Tired' so well that it gives you an AGI buff for one turn.
    I successfully tested out binding a test parallax for parallax mapping (some simple colors on a photoshopped png image plus copy-pasted tiles) for the first time. I feel like a weight has been lifted off my feet and can move forward with much more confidence.
    I think I'll make my fourth game my second release after my first game, which my originally planned second and third games share a setting with. This is because of how much fun it's going to be making the originally fourth game's maps.
    Kupotepo
    Kupotepo
    @Black Pagan, I think so. The teamwork makes thing go faster.
    Shaz
    Shaz
    My brain just exploded.
    Storyteller-Hero
    Storyteller-Hero
    I'm more or less primarily focusing on one game at a time - I just know what I'm going to make and deciding the order. Currently three games planned for a shared setting, one game in a modern setting, and a fifth to be set in space.
    Since my first game takes place on an island large enough only for a few towns, I'm reconsidering the world map originally planned. Playing Ara Fell gave me some perspective on smaller scale environments. I'm considering a cross between Ara Fell and Battle Chasers for the outdoors.
    • Like
    Reactions: lianderson
    lianderson
    lianderson
    Your choice sounds most wise and most intelligent. Continue on your mortal, may your game become a game worth gaming.
    Geuttykreum's tiles and VexedEnigma's tiles might actually work well together in building a modern style city for my fourth planned game, which I'm tempted to work on at the same time as my first game, set in a medieval fantasy style world.
    I resized and filtered some pixel art style 32 x 32 tiles to MV size then superimposed a couple of default MV sprites to see how they look. Unsharp Mask and changing the brightness+contrast made a huge difference in quality.
    PixelHeart
    PixelHeart
    :[ yeah... Im just find a way to use them as is in the engine without having to make edits to them (at least not alot). I dont really have any issue with up-scaleing the assets to fit MV, it just sort of clashes with the UI though... really irks me. But MZ appears to be coming with a way to scale the UI/font this time.... so maybe that wont be an issue.
    Humble Bundle just put out another game assets bundle. I'm sorely tempted to get the full deal despite having much of it already in library, but most of the stuff I'm interested in wouldn't be used until the 4th game I have planned and I'm still preparing the 1st one. >.<
    • Like
    Reactions: Black Pagan
    Black Pagan
    Black Pagan
    The Truth is most of those Resources wouldn't even be used. I bought many DLCs but have never used most of them in my Projects, Only got to use 1 or 2. So I suggest you think twice before spending to buy everything unless you are some kind of a Completion freak.. Lol
    Storyteller-Hero
    Storyteller-Hero
    Maybe I should work on both my 1st and 4th planned games at the same time?
    Ugh...
    :rtear:
    Storyteller-Hero
    Storyteller-Hero
    As a writer who has written a full length play, a 200+ page set of charts, and hundreds of pages of research thesis material, I can't say that I'm not a completion freak.

    :rheh:
    Automatic level scaling without an option to turn it off can be a very bad choice for a game. The worst I've ever seen was in Nightmare of Druaga, where if a power outage made your system turn off, the game detects it as an attempted cheat and overwrites your save while taking away your best gear, leaving you unable to progress at the late stages of the game, and unable to recover.
    CraneSoft
    CraneSoft
    There's literally my very first experience with RPGs : FFVIII, although not as bad since the game doesn't get hard until the endgame, still annoying as hell when more than half the time the normal encounters are harder than the bosses that have a level cap.
    Watching too much anime where people have long legs like in Sailor Moon sometimes makes me feel like everyone I see in real life has abnormally short legs.
    I just completed Ara Fell - completing the game unlocks an Epilogue. An interesting thing to possibly consider for my games.
    Storyteller-Hero
    Storyteller-Hero
    The final battle was anticlimactic, and the antagonist could have used more fleshing out, but it was somewhat palatable. It was like a poor man's FF ending in terms of how it was written and designed. My final grade would probably be 6 out of 10. The game was fun overall, the writing was slightly above average. It would have been a 5 out of 10 without the epilogue wrapping things up.
    I'm currently playing Ara Fell - I can see why it's had generally good reviews. The exploration aspect is pretty strong and the writing is passable.

    The game auto-saves and offers an option to turn back just before each major combat, and immediately brings the player back to the last position saved when there's a TPK. Convenient at the very least.
    Dalph
    Dalph
    Thats my only complaint about it.
    Kes
    Kes
    @Dalph Was that the original or the expanded version (you get it automatically, no need to buy again). Lots of new content and some of the mapping is a bit more open. Lots of changes which, in general, were a big improvement. But yeah, super cluttered maps, and NPCs blocking the route a bit too often.
    • Like
    Reactions: Dalph
    Dalph
    Dalph
    @Kes
    Original, I'm aware of the Remaster/Remake/New edition and even got it like you say, but I didn't try it yet.
    Well it's good to hear he fixed some problems and added more content, will give it a shot again in future then.
    In Battlechasers: Nightwar, the player can choose difficulty of a dungeon just before entering it, with new difficulty levels available after starting a new game plus.

    I think I'm going to set up something similar for my game, changing up loot and perhaps even monsters by difficulty level.
    • Love
    Reactions: ScorchedGround
    ScorchedGround
    ScorchedGround
    That's the first time I have seen anyone reference this game. Which is a shame because it's a great game in my opinion. The dungeon system was pretty cool but it's a shame the dungeons did not really scale with the players level so you can only really do the latest dungeons to have a challenge.
    Kes
    Kes
    @ScorchedGround I'm one of the many people who loathe games that level up enemies to scale with players. There are a couple of interesting threads (General Discussion or Game Mechanics Design) on this question.
    ScorchedGround
    ScorchedGround
    @Kes Yeah I understand the point, but in that particular game there are like 10 different dungeons to go in to, but you can't really play any of them properly except for the last one because you one-shot every enemy, even on the highest difficulty.
    They don't give any EXP either and the loot is pretty bad compared to the last dungeon. So the only option to grind is to play the one dungeon.
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Trying to get enough of an outline for my game to know what art needs to be made. I'm very out of practice with writing, having focused on art, and I'm realizing that I really missed it.
Make a Game in RPG Maker MZ: Episode 4 is now LIVE! Join us as we create our random encounter system. Random doesn't mean the player can't have some control! Want to figure out how, then tune in!
I must now resume my “things that make me money” activities, and relegate game-mak to a day or two a week. Maybe a lil in the afternoon, but I usually work on “career” level stuff then too.
Sotheby's had send me a mail this moment, stating an auction base for a book of mine at 150.000 euro. I found that book in a trashbin. It look like those chests that simply hide the final sword in an RPG.
I need to find some mapping tutorials cause I'm soooo terrible at it. like just awful lol. I've been having a huge asset issue with anything that isn't battle related unfortunately thanks to custom non-rtp characters.

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