Ever like the idea of using bow to slap your enemy? Using sword as throwing weapon? Or dual wield shields as your main melee weapon? That might sounds silly yet interesting, right?
Your standard equip slot feels restricting. Warrior are too proud to wield dagger, Mage are too dumb to use sword...
Okay, so I'm obsessed. With making bosses.:kaoluv:
However, for the sake of length in a game, how many bosses do you think is enough?
My game has a crazy amount of chapters, so could I put one for every chapter? However, most bosses aren't too long.
(P.S: I'm developing a tactics game.)
Hello! It's me again :p This time i want to make something similar to a roulette that stops randomly...
Now, i know there are some plugins out there but i couldn't find a way to recreate exactly what i'm aiming for...
Ever played a mobile game where you spin a roulette to get an item? Well, it's...
So I'm working on a small, simple horror game, and the main mechanic is that the monsters only appear when you're pointing your flashlight at them, so you'll have to always keep an eye out. You can see the walls and trees and stuff in the shadows, but no monsters.
I'm using the Khas Awesome...
Anyone here that has played any game like: Diablo or Path of Exile and even Pokémon or Final Fantasy; will be familiar with the concept of a Rare Spawn.
For those of you that aren't, a "Rare Spawn" is a variation of a monster, or perhaps an entirely different monster, that has only a small...
I'm not aware if anyone else has thought of this, but here I have the idea of Rebound Damage.
If the defender's result ends up being higher than the attacker's result, the latter takes damage which is measured by the difference.
EX: The defender has 50 Defense, and the attacker ends up...
I am looking to see how to make it so that the class/actor stats combined can determine whether they win or lose a fight. For example, having a greater overall ATK and HP has a higher chance to win a battle against the opponent with lower stats (but it is still possible to lose by a smaller...
Hello Guys,
i have a short question. I use for my stealth system the event chase stealth from Yanfly. But i have one single problem, in my game the actor go into stealth at a specific Regio ID.
He hides in the shadows and this works, but i want the actor get transparent and a specific...
So I just recently came up with a "bonus" mechanic for my more dungeon-crawly game that acts kind of like the gun altar from Borderlands 2. With this, the player would be able to approach an event of some kind such as a large vat or stone altar, discard any of their weapons or armors into it and...
I have an idea to use light/darkness mechanics in a dungeon in the following way: The 'dungeon' is an old, creepy manor that has wonky electricity. So every 10 seconds, the lights are switched off for 10 seconds. This gives room for some interesting and creepy gameplay. But I'm still thinking...
I've watched a couple episodes of Extra Credits explaining about villains. Below are both episodes.
Part 1
Part 2
Obviously, narrative villains fit right in with RPG Maker games but Mechanic villains can also.
Being a dungeon master a few years back, I find creating narrative villains...
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Yay, now back in action Happy Christmas time, coming back!
Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
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