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Just Some Overview For ToE

Hey nosy blog reader~   Just found my old concepts for one of my main charries from Tales of Eadris and wanted to give you all a laugh. This also shows my lack of creativity... ToE is a medievil-esque fantasy genre RPG.     This was my first ever concept for Leina, a quiet girl. Very meh.     Okay, yea, bad design haha.     My next design was;     I like this design to be honest, but considering the game type/genre... this outfit doesn't really fit in... Also, can you tell I like Tomb Raider? xD     My final design was;       Her entire design changed, as well as her race. She originally was a simple human, but became an Elven hunter/thief.     I also had a similar... phase... with Faeona. Her original design was stupid. I don't have the old file anymore, but trust me on it. She looks better now. Marina's design came so nicely. I got her design pretty well based for her first design and her final was just a detailing of the original. I love Marina <3     What similar stages did you guys come across? Are you still developing your characters? What characters are you having most trouble with? Is there a favourite amongst your cast you just can't help but like more than the rest? Find out next time, on Dragon Ball Z!

Takeo212

Takeo212

 

Arin's "In Depth" Reviews: Valkyrie Drive -BHIKKHUNI-

WARNING: The following review contains sensitive material, including but not limited to, sexual innuendos, nudity, and tig biddies. If any of the following scenarios offends you or simply cannot stand these sorts of things, or if you are a lolSJW, please pass this review up. Otherwise, go straight ahead and look at your own discretion. You have been warned. This is in big bright red letters to tell you that you have been warned.     Valkyrie Drive -BHIKKHUNI- is the newest hack n' slash created by the wondrous and illustrious people who made the Senran Kagura series. I...use that term loosely. More like perverts. Replace people with perverts. Anyways, Valkyrie Drive breaks off from the traditional hack n' slash route that the previous games had and replaces it with a more fluid, engaging, and....perverted style of combat. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria.   Story:   I wish I could say something about the story except big tiddies.   Actually, the game is kind enough to let you know the entire plot of the story in the most boring way possible: tell, don't show.     So because all of these girls miraculously got infected with a virus that turns them into lethal weapons, they have been "sent" to various islands which were built in order to "cure" the disease. One of the islands, named Bhikkhuni, acts as both a typical high school environment coupled with a beach resort-esque feel, along with training grounds for combat.   The story opens with two girls. Yes, they're all girls in this game. The game follows Rinka and Ranka Kagurazaka, who have just arrived on Bhikkhuni and are being treated for their infection, which the inhabitants of Bhikkhuni call "V-Virus". The "V-Virus", in short, allows girls in their teens and twenties to tap into their potential and their feelings to create weaponry in combat. Or just use it as an excuse to get naked. Unfortunately, Rinka is a fucking clutz and loses the boarding passes after they arrive on Bhikkhuni, so now they must fight their way through local hoards of defensive robots in order to showcase their skill. After that, you'll get two more characters who join you: Mana Inagawa and Momo Kuruzyu. The former we like, the latter we hate.     After that, the director of the island, who also has big tiddies, comes to greet the four girls who are conversing.     It's here that the story kind of takes off, as the Director tells the girls that they have a special strain of the "V-Virus", known as the "VR-Virus". The director also then explains to the girls that there are other inhabitants on the island who have the same strain of virus as they do, and that there is no cure to the "VR-Virus". As of yet. However, one of the ways the director suggests of coping with the virus to fight other girls who host the same virus. So yes, we have a bunch of scantily-clad chicks fighting each other on a daily basis. Sounds like every boy's dream.     As the girls train, they come across the Four Pillar Gods, each representing a different integral part of a fighter. There's Kongo, who represents Strength, Gauzongo, who represents Technique, Dai-somethingorotherIcan'trememberallthesegoddamnnames, who represents Vitality, and then at the top of them all is...you know what, I'm just gonna call it Red Dragon because I can't be bothered to remember all these goddamn names. We're just calling them Stony Girl, Red Dragon Girl, White Tiger Girl, and then Green Dragon Girl at the very top.   And yes, they're all girls.   There are then three more other girls that make an appearance in the story. There's Viola (we hate her), Manpakumaru, who is a ravenous glutton and eats all of the food in sight (we hate her), and Koharu, which is the head of pretty much the "Student Council" on the island (we're iffy about her, she seems cool but she seems like too much of a badass to be goodie goodie two-shoes).   That pretty much, more or less, explains the plot of the story. Some of the girls have their own intentions as to their way of expelling the virus from their body, whether it be backstabbing their closest friends in order to be recognized in terms of power, or just rising quickly through the ranks of the society on the island.     Also, you'll never guess which one the older one is. Go ahead, I dare you.   So, story. .....Boobs.   Lots and lots of oppai.   Overall: 6/10.     Gameplay:   This is where most of the magic happens.   As I said, Valkyrie Drive is a hack n' slash that follows the same formula as the previous games in the franchise, Senran Kagura. However, when I first got into fighting, I was actually surprised at how many different mechanics and options there are in combat. Different from Senran Kagura and the games before it, the combat feels much more fluid and much more "flashy" (that wasn't a double entendre I swear) than the previous two Senran Kagura games. You kill stuff with X and Y, and you can chain together various attacks and combos with those buttons. Nothing special really, right? Then we get into some more complex features of the game like Launcher attacks with B, dashing in combat by holding down A, and being able to chain together attacks in different fashions according to how you dash. Like for example, using a Piercer Attack (holding down B )and then Phantom dashing (Holding down A) and then using a Piercer Attack again will result in something called a Phantom Strike, which will increase your Attack temporarily. In the same manner if you Launch someone, Phantom Dash to them, and then press Y for what they call a Spike Attack, you'll do a Phantom Fall, which then increases your Movement Speed slightly temporarily. There's a lot of interesting mechanics in the game.     As I said before, combat is really really enjoyable and fun. Probably one of the best parts of the game so far. Each character that I have played as up until this point (except for Viola, Manpukumaru, and Koharu) all have their own individual quirks and combos and toolkits in combat that make them stand out from the other girls. Except for Ranka, who we all know is Yozakura. I mean, look at those goddamn fists.   The Lock-On mechanic is great. It tracks your opponent where you actually want to track your opponent, which is great in a fast-paced game like this. There's a lot of enemy variety in the game: you'll have annoying enemies that stay permanently floated up unless you Phantom Dash to them and Spike their flat asses out of the air. Then you have enemies who create defensive bubbles around themselves and other enemies that you first have to deal with if you want to stand a chance of doing damage. And all in all...it just feels so flashy and ridiculously sexy.     In this game, you take two girls with you into combat. One is called your Liberator, which does all the fighting, and the Extar, who provides backup benefits in essence and allows you to "Drive". By the way, I've been driving since I was 19 so I never took the tutorial on how to Drive. Big mistake actually, when I got my ass pummeled into the wall trying to beat an enemy character who used Drive. Anyways, Drive is an important mechanic because, not only does it boost your Liberator's combat prowess, it also makes your Extar strip clothing based on how high your Drive Gauge is with them. There's First Drive which is ehh, Second Drive where they tear their clothing, Third Drive where they strip to lingerie, and Final Drive where they are.....yep, completely naked.   In the interest of keeping this somewhat PG-13, I'm gonna go ahead and omit any kind of imagery that details that.   But Drive animations look cool and the end result is badass.       So as is a trademark in Senran Kagura games, the more girls fight, the more their clothing gets ripped off. The first stage is their clothing being torn, the second stage is being stripped down completely to lingerie, and then, if you finish your opponent off with a special move, called a Drive Burst, makes them completely naked. Their Liberator AND Extar.   So the following actually contains sensitive material just to show you how you can accomplish that. It's actually really quite funny but you've been warned.         Anyways, finishing this section up, because you know, we have to get ourselves cleaned up after all that fighting, ahem...   There's actual bosses. And there's actual strategy involving these bosses. Crazy, right? Definitely something you wouldn't expect from a hack n' slash game, since the principle is to break a certain button on your controller until you win. But there's actually a lot of depth and strategy concerning these boss battles where you can't just simply bum rush the enemy and expect to win. You have to whittle them down first, or activate a certain mechanic, or do a certain something before you can even attempt to engage them. It's really refreshing and a break from the monotony of "Mash X to win" kind of playstyle.     In the main menu of the game, you can interact with the different characters and give them hearts. You can also change their outfit in the Dressing Room and..."play" with them (No really, it's an actual thing I'm not lying). Depending on how many hearts you've gotten you can strip more clothing off from them until eventually they get to the point of being nude. But like I said, I've decided to omit that kind of imagery in the sense that I want to keep this review a little bit tasteful.   There's a shopkeeper where you can spend the money you acquire in battle, called Points, on various CG images, music, costumes, or....lingerie. Oh, and they brought back the lingerie lottery from the previous two games and made it SOOOOOO much better. The fact that it now isn't entirely luck-based and more based on "press the button in the middle of the bar" makes grinding for achievements in Valkyrie Drive so much less painful, especially when you want to get all the lingerie in the game.   Aside from that, big tiddies.   The gameplay portion, despite it following the formula of a typical hack n' slash game, brings some new forefront to the table and interesting mechanics to spice up combat and make it feel refreshing and not-so-tedious. I'm sure we're all tired of mashing the same button in order to win, so you want to mash those girls, right? RIGHT?   ...   Overall: 9/10.     Quality:   Oh, I'll tell you about Quality, alright.   Anyways, the art style is strictly incredibly familiar to me. It's the same artist who did all of the artwork for the fighters in Blade Arcus. I can't remember the name of the guy but that style of art is very very similar and I'm 99% sure it's the same guy. I'll go back and edit it later.   Which is refreshing because in Senran Kagura, everyone looked like a plastic doll with big tiddies on them. Now, characters actually have personality and feeling and I swear that also wasn't a double entendre. The art is nice. CGs are nice and colorful and they all really work well together.     The game also has one of the best opening songs I've heard in a game in like a millennia. And I'm not usually a fan of Japanese music, but this music is incredibly good.     The anime opening for the game is also one of the most orchestrated and beautiful pieces that you would expect from a game about big anime tiddies and girls fighting each other.     Character voices are all great and the VAs all match the particular personalities of all the girls. So far. Also, we still hate Manpukumaru because she sucks. And we still also hate Momo because edginess in 2017 LUL.   So overall, yes, I'd say the Quality hits the mark with flying colors.   In more ways than one.   Overall: 9/10.     I'm actually gonna skip Replayability in this review simply because I haven't beaten the game yet, so I can't accurately represent if the game has Replayability value or not. From a hack n' slash perspective, however, after you beat a stage with the opening pair, you can go back and play it again with characters that you want to play in case you want to grind EXP points for their particular stats, or just like seeing that particular girl strut her stuff.   Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not.   Would I recommend this game?:   It has big anime tiddies.   Of course I would.   Best game 2017.   Ahh, I jest. it's not certainly the best but from the first couple of hours that I've played it's actually quite good. Everything about the game just feels so damn sexy and the graphics are actually quite a step up even from Senran Kagura, which already boasted pretty good graphics at the time. With this being a PS4 port, it's surprising they actually managed to keep the rigidity and sharpness of every single texture in the game. The game has polish, lots and lots of shiny oil-ahem, I mean polish, that makes the game incredibly good and worth considering, if you don't mind the constant tig biddies on your screen and aren't afraid of those sorts of things.   This is the first time I've actually done a review for one of these sorts of "questionable" games so let me know how I did.   Overall rating of the game: 8/10. A good game.  

Radiant Arin

Radiant Arin

 

Entry 004: Broken Doll

As one can see, I'm a very fragile individual, capable of going to pieces at the slightest provocation.   There really is no cure or treatment for this short of immaculate and constant love and affection, which is a harem-based fairytale that is unrealistic, so I'll likely never heal, but I'll be damned if Joe Jackass Motherfucking Cuntwipe Hackershithead gets to win because he was able to screw myself and someone else through their mischief.   This debacle has scarred me, and since there is no chance of healing it...   This broken doll is going away.

PhoenixSoul

PhoenixSoul

 

World of Chaos Progress and Plans IX

Sorry, I totally forgot to make an entry.   Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month (I truly mean it this time lol)   NEW FEATURES Enemy Stats Reform It has been complete Quest System Reform All quests have been carried over to our new system   PLANS Dialogue Reform I intend to clean up the dialogue a bit and flesh the characters more. Right now, they are kind of bland; you don't want to see them.   Mapping Reform Going to try to make the maps less box-like.   PROGRESS(Shortened the list to things that matters to you) Roughly 387 skills (was 381) Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 108 Enemies (was 106) Roughly 210 States (was 191) 17 Actors (13 are temporary) 11 Classes 9 Weapon types (was 7) 4 Armor types 7 Skill types

Lord Vectra

Lord Vectra

 

Harmony the Robot/Doll? (Mature Debate)

BY READING PASS THIS, YOU AGREE YOU ARE MATURE ENOUGH TO HANDLE THIS!   Harmony is a new robot/doll that came out. It's main purpose is to be Sex Bot or is also referred to as Sex Doll. However, the company took it up a notch (well, maybe a lot of notches) as it now has artificial intelligence that's actually pretty cool.   "Harmony smiles, blinks and frowns. She can hold a conversation, tell jokes and quote Shakespeare. She’ll remember your birthday, what you like to eat, and the names of your brothers and sisters. She can hold a conversation about music, movies and books. And of course, Harmony will have sex with you whenever you want."       This is how she looks. She will be on the market for $15,000. The reviews for it (from what I was told) are a lot of people who are... 1. Guys not good in social skills 2. Friendzoned guys 3. Guys who gave up on dating 4. Mentally Ill people 5. People whose girlfriends/wives have died and they can't get over it 6. Couples who want the fantasy threesome 7. Lesbians 8. Straight women who want to experiment   I am for it; I feel if yo want it then you can have it. One complaint was that rapists would use this to cope with their "rapiness" (idk how to explain) which is kinda dumb because I would rather a rapist have sex with a robot/doll then doing it to an actual person.   Another complaint was that it reinforces the idea that women are just there for their bodies. I will make the argument that people will always cherish relationships with other people, even other women (unless they are sexist). And you can't act like women don't have dildos. Yes, they don't talk, but if they did, I doubt that argument would be made again. Considering Harmony is really new, it will be time before they make a guy version.   While on this argument, the add-on argument was that its the "perfect date" and men can pretend to care for human interaction with a woman. Let me tell you, Harmony could be everyone. What that tells me is that you can't hold a conversation, can't be talked to about music, movies, etc., you won't remember his birthday, you never remember what he likes to eat, and you won't ever have sex with him. Any boyfriend, girlfriend, wife, or husband can be that. Heck, best friends have most of that except for sex (usually).   Like anything, off-topic subjects always ends up somehow getting into everything. For example, the argument I just told you about came from a Feminist, so therefore, the Anti-Feminists came in. Part of what the Feminist said was that feminism is to show women don't need men. Anti-Feminists said "and men don't need women." Generally, the Anti-Feminists (including women) were saying "keep your dildos, you don't need men; do what you do. We will do what we do." And, I'm not going to lie, I don't even know what the Feminists are trying to do. Women got sex machines, vibrating dildos, squirting dildos, so I don't get how there is no outrage on that. *shrug* So there is a social and moral question to whether the Sex Bot is right. I believe, in both counts, that it is right and that it should be in the market. Now, I'm not saying put it in the bread section of Walgreens; if I had to guess, it'll be order online only because I don't see a store putting that in public with a sign like "Sex Doll for $15,000!."   With all of that, are you for or against the idea of sex dolls to this extent? Explain why on the moral and social standard. Then, if your closest friend had one, how would you react? What will you say or do, and why?

Lord Vectra

Lord Vectra

 

"Anti-Black"?

One problem I have with certain people is when they wrongfully use the term, "Anti-Black."   As a black man, I'm not against blacks. I go for the side of which I believe is right as should everyone. I am totally against riots, unnecessary behavior, and the killing of anyone no matter the race.   Recently, there has been chaos within a particular college. I said their behavior was completely unacceptable. They cornered faculty members, threatened teachers, ganged up on school officials. The thing that triggered all of this was an email. Some black guy sent an email to create an event that was made to stop whites from coming to college on a particular day. This was sent to a white guy and he said he will not be participating because he views it as an act of oppression. He was branded racist and all this stuff started happening,   I said their behavior was unacceptable. I was branded, by my own father, as Anti-Black. Apparently, I was against my race because I was against blacks who ran around a college terrorizing teachers and faculty members. Apparently, I don't being black anymore and I'm proud of it all because I say its unacceptable.   I've been called Anti-Black, White-lover, and Cracker-lover. I don't like whites who hate blacks just like how I don't like blacks that hate whites. I don't side with blacks just because they are black. I side with who is right no matter the color. If a bunch of blacks rioted and killed 6 people, I'm against it. If a bunch of whites rioted and killed 6 people, I'm STILL against it. I don't differentiate my judgment based on skin color. If I am Anti-Black for saying the black rioters' behavior was unacceptable, then so be it (The blacks in the college didn't riot; I was just using riots as an example).   So for anyone who is like me, and not just Anti-Black but anything else that has a similar effect, stand for what YOU believe in because, at the end of the day, you have to be happy with who you have become. If you are the only person on Earth that believes what you believe, then I advise you believe in it even if it means you are standing alone. Any great idea, any original idea, and especially any unpopular ideas need to backed up by you.

Lord Vectra

Lord Vectra

 

A Response to Undertale's True Reset Speech. [Spoilers]

(Been thinking of this for a while, ever since I saw what Flowey says if you start the game after a true pacifist ending, but I felt like writing it out. Really just using Undertale to explore a concept here though.)   Hey...   Look, I know what the flower said. Everyone is got their happy ending. To go back on that, to rip them out of the timeline and take them back would ruin that. You should know by now, the other possibilities? They aren't so happy. And somethings taint you, somethings are inescapable. Even if you cheat, you still would know you did it. Maybe you don't care. So yeah, taking away that happy ending seems more then a little cruel.   But... Something's bugging you isn't it? Maybe more then one something. Maybe not least of all that happy or not this is still a ending. Yeah, you could leave everyone to their happy life. Except... Can you? What happens to the characters when the story is over? How do you even know if they are really happy? Or heck are even still really there? This is the end of the timeline for you... what if it's the end for everyone else too? Just frozen visions of moments and... nothing after. And really, not everyone is happy, The Empty Vessel, The Jester of Sorrow, The Scion of Hatred, The Forgotten, where is their happiness?   The future isn't written yet, maybe it never will. This is where time stops. Maybe all stories must end. You can go back, to try and rip through reality, find secrets that may not exist. I wouldn't really blame you, even if others might. Isn't that better then a frozen future even if it causes pain? Maybe. Or...   Or... You could look at another path in the void of possibilities, maybe even write a future yourself. Go beyond the timeline you knew, You aren't the only one looking. Maybe, just maybe, if all of you keep a light burning, someday a new path will open forward. All stories must end. Or so they say. But for every ending maybe a seed for a new beginning is planted.

Kayzee

Kayzee

 

Entry 003: Motivation: The Fail

This won't be a long, drawn out entry.   It seems that my IP address is no longer banned on RMW or RMN (but from what I was able to gather it never was on RMW).   I did create a new account on RMW some time back, though I had to use a proxy to get in. Well, it has been since May 10, and I can't even make a fucking introductory post (oh yes, familiar and brutally UNFAIR TERRITORY HERE).   So, I'm asking for someone from here to go speak with a fair admin over on RMW, please, for heaven's sake.   Of course, I don't know of anyone here that has an account on RMW, well, except one unless she moved from there to here, that being Amysaurus.   But seriously, please, help me. I'd try to contact one of the admins myself, but I do not like the idea of pleading an IP Hack case to people that are potentially partial.   I only ask, because I'd do the same for anyone else. Thank you in advance.   Oh, my account name? We'll discuss it not in public if you decide to assist me.   One more thing. It may help if the person who does assist me is both an admin here and on RMW.

PhoenixSoul

PhoenixSoul

 

The title "Lord" that is in my name

The title "Lord" that is in my name; you are not obligated to call me that. Lord is there because of the lore of Vectra himself. I don't, in any types of seriousness, would call myself Lord. Meaning, I will always say it in a joking matter, so if you dislike it, I'm sorry. What I don't like it being falsely accused of being arrogant.   And I find it very funny that, because I don't like being called arrogant, I'm arrogant. So, what you are basically saying is I can't defend myself.   PM me ONE TIME where someone didn't call me Lord and I got mad? Lemme help you out, you won't find one.   I will respect people as I always have. What I am NOT going to allow is for you to disrespect me because if I RESPECT YOU, I am expecting the same back. If you're going to totally disrespect me and disregard my feelings because of the word, Lord, then apparently we weren't friends to begin with because Lord been in my name for years and never had I taken it seriously, so I don't see why you are.

Lord Vectra

Lord Vectra

 

#4. Finished Writing States + Block

May 31, 2017 Finished writing and coding the states (mostly inspired by Final Fantasy Tactics). We categorize all states into three: positive, negative and neutral states.Positive states benefit the user. Regen heals 12.5% of Maximum HP each turn. Characters with this status will be tinted bright cyan.
Protect reduces physical damage taken by 33% of the expected damage (the damage reduced is the expected damage, that is, the damage that is sent to the keyboard input window for modifying, not the damage after being modified by the input window)
Shell reduces magical damage taken by 33% of the expected damage.
Haste increases the speed of the character by 150%, re-arranging their turn in the game's internal action list order. Hastened characters animate faster.
Manaregen heals 12.5% of Maximum MP each turn. Characteres with this status will be tinted bright orange.
Manasave reduces MP cost of magics by 33%.
Manashield substitute MP instead of HP when taking damage, happens when MP > 1, (Bravery)% of the time.
Bubble doubles the character's maximum HP as long as the character is affiliated with this status.
Defending is automatically applied when you select Guard from the actor action menu. Reduces the expected damage from both physical and magical attacks.
Invisible will render your character unseen and prevent them from being targeted by the enemy. Aside of that, while invisible, any keystrokes sent to the keyboard input window will be considered correct, further supporting 100% action success rate while invisible.
[*]Negative states harm the user. KO basically is the state applied to anyone dead/knocked-out.
Poison decreases 12.5% HP at the end of each turn. The character sprite will be toned dark green.
Blind will make the text we need to input at the input window invisible (meaning that you'll be presented by a blank input window and have to figure out the keys by bashing keyboard letters).
Silence will hinder you from using magics, speechcraft, bardsong and basically anything that involves speaking, including ACTing.
Confusion will make your character act deliriously and attack anyone.
Sleep will hinder your character from getting a turn and increases the damage taken.
Paralysis will prevent your character from acting. His step animation will be stopped.
Stun is when a shock damage is applied and the character is temporarily stunned to the ground. The character's step animation will be stopped.
Vampire is also considered a death state. Once a vampire, the character will drain anyone's HP, either enemy or ally, and inflict them with the Vampire status. A party loses if all of the members are vampires. The character will be tinted pale magenta.
Charm allures your unit, forcing them to attack allies instead of enemies.
Oil doubles fire damage taken. The character will be tinted slightly black.
Stone means your character is petrified. A party loses if all of the members are petrified. The character will stop animating and stand still while its sprite is tinted completely gray.
Slow downs your movement speed to 50%. The character's walking animation will slow down.
(to be continued)
[*]Neutral states neither benefit nor harm the user. [To be written tonight] [*]Re-wrote the weapons (some description errors and some imbalanced formulas). I've also added dual wielding capability to some projectile weapons (four crossbows, all types of handguns and sub-machine guns). Projectiles can only be dual-wielded with melee weapons or other projectiles of the same type (you can dual-wield knife and bowgun, but you can't dual wield bowgun and pistol). Furthermore, dual-wielding two projectile weapons will use two bullets (and more if you're using a machine pistol) each time you launch an attack. [*]Started concepting the armors.

oichidan

oichidan

 

#3. Began Writing States

I'll begin writing the states that will mark its play on the game. I'll also have to incorporate the states into the game by altering the sprites used in the visual battlers implemented by Yanfly's Visual Battlers script (for example, petrified characters will be rendered grayscale, while dead characters will be mostly transparent or at least white-toned).

oichidan

oichidan

 

#2. Finished Writing the Weapons

Finally! After a long set of researching, recalculating damages, et cetera et cetera et cetera, I've finished (well, not 100% though, the states and parameter changes as well as the price is still a work to be done) writing the weapons for the game (by now, it has weapon powers and descriptions).   Be sure to prepare yourself for a really long set of weapons if you open the spoiler box below.         Roughly counting, there are 250 weapons in this game that falls into 37 weapon types and 3 major weapon categories! Whew.   Also notice the description of the Corrupt Rod above. It looks catchy *smirks   Ah, yes. Aside of the weapons, I've also finished writing the ammunition for projectile weapons.   The spoiler below contains the said ammunition containers for equipping in the equip screen. They are all defined in the database as armors.         The spoiler below contains the item counterparts of the ammunition above, that will be depleted by 1 for each projectile weapon usage.         The weapon damage formula has also been written and tested.

oichidan

oichidan

 

#1: Welcome to #TMoJ

Alright, so...where should I start?   I've been developing an RPG Maker VX Ace project. Well, this is mainly aimed for me to learn the ruby programming by doing, but it eventually ended up being a small game. The game would go with the codename #TMoJ. The basic idea of this game is as follows: Gameplay: Instead of heavily relying on random-driven gameplay, this game uses rapid typing-driven gameplay. That is, the user must type letters showed on the screen at battles to alter the turn outcome. For example, let's assume that an attack will result in 200 HP damage. Then, a window, the keyboard input window, shows up on the screen, prompting the player to type the letters, say, A B C D E, before its timer runs out. If the user types only 1 letter correct (A B C D E is 10 letters, including spaces), the damage will be truncated down by 1/10 = 20 HP damage. If none is correct, the user will fail the turn.
At case of a critical attack (now -this- is defined randomly by the critical rate feature set on the database), an additional window with flashing letters will pop-up. Each letter typed correctly will enhance the critical attack outcome.
In the enemy's turn, the letters will actually act as a 'guard'. Suppose an enemy attack results in 100 HP damage, and the letters ABCDE pops out on the screen. Typing one letter correct will decrease the damage by 20% (1/5 correct). Typing all correct will nullify the damage. The similar logic is also applied to critical hits.
In case of a dual-hit attack, the damage altered is the damage produced by -both- weapon attack. Suppose the right hand weapon expects 80 HP damage and the left-hand weapon expects 100 HP damage, making a total of 180 HP. The damage outcome altered by the keyboard input window here is the 180 HP damage.
No status ailments will be inflicted upon the target if the attack is nullified.
This game features techniques and magics. Techniques are special skills that are unique to each class and can be executed without inputting characters to the keyboard input window. For example, the First Aid technique restores as much as 10% HP to critically wounded characters.
Magics are special skills that involves MP usage. Unlike conventional RPGs, Magics in the #TMoJ RPG are casted based on pre-defined spells that the player needs to input on the input window. For example, let's take the spell Fire, which inflicts fire damage to the enemy. To the gods I pray (completing at least this line will net the caster with the weakest Fire spell. The damage? Let's assume the expected damage is 100, just count the number of correct characters divided by the number of characters from the beginning of the first line to the end of this line and multiply it to 100).
With uttermost faith and belief (completing the first line and inputting at least the first letter of this line will net the player with the second Fire spell, significantly stronger than the first. Damage calculation and reduction is similar to the first, except that the expected damage will be different since a different damage calculation formula will be used).
That you might burn the enemy before me
Bestow them with your warm nether embrace
[*]Once you finish one line of quote, a new line of quote will appear. Since the spell has four lines of quotes, it has four levels, and therefore a fast typer can use the strongest Fire spell early in the game--if you manage to ramp up the spell quotes to the last. [*]Unique Skills are skills that are unique to some story characters. [*]Statistics: The maximum amount is 99 per item, except projectiles, which can rank up to 999 per item. Levels may go to maximum level 99, as well as the parameters (Max. HP and Max. MP are 999 maximum, note an exception). Available elements: Fire, Ice, Thunder, Water, Earth, Wind, Holy, Darkness, Divine, Physical.
Each character (ally or enemy) will have the following parameters: Health Power (HP) 0-999
Magic Power (MP) 0-999
Physical Attack Power (ATK) 0-99
Magical Attack Power (MAT) 0-99
Agility/Speed (AGI) 0-99
Fortune/Luck (LUK) 0-99
Bravery (BRA) -- inspired by Final Fantasy Tactics, the Bravery parameter defines the character's courage. This parameter is used for damage calculation as well as other purposes that involves the character's courage. 0-100
Faith (FA) -- inspired by Final Fantasy Tactics, the Faith parameter defines the strength of the character's belief in God and other unnatural phenomenons. This parameter is heavily used for magic calculation as well as other purposes that involves the character's faith. 0-100
Critical Rate -- defines how often this character deals critical damage and pops out the critical keyboard input window.
Counterattack Rate -- defines how often this character reacts to an attack by delivering a counterattack.
HP and MP Regeneration rate.
Target Rate -- defines how the enemy will prioritize this character in their attack targets list.
Guard Effect Rate -- defines how sturdy this character will be when guarding (selecting the Guard option from the menu). The guard option will decrease the expected damage delivered by the enemy, which can be further decreased by correctly inputting letters at the keyboard input window.
Pharmacology -- defines how this character will react upon being healed by chemical items: will potions heal exactly 30 HP, 25 HP or even 40 HP to this character?
MP Cost Rate -- defines how this character will spend his/her magical power efficiently in casting spells that involves magic power.
Experience Rate -- defines how fast this character learns from combat experiences.
[*]The weapons in this game are divided into several categories: One-Handed Weapon, Two-Handed Weapon, and Projectile Weapon. A one-handed weapon is a weapon that is equipped only by one hand. This type of weapon supports dual-wielding. The weapon types that fall into this category are Knife, Sword, Flail, Ninjato, Staff, Scale, Mace, Rod, Book, Knuckles, Katana, Lightsaber, Club, Hammer, Whip and Boomerang.
A two-handed weapon is a weapon that can only be equipped by both hands, disabling dual wield as well as shields. The weapon types that fall into this category are Fans, Pole, Cloth, Instrument, Handbag, Fellsword, Knight's Sword, Slingshot, Polearm, Doublestick, and Scythe.
A projectile weapon is a weapon that uses projectiles. All projectile weapons are two-handed. Each attack fired will decrease the number of the equipped projectile by 1. Attacking with empty projectile will result in a guaranteed failure. The weapon types that fall into this category are Crossbow, Axes, Pistols, Shotguns, Rifles, Machine Pistols, Grenade Launcher, Rocket Launcher, Bow, and Handbomb.
Each weapon has their own weapon power that is used in damage calculations. In case of projectile weapons, their weapon power is that of the weapon power, plus the weapon power of the equipped projectile.
[*]The armors in this game are divided into several categories: Light Armor, Heavy Armor, Magic Armor and Projectile Containers. Light Armors, Heavy Armors and Magic Armors all modifies the parameters of a character, specifically Maximum HP, Maximum MP, Physical Attack, Magical Attack, Agility (Speed) and Fortune (Luck).
There are various types of shields and accessories: Shields provide extra evasion rate, which in reality, alters the timer of the keyboard input window. It increases the timer count, making the timer slightly longer.
Mantles provide extra evasion rate and works similar to shields.
Armlets provide various effects, enhance magic damages and shields the wearer from a small range of status ailments.
Hair Adornment hinders the wearer from a wider range of status ailments as well as increasing maximum HP and MP.
Boots alter the number of numbers and symbols the character needs to input. Normally some enemies, especially at the near-end, will spawn a mixture of spaces, characters, numbers and symbols to the input window. Boots will take care of this, from a small degree to completely eradicating those peculiar numbers and symbols.
Gloves provide parameter changes.
Rings alter the number of words the character needs to input. This is beneficial especially when casting magics and fighting enemies in the later part of the game, as the characters the player needs to input will no longer be random jibberish letters, but sentences and paragraphs.
Necklaces alter the number of characters the player needs to input. It can increase and decrease the number of characters based on a specified number (for example, -1/+1 means decreasing one character when the wearer attacks and increasing one character when the wearer is attacked).
Belts alter the number of spaces the character needs to input.
Perfumes provide positive status ailments to the wearer.
Pins alter the number of uppercase characters the character needs to input. Normally some enemies will spawn characters in mixed upper and lower characters. Pins will take care of this, from a small degree to completely render the characters either uppercase or lower-case.
[*]Defense and Magic Defense is not used in this game. [*]Projectile Containers will always correspond to its Projectile item counterpart. For example, a Leather Quiver will always carry Birch Bolts for use within a crossbow. The projectile container will be equipped in the bottom equip slot (Ammunition) at the equip screen. Each fire of a projectile weapon reduces the number of the projectile item counterpart owned by the party by 1 (or more, in case of machine pistols). Bowgun Bolts are for the crossbows.
Slingshot Projectiles are for the slingshots.
Handgun Ammos are for the pistols.
Shotgun Shells are for the shotguns.
Machinegun Ammos are for the machine pistols.
Grenade Rounds are for the grenade launchers.
Rockets are for the rocket launchers.
Arrows are for the bows.
Handbombs are for the handbomb-type weapons.
Rifle Ammos are for the rifles.
[*]The items in this game are divided into several categories: Recovery, Thrown, Synthesis, Projectiles, Key Items and Memory Items. Recovery items recover the user's condition, such as restoring HP, MP (TP is unused in this game), or removing status ailments.
Thrown items are used by special throwing classes for attacking the enemy. For example, shurikens, for ninjas' throwing.
Synthesis items are used to craft new items and ammunition. Chemical synthesis are used to craft potions and other chemistry items.
Blacksmith kits are used to craft new melee weapons from weapon parts.
Firearm kits are used to craft new projectile weapons from weapon parts.
Gunpowders are used to craft firearm ammunitions as well as arrows and bolts.
[*]Projectile items are used to fire projectile weapons. See the explanation above for more information. [*]Key items are used to unlock certain quests, advance through the story or for other purposes. [*]Memory items are stored between games to mark the story progress. There are at least 10 endings in this game. Memory items are stored between replay attempts, even in different storyline and dimension, to alter the progress or even the ending. [*]Storyline (trying to exclude spoilers as many as I can do here). Heavily inspired by the indie game Undertale, the player can choose between ending this game peacefully by not killing anyone or slaughter every enemy this game has to offer. There is an 'Act' and 'Mercy' menu to peacefully end battles as well as to interact with the enemy. Bravery factor plays a part here (frightened characters will speak in a different manner than a brave character).Unlike Undertale, #TMoJ plays in a party-driven game. Where the character (the protagonist/the player) is not alone, a random character will be picked to perform an action toward an enemy. For example, if the party consists of Character A and B, each 'Act' will be performed by either Character A or B in one time, not both at the same time. 'Act' and 'Mercy' will be available in the party menu.
[*]Random enemies are spawned on the map by their leader's sprite that approaches the character. For example, you'd meet a slime sprite that approaches you for a random battle. [*]If you end the battle peacefully (no one dies), the enemy disappears within a ball of light. If you slaughter them all, the enemy disappears without any traces (or even a blood spill, in case of human enemies and enemies with flowing blood). [*]The character can show the enemy group 'mercy' after some interactions or after decreasing their Health Power to critical. [*]There are 10 different endings in this game, at least. [*]States: This game offers a wide range of states...not going to write this for now. What's important at this point is that there are three states that will be considered 'death state' by the game: Dead (0 HP), Stone (the character is petrified) and Vampire (the character turns into a vampire). Inspired by Final Fantasy Tactics. [*]Scripts: Aside from self-written scripts, this game uses the following: Neon Black's VX Ace Star Passability bugfix.
Neon Black's Display Rounding Error bugfix.
Neon Black's CP Keyboard Input script.
Yanfly Engine Ace: Core, Message, Message Actor Code, Adjust Limits, Battle Engine, Element Color Popup, Enemy HP Bars, Battle Commands, Cast Animations, Visual Battlers, Equip Change, Death Transform, State Animations, Victory Aftermath, Equip Engine, Barehand Trait, Enemy Levels, Learn Skills, Event Chase Player, Event Window, Force Move Tiles, Gab Windows, No Encounter Region, Slippery Tiles, Item Menu, Menu Engine, Save Engine, Shop Options, Menu Cursor, System Options, Call Events, Call Random Battle, Debug Extensions, Spawn Events, Party Music.
Fomar0153's Dual Wield -> Free Hands script that enables two-handed weapons.Some of the scripts above are adjusted accordingly to suit this game's need (especially those involving projectiles and weapon power display on equip screens)
[*]Self-written scripts: String Chopper: Chops a specified string for each i characters and returns an array of the chopped strings ("HAHAHA" -> ["HA", "HA", "HA"]. Used in generating strings for display in the keyboard input window.
Random Array Picker: Randomly picks n elements from array a and returns an array that contains the randomly picked elements.
Weapon Power: Implements the weapon power functionality, adding a 'wp' property to each weapon that functions as the weapon power that can be defined via note-tagging. The weapon power is used in damage calculations.
Bravery and Faith, inspired by Final Fantasy Tactics, adds the Bravery and Faith parameter to each actor and enemy by note-tagging.
Timer Input Window defined as class Timer_Keyboard displays a window where the character must input a set of characters and calls methods to determine the outcome. This window is used both in combat and in map. Requires the CP Keyboard script.
Weapon-Specific Damage Formula: using the weapon power parameter above, each weapon have their own damage formula. This script handles the attack skill by passing some parameters to determine the attack damage.
[*]Graphics... crap. I can't do this one. Until now, I've been going along with the game's default graphics set (since I haven't even started to tinker with the game graphics yet). I will obviously need a graphics artist, mind you. [*]Music... *raises my hand and waves at the camera* [*]Testers... still a really long way to go before I can even hand this game out for testing. But if you're interested, I'm glad. The posts on this blog category will heavily focus on the updates for my project above. This project will be purely non-commercial, since it was first written for learning Ruby programming. As such, no profits will be given, and will be taken, to and from me. If you're interested in getting involved, I'm happy I'll tell you later when I've finished roughly 50-70% of the game (in the meantime, I'll use the RPG Maker VX Ace default graphics and musics. In the meantime)   But do mind that I'm entirely new to this scene, and such I am open to doing various mistakes. Therefore, much guidance are welcome and much appreciated, Since this is a non-profit project, I cannot guarantee something that involves financial matters. :'3

oichidan

oichidan

 

Weapon Powers

Alright, so... I know there are many scripts about weapon powers out there, but I wrote something for use within my project. Please feel free to use it the way you'd like to.   Features: A new parameter: Weapon Power (WP). Define each weapon and armor's 'weapon power' by note-tagging in the database.
Rewrite performance considerations by factoring the weapon power into the equation, meaning that when we select 'optimize', weapon power will also be considered.
Here's the code. As always, insert it below the materials section above Main. Place it on top of scripts that will depend on 'wp'.         Some damage formulas created by using weapon power (though creativity -is- limitless):       The comments box below are open for further discussions. Ideas, suggestions, critiques and feedback are always welcome! <3

oichidan

oichidan

 

A Small Reminder about Array Iteration

Alright, let this post remind me at times I forget this thing.   I've been developing an RPG project lately. At present I wanted to modify the equip screen. I've added a new equip slot (ammunition) using Yanfly's Ace Equip Engine. By the time the user selects a projectile weapon, I want them to select an ammunition from their inventory list.   The ammunition list shown will correspond to the equipped weapon (you won't get a list of handgun bullets if you're equipping a bowgun). The following method is to remind me to check weapon IDs whether they're a projectile weapon or not. =beginThe projectile weapon IDs are 5, 29, 6, 8, 30, 7, 9, 10, 11, 24.We create a method to check the weapon ID and return true if the weapon is a projectile weapon.=endclass Window_EquipItem < Window_ItemList def projectile?(weapon) return false unless weapon.is_a?(RPG::Weapon) result = false [5, 29, 6, 8, 30, 7, 9, 10, 11, 24].each do |x| result = true if (weapon.wtype_id == x) end return result endend   At present, the capabilities are: Able to equip projectile weapons that uses ammunition.
The ammunition is defined as armors in the database, but will later be ammunition in-game using Yanfly's Ace Equip Engine's note-tagging.
There's a corresponding item at the database. An example works best. Suppose we're equipping a bowgun.
The ammunition equipped is a set of birch bolts.
There is a 'birch bolt' item in the database entry.
Each time the bowgun is fired, one 'birch bolt' will be lost.
The attack will fail if we're running out of ammunition, and a corresponding message will be shown.
[*]Each weapon has a new 'weapon power' parameter written in the note box by note-tagging (I wrote the code for implementing weapon power). The damage formula will use the weapon power in conjunction with the actor's statistics.   I'll post something when this project is starting to make sense.

oichidan

oichidan

 

Clickbake

I've been posting a bit about baking recently so here's some pics of the goodies.   These are the first attempt.The welshcakes came out a little burned obv T.T but everything tasted pretty good.   These are the second batch of shortbread. Had a little dough left over hence the Pacman shaped one.   These were the cookes that became brownies. To make them the soft chewy kind I used brown sugar and self-raising flour, but yeah, came out too big.   And these are the last things I baked. A second batch of welsh cakes that came out looking a lot better than the first.

Tarq

Tarq

 

Entry 002: IP Hacked; Windows Drivers failing...coincidence?

I had an account on RPG Maker Web a couple years back, and I had gone away for a couple weeks. Well, someone decided to hack my account, and not just that one, but several, but the point is, is that when my RMW account was hacked, whomever did it decided to sabotage my account and the staff fell for it. Guess what happened?   I got banned. Oh yeah, my IP got banned. No, emailing the administrators doesn't work, like ever, because I tried for a week, and got no fucking response. At the time, I lived elsewhere, and after the move, I thought about starting up another, only to find that someone had not only hacked my IP, but also, my computer, and had used someone else's account through my computer to do some really lewd things...   Now my IP has been banned on both RMW and RMN.   This all coincides with core Windows drivers failing, at least for the second time I got hacked. So I'm wondering if the hack actually caused this problem.   Of course, I did a re-install of Windows using the disc (the anytime upgrade option so as to not lose all my files), and the drivers were restored, as was the firewall.   But I beg to ask, why me? Why this person, whomever they might of been. Just, why?   Well...other than that and life being unrealistically unfair, nothing more to say...   Other than...   Top40 music is not music, and anyone who says otherwise has no taste at all.   Amyrakunejo, signing off...

PhoenixSoul

PhoenixSoul

 

Documentation of in-game classes

I noticed recently that there hasn't been any documentation made on the in-game classes, such as Cache, DataManager, BattleManager... I had to move back and forth at the script editor, and print out their instance variables via Yanfly's debug script as well as printing them via a line of code for many purposes.   It might have been really, really convenient if one makes such documentation for ease of referencing. I guess I'll put a new blog category of RGSS3 Documentation and see what I can do there.

oichidan

oichidan

 

Entry 001: Summer storms and other stuff

For most of the afternoon and evening where I live has been under severe weather watches and/or warnings in one form or another. Mostly, severe thunderstorm warnings and watches, but tornado watches and a few warnings as well.   Where I live, the weather has just started turning towards the nastier side, otherwise just overcast and cool.   We had a severe thunderstorm warning briefly not too long ago, said related storm raced through the area like a Ferrari on the Audobahn and was here and gone in five minutes tops.   But in other areas, heavy rain, strong winds, straight line winds, large hail and rotation with and without associated wall clouds were a huge part of a two-hundred mile length thunderstorm chain. That chain was never near my area though...   There were some reports of tornadoes, funnel clouds and the like, but any damage reports were related to the strong winds, one report which was actually shown on live coverage was of an old tree completely uprooted from the ground, a sad sight indeed.   Right now, there's some thunder rumbling, birds chirping, perhaps some light drizzle, but nothing severe at the moment.   Yeah, the location I have on my profile is where I am from, not where I live currently.   That's right, I live in Tornado Alley, and though I didn't want to move here...that's for another story, another time.   Amyrakunejo, signing off...

PhoenixSoul

PhoenixSoul

 

8.times versus for i in 1..8

I've recently came across a code excerpt that piqued my interest. # Taken from Ace Equip Engine, Yanfly Engine Ace# All credits and copyrights where they due.8.times {|i| draw_item(0, line_height * i, i) } The syntax above essentially repeats the instructions in the block given after the times method call as much as 8 times. If we define this code using a for loop, an equivalent would be: for i in 0..8 do draw_item(0, line_height * i, i)end Then a question arose on my mind. Which would be better and why?   Let's consider the pros and cons of both code structures.   First one is the times function. This function actually calls for an iterator block, requiring evaluation, as it defines a yield clause in its definition. It basically repeats the instructions in the iterator block, yielding a local variable to signal how many times the iteration had performed, as much as n times, where n is the said number. 8.times would mean 8 times.   A consideration would be if the number is not a number literal, but is a variable that contains a numeric value. Fine, we can use to_i to convert non-integer to integer values, but what if the variable ends up being a negative number? exa = 0exa -= rand <= 0.5 ? 1 : -1# ...# at this point, exa would contain either positive or negative number, and we want to perform a loop# of instruction for exa times.exa.to_i.times do |ex| puts ex + "\n"end The RPG Maker VX Ace help files mention that if the instance variable that calls the times function is a negative number, it does nothing. It doesn't matter if we mean to check for negative variables, since we can simply just exa.abs.to_i.times do |ex| things out, but if we meant to do a loop (say, if exa is 2, then we want a loop 2 times, as do if exa is -2, and using abs function is tedious in your opinion), in such cases, the for loop is handy. exa = 0exa -= rand <= 0.5 ? 1 : -1# blablablafor ex in 0..exa do puts ex + "\n"end This way, whether exa is positive or negative, the loop will still perform its job.   The downside of a for loop is that while iterator expressions introduces a new block scope for local variables (and thus, we can perform wider range of actions inside the block scope), for loops doesn't introduce such scopes, and so, for has no effects on local variables.   Basically, we would say that the following two loops will output the same. 8.times do { |x| puts x }for x in 0..8 do puts x end So, we can conclude that both of them are equivalent in terms of performance. If we want to perform operations that modify the local variable passed to the loop, then the times and iterator block expression would come handy. Otherwise, the for loop might come in handy as well. The usage of both of them mutually is a choice of each own programmer.

oichidan

oichidan

 

World of Chaos Progress and Plans VIII

Here is my progress and plans for World of Chaos. Note: Imma do this on the 1st of every Month   NEW FEATURES Weapon stats reform There will also be a reform for the weapons. Some are too strong and some are too weak. I also have to reform the rarity levels (Equipment set, legendary, legendary artifact, and unique (new one)).   Damage Formula Reform (Completed) The game now uses a 1:(2/3) ratio instead of the default 1:0.5 ratio.   Equipment differentiation I want two-handed blunts and blades to coexist, but I want them to be different somehow (atleast,t hat is how it started). The idea I have is:   Two-Handed Blunt Weapon: Ignore 15% Armor (for melee attacks only); +5% MP Cost Rate   One-Handed Blunt Weapon: Ignores 3% Armor   Two-Handed Blade Weapons: +30% Melee Resistance; + 5% MP Cost Rate   One-Handed Blades: +6% Melee Resistance   Daggers: +10% EVA   Bows: +10% CRI   Scythes (Battlemage weapon): Ignore 7.5% Armor, 7.5% Melee Resistance, -20% AGI (Or I might replace the AGI penalty with the +5% MP Cost)   Battlestaves: People who use these will be able to equip shields (Scythes still cannot). +6% Melee Resistance   Staves: -10% MP Cost Rate, -75% Cooldown (I may or may not add a +5% weakness to melee penalty) Shields: +10% Magical/Ranged resistance.   PLANS Quest System Reform Still have to add some quests over.   Enemy Stats Reform Due to my damage formula reform, many enemies are doing little to no damage.   PROGRESS 14 Quests have been finished. No Quests are in progress. Roughly 381 skills Roughly 99 items Roughly 121 Weapons Roughly 94 Armors Roughly 106 Enemies Roughly 191 States Roughly 133 Troops Exactly 121 Custom Animations Roughly 140 common events 17 Actors 11 Classes Exactly 28 Elements (You need to only worry about 12) 7 Weapon types 4 Armor types 7 Skill types   My focus? Enemy stat reform NOTE: I have finals coming up and HW to make up so I probably won't get much done this month.

Lord Vectra

Lord Vectra

 

New Computer!

So if you're all wondering where I've been, I've actually not been working on my RPG Maker project. Or my fighting game project. Or actually any of that. I've been working working. Like, real life job.   See, as a part time job (which I'm trying to get as full time, but lol the place I work at sucks), I do manual labor and help people out in case they can't lift any heavy stuff. And I push carts. Which literally an 11 year old can do. But that's besides the point. Over the last two or so weeks, I was working constantly, nailing down at least 40 hours a week and coming home completely exhausted, and then restarting the process over in the morning. It has been a hellish two weeks but when you get paid 12.50 (plus an extra 2.50 on weekends), it really adds up to a surprising paycheck.   All of that money has been going towards a new computer. It's one that I built recently with the help of my Dad. And let me tell you...I have never been more overjoyed to run Bayonetta at 60 FPS when this laptop (that I am currently typing on now) can barely handle it at 1 FPS.   Here are the specs for the computer:   CPU: AMD RYZEN 5 1500X 4-Core 3.5 GHz (3.7 GHz Turbo) (so basically top of the line processor from AMD) Motherboard: ASUS Prime X370-Pro (so basically the top of the line Motherboard that supports Ryzen) Graphics Card: EVGA GeForce GTX 1060 3GB (Actually not terribly top of the line but still gets the job done) RAM: G.SKILL FORTIS Series 16GB (2 x 8GB) (32 GB is way too much but 16 is the perfect amount) Power Supply: EVGA 600 B1 100-B1-0600-KR (Probably not important because who cares) Hard Disk Drive: WD Black 2TB Performance Desktop Hard Disk Drive Tower Case: Fractal Design Define R5 Black Window Silent ATX Midtower Computer Case Monitors: 2x AOC - 21.5" IPS LED HD Monitor - Black Mouse and Keyboard: Some el cheapo Microsoft crap that was like $20 Headset: Logitech H390 USB Headset with Noise-Canceling Microphone - Black OS: Windows 10 Pro 64-bit   And as part of the promotion with getting the Graphics Card, I also got the new Ghost Recon: Wildlands, which I've yet to play. Seems pretty exciting though.   All of this ran me close to $1500. The tower itself was almost $900, the two monitors were $129 each (they were on sale when I got them), the OS was $200, and then I had to fiddle around with cables for the monitors for a little bit, so that ran a bit extra. I'm also using a decent office chair that I got at Office Depot that was on sale for $70.   So if you want to steal my idea of a rig, there you go, you have all the parts needed to make a rig right here. If you take just the rig and the OS itself, it'll be close to $1,099, but I guarantee if you were to go into a store and try to buy the same thing, it would run close to $2,000. The reason is the case, most of the time. You never want to pay more than $60 for a tower case. And building it for yourself is much more efficient in terms of money and time than going out and buying a preset rig.   Oh, and the Graphics Card lights up whenever I play games. <3

Radiant Arin

Radiant Arin

 

5# Why i Hate: Things shutting down

Been a while, I think the following topic is actually quite timeless since sadly it will keep happening. Let me tell you...       Why i Hate: Things shutting down   Not a very crystal clear title i agree but you'll get the point. Lets start with something recent, the Nintendo Switch is released now and along with it a new Online Service is released, what that means is that the already existing Online service for the Nintendo Wii U and/or probably the Nintendo 3DS is different and not supported on the Switch but here's the catch. Now with the new service inbound the old service is endangered, meaning that god knows how long will it take till they shut it down and then you will no longer be able to do, well anything online really. "Wait a minute, how are you so certain that they will shut down these online services" Remember Nintendo WI-FI? Well its been dead for quite a while although this has more to do with Gamespy shutting down but hey, same thing one day it was simply killed off without warning or intention of bringing in an alternative.   So why would this happen? Because sadly this is how the console world works nowdays. If you dont have the latest one, you're dead in the water and there's nothing you can do about it. Its not just a console thing however. Entire games or their multiplayer components for any platform get shut down at any given time without any feedback to the community as to why this has happen and no alternatives from the developer arise. One of the worst offenders are games that rely entirely on multiplayer, one day they shut down and then thats it, you can never actually play these games again not only that, but you immediately lose all the value you made from this game. How? You paid good money for this game but ooops you cannot play it anymore, sucks to be you. Thats like getting a brand new car, driving it for 2 years but then the car manufacturer comes to you and says "Ya know what, we dont care about this car anymore so we're taking its engine and leave the rest to you, have fun" So you end up with literally nothing of value to you only and since there's no tools or even documentation as to how its engine was made, there's not way to bring it back up and running only because someone thought it was a good idea to shut down a multiplayer only game.   "Now now, you're being unreasonable. Sometimes due to financing issues games and/or services have to be shut down"   Fair enough, but why not give certain tools or features to your playerbase in order to still have have access to multiplayer or even the entire game? Some developers do that and thats pretty good while others.... uhhhh.....   All im saying is that shutting down games or online features sucks. I mean hell, you pay with actual money for something to own forever but one day it just disappears? Thats a straight out fraud. Again the right thing to do is keep servers alive or at least give people the power to make dedicated servers or something. Whats your take on the subject?

UberMedic7

UberMedic7

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