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Kayzee

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Blog Comments posted by Kayzee


  1. Oooooh! Hehe... Right, multiple blogs are a thing.

     

    Huh, you know I never thought of the word codex as being related to the word code before, though it's pretty obvious when I think about it. Though 'codex manager' is too Latin for my tastes. I rather be known as a Dernkeeper. Hehehe... :3


  2. I should clarify: It's not that I have stopped posting scripts and helping people with code. I post little scripts and code stubs all over the place when I think it's relevant or when someone has a request, but I think an extra effort is needed before I am willing to count a script as officially 'released'. I haven't really taken the time to do the extra little polishing up I need to do in a while. There is a fair amount of work involved sometimes. Testing and debugging can be troublesome enough, but adding in easy to use configuration options and documenting and commenting everything can be a real pain. Even if the script is polished well enough, to really 'release' it involves writing a thread and updating this list as well. It's just kind of a bother when maybe only one or two people really care, and I think even those one or two people rather have something that works now that they can mess with rather then me taking days or weeks to get around to properly releasing something.


  3. Hmmm? Codex manager? I don't really remember managing that many codexs lately... Are you talking about my cute widdle Pedia script? But she's not nearly finished yet...  Or are you just talking about my tendency to drop atomic lorebombs random places like it's WW3? :P

     

    Also rather confused about your numbering scheme now, what with you going up to 00F and then 00F+1 and now 005? ...But I suspect that's the point, isn't it? >w<


  4. Is that person me? :3 What can I say, retorting is fun!

     

    Anyway, it's not like I really disagree with you as such, it's just... Here's the thing: There is nothing really preventing people from doing exactly that. If people wanted to they could rise up and tear down those companies, quite easily as a matter of fact. All they have to do is not buy into it. If everyone switched to Linux, Microsoft would crumble. If everyone quit Facebook it would fall. If people had a good reason to, they could change everything. And, in fact, there are a significant number of people who are actively doing all that. It's not actually all that hard. But not everyone is in agreement. Some people don't see anything wrong. Some people do but they feel it's not enough to stop using the things these companies make. And that's okay really. That's what Anarchism is all about after all, that everyone is able to have their own opinion and do their own thing.

     

    I mean what do you want, the government to step in and regulate everything? Or maybe a god? That should be the last thing an Anarchist should want don't you think? Or maybe your more inclined to take matters into your own hands? That's fine with me, but I don't see a problem with people choosing to do otherwise. I mean, I am pretty sure you and I are on the right side here, the side that is going to win in the end. The gathering in the shadows is growing. Ever so slowly, but it's there. But it's going to be a long road to go before it's over, because it isn't exactly a straightforward obvious issue that most people can rally around. Not yet anyway.

     


  5. Well, regardless if you are selfish for wanting it to be over, I am still gonna be selfish and wish you keep sticking around. You can blame me all you want for that. I am not going to hide form my selfishness, from my 'sin'. In fact, I am proud of it. But even so, I get it. I really do. I do not begrudge you for demanding more, for expecting something better. I will not even begrudge you for giving up. I will do what I can to stop you from doing so, but I can really do very little in the end. Divine or mortal, I want you to stay in this world. Because I can't, and won't, follow you if you leave. Or maybe come to mine, but I doubt that's possible for you right now. I think it's still possible that you can find happiness here. I really do. But that's not very helpful is it?

     

    You know... I said I would do whatever I can but... No. That's not true. It's a polite turn of phase and a bad habit. Maybe I could send you every dollar I had, maybe I could find a way to get to you and steal you away, but all I really am willing to do is give you pep talks when I can, and it's obvious I could do more. Lots of people could. Most people are selfish, most people 'sin'. There may be genuinely pure good people out there, I don't know. But then, even if there are, how many misdeeds and evil actions have been done in the name of 'good'? Far too many. I think it's pretty logical why most people act the way they do. Well maybe not logical exactly, but understandable. That's why I find it hard to blame humans really, to hate them. They really are just a bunch of animals scurrying after any bit of meat they can find, just machines programed to adapt and survive. I actually find it awe inspiring that the world is as good of a place as it is. Not that that makes problems go away though mind, but it's still a work in progress, it hasn't reach it's final stage. I want to see what the world will be when it does, don't you?


  6. Okay let me put it another way... How would you say the value of the color blue is compared to that of the moon? Would you trade one for the other? Can you put a price on those things? How about right and up? How do you value rightness compared to upness? A rainy day to a foggy one? Maybe you can think about what one you would prefer, but do you have an absolute idea of value? Can you really judge fairness without one? Do you know the real truth of everything you see? Do you know what the rules really are? Are their any rules? Why should there be? Who put them there? Do they actually help you?

     

    You're exhausted, you're frustrated, you're hurt and you suffer... I believe that. I think you can trust that. You are not alone in that. Is that fair? Is tiredness fair? Why does it exist? is frustration fair? Why are we able to feel that way? is pain fair? Even if pain is meant to teach you, does it have to hurt so much? Is suffering fair? What meaning could their possibly be in it? Is free will fair? Why do we think? Is control fair? Why do we have to be controlled? What's the point of all these things really? What's the point of anything? Why are we here? Why does anything exist at all? There is only one answer I can give: Because it does. And isn't that amazing? Isn't that baffling and wonderful and terrible? Things exist! Bad things, good things, things we don't know about yet... Despite everything, it is still here. It may be selfish of me, but is it wrong for me to want you to be around?

     

    You know, there is this great quote about fairness I really enjoy...


  7. It's not that I don't believe in some kind of 'fairness' or 'balance' at all, it's just that I don't believe in absolutes. I don't think that the value of any one thing is every exactly worth the value of another. I don't want to upset you, but it seems to me like some might accuse you of doing the same thing, scapegoating others and blaming them. I don't think that's 'fair', but I don't think you are very 'fair' to most people either. Granted some people... well you just can't treat them any other way. Some people just seem poisonous. It dosn't even matter if they are at fault or deserve it, it's just the only way it seems like you can interact with them. But most people? Well, most people might as well be animals or machines. And the thing is, I don't think fairness is even what you are really looking for. What anyone really is looking for.. I think its another tool people use.

     

    If I am upsetting you in anyway, just tell me to shut up and I will clam up. I know I can do that sometimes, and though I am trying to help in my own way, I don't want to make you upset.

     

     


  8. I just think you are too focused on who's 'to blame' and who's 'responsible' and what people 'deserve'. Heck I think most people are. But what good is it? What worth is it seek 'justice' or 'fairness' if things are going to be the same anyway? You said yourself what you are doing: Trying to find a Balance where there isn't one. As much as I believe a kind of 'free will' to exist, people are still just machines, and quite a lot of them broken machines at that. Are people truly blameless for their actions? No. But they arn't often fully at fault either.

     

    But that's not really the point is it? People don't get punished because they are at fault, punishment is just another tool people use to fulfill their own agendas. Even if they believe strongly in justice for all, it's still a tool to enforce their own kind of justice.  I am not saying not to use the tool, I am just saying that I think there are better ways to think about the problem.


  9. I feel you girl, but I honestly can't help but feel sometimes that the narrative you construct around yourself sounds a little dubious. Not that I don't believe you mind, at least any less then I believe anyone else, but that's not really the point. I understand feeling like you are stuck and that everything in the world is holding you back. I felt that way too a lot in the past and still do sometimes. But, at least for me, it feels like there is really a lot more going on under the surface. I think if you dig a little deeper you will slowly unravel more and more of the puzzle.

     

    It feels sometimes like you kinda gave up on solving the puzzle. That your frustrated and fed up banging your head on the wall, that you just don't even feel like bothering. I get that. I want to see if I can give you clues sometimes, but every person has their own little puzzle to work through. I have a sneaking suspicion though that I am pretty far along mine, and maybe I can help! Maybe that is just my way of dealing with it all of course, seeing a pattern in the noise which may or may not actually be there. But I kinda like trying to solve it anyway. To me the puzzle it's self is fun. And I honestly think more and more that that's kind of the whole point.

     

    If you ask me, life is more or less just the ultimate gamedev tool. People make up their own games and puzzles and have their own rules, and sometimes those games arn't fun and the rules are not stacked in your favor. I think people should be able to make their own games, their own way of living, that would make them happy. Sometimes it's really hard to do, but I think it can be done.


  10. I can't even remember what I helped you out with anymore... I probably have a copy around somewhere of all my scripts and I think a lot of the small bits are probably still on the forum or in PMs, so if you ever do lose them it might be possible to get them back. I myself have gotten paranoid about backing up my stuff ever since I almost lost a bunch of stuff a while back.


  11. Hehe, yeah I am using my own script to do the same thing. Though if I ever need a formula with a lot of if statements, I often make a new method in Game_Battler and just call it in the formula rather then load the formula bar up with tons of stuff. Also helpful for calculating generic damage. Actually my whole script I use for weapon attacks isn't very long (though I am using another script to load notes), take a look!

     

    Spoiler
    
    class Game_Battler < Game_BattlerBase
      
      def weapon_attack(target, attack = 1, defence = 1)
        get_weapon_attack(target) * attack - get_weapon_defence(target) * defence
      end
      
      def get_weapon_attack(target)
        self.atk * 4
      end
      
      def get_weapon_defence(target)
        target.def * 2
      end
      
      def magic_attack(target, attack = 1, defence = 1)
        self.mat * 4 * attack - target.mat * 2 * defence
      end
        
    end
    
    class Game_Enemy < Game_Battler
      
      def get_weapon_attack(target)
        return super unless f = note_field[:weapon_attack]
        a = self
        b = target
        v = $game_variables
        Kernel.eval(f)
      end
      
      def get_weapon_defence(target)
        return super unless f = note_field[:weapon_defence]
        a = self
        b = target
        v = $game_variables
        Kernel.eval(f)
      end
      
    end
    
    class Game_Actor < Game_Battler
        
      def get_weapon_attack(target)
        return super unless f = weapons[0].note_field[:attack_formula]
        puts f
        a = self
        b = target
        v = $game_variables
        Kernel.eval(f)
      end
      
      def get_weapon_defence(target)
        return super unless f = weapons[0].note_field[:defence_formula]
        puts f
        a = self
        b = target
        v = $game_variables
        Kernel.eval(f)
      end
      
      def attack_skill_id
        weapons[0].note_field[:attack_skill] || super
      end
      
    end

     

     

    So now I can just have a staff have a notetag like :attack_formula => "a.atk * 2 + a.mat * 2" and it will work. Also: I can have different skills have different attack/defense multipliers which is very handy for other skills I want to be based on a weapon's attack. That's I don't know how the yanfly script works though.

     

    Edit: You know, I am only checking the first weapon. It might need to be recoded if I ever use dual wield stuff. But I always found dual wielding kinda awkward in ace anyway, since it seems it just adds the stats together and makes two animations play rather then counting each as a different attack like I would like.


  12. Only problem I can see with that is I think it's easy to make dungeons kinda boring doing that. But then dungeons can be made more interesting in other ways like puzzles so...

     

    Hehe, I think whacking stuff with a staff now and again is perfectly in tune with my idea of 'wizard' or 'cleric', though I see your point. One thing I have experimented with is having different weapons use different skills/formulas for basic attacks. No reason for every weapon to do the same thing after all. Some of them might even be better doing healing instead of damage. I prefer doing that over having 0mp skills, but it's practically the same thing.


  13. I don't think long term status effects have to be that random. I am not thinking of something that random mook #1689 can just cast on you if you get unlucky, I am more thinking of consequences for how you play. For example, what if every time they get knocked out a party member might get injuries depending on how they got knocked out? Heck, the knocked out status it's self is a perfect example of what I am talking about. It's not untreatable, but you need special skills/resources to deal with it. There could be other examples too. What if hitting 0 MP caused a form of mana exhaustion?  There is even the idea of hunger and other survival elements you might need to worry about. Yeah it's not quite the same, but the point is to have something the player needs to deal with and having consequences for not dealing with it effectively. Having random mooks cast spells at them absolutely dosn't do that. Unless you count bringing the proper equipment/skills for immunity anyway. Fine to spice up a battle in the short term, but having them cast long term effects is just annoying.

     

    Really I think the thing that bugs me about a lot of RPGs is that every battle is almost like it's own minigame with little or no interaction between them or the rest of the game, but at the same time that is not always necessarily a bad thing. Healing and status effects are probably the most important thing that effect this. Do you want each battle to be it's own fun challenge? Then why not just automatically heal to full after every battle? Do you want to focus more on the challenge of getting through a dungeon then each battle? Then each battle might not be as exciting, but that's not really the point now is it? And yes you can have it both ways if you are clever about it, but it's more tricky then you might think.

     

    You know, one thing I realized about the project I am working on? The enemies are way too strong sometimes. It almost feels like an enemy taking more then one or two hits to be an ordeal to fight. But I have a roguelike battle system so the type of combat flow is very very different to a typical encounter based battle system. Still I had to tone a lot of enemies down to have the kind of challenge I want to provide, even if that makes them maybe a bit less interesting. I added some more rare unique enemies that can only show up once per floor, but even they are more annoying then hard. I mean, I like the idea of Etrian Odyssey's F.O.E.s (or maybe more like Etrian Mystery Dungeon's D.O.Es really) to provide a bit more of a challenge now and then, but they should be avoidable. On the other hand, in my project there is regenerating health so you can rest between fights.


  14. Hmmm... Personally I am kinda of the opinion that the best way to do healing is to either make healing limited or give party members a small bit of hp regen so healing is only necessary in emergency situations. It depends if you want the challenge be more about managing your resources long term or more about short term tactical choices. It's even possible to do both at once, like the way the SaGa series uses both HP witch is restored after every battle and often regenerates, and LP which you basically can only recover at an inn if at all. Or some other system where party members can get more long term wounds which reduce their max hp as well as short term ones. As for status effects? Almost the same situation. You can have long term ones that are kind of annoying to get rid of or short term ones that are just momentarily inconvenient.

     

    I think the problem is that healing and status effects are too often just kind of a distraction. A thing you have to think about but easily dealt with without much consequence. I think it would be better if you either had to work harder to deal with them or didn't have to think about them as much in most situations.


  15. Hehe, it's your game of course. Though I should say I don't think overleveling is really the problem for me. I am more interested in discouraging the kind of mindless repetition grinding often involves. I am making a roguelike, so I can effectively make a dungeon as deep as I want. I want to encourage the player to go deeper and explore more places, so I think it makes sense that they have a cap based on how far they have gotten. Of course randomized dungeons do get a bit repetitive after a while too, but I find it more interesting. You have different design goals of course and are making a different type of game. Even so, I still think in principle that if a player ever thinks they need to stop and do any one basic thing over and over for some reason, then that means your game hasn't given them enough reason not to. Not that forcing them to move on is necessarily the answer either, maybe it means you just need a few more side areas. I just mean, I doubt many people actually like to mindlessly grind. We do it so we can get something out of it. If there was a less boring way to get that something, isn't that better? :3


  16. I kinda like the way Chrono Cross and Brave Fencer Musashi handled it really. In those games the player had a cap on what stats you could gain that went up as you progressed in the story. I think you still gain 'experience' even if you don't gain any stats, so when you reach the next cap level you can instantly gain the stats you earned.

     

    You know, thinking about it, I may actually do something like that in my game... That's kind of how I handle stats already, but maybe having a overall level cap that goes up the more you explore would be a good idea. I already calculate a dungeon floor's level to do some level scaling of enemies (each dungeon has a base level and a per floor bonus), so I could make it so when you complete a dungeon floor your level cap can go up depending on that floor's level... The more higher level dungeons the player explores and the deeper they get, the bigger their level cap is. You can go back and redo previous dungeons to level up a bit more, but it won't make the cap go up. That sounds like a nice compromise. 

     

     

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