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lonequeso

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lonequeso last won the day on April 11

lonequeso had the most liked content!

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About lonequeso

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    One cheese to rule them all!
  • Birthday 05/14/1985

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    lonequeso@hotmail.com

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    Male
  • Location
    Chicago, IL

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  1. Someone brought one of those ginormous 5 pound Hershey bars into work to share. A chunk of it is in my coffee. My eyes have permanently rolled into the back of my head. Mmmmm.....

  2. If you could have only one superpower, what would it be and why?

    1. Show previous comments  9 more
    2. Tarq

      Tarq

      To save and reload files of life. (Moogles seem pretty irresponsible to leave saving the world up to others with this power.)

    3. lonequeso

      lonequeso

      Oooo... If I could reload...

       

      *cackles maniacally* 

    4. GoldUniGaming

      GoldUniGaming

      The ability to banter well with supervillians :)

       

  3. It's official. I have a work spouse.

  4. "If you fail, everyone dies. No pressure." :lol:

    1. Show previous comments  2 more
    2. Saeryen

      Saeryen

      @Chaosian But I'd rather live longer so I can enjoy all the wonderful things in life, like water parks and food and Harry Potter and video games and petting friendly animals and seeing the trees leaf out in spring and the ocean etc. etc. etc.

       

      (Your joys of life may be different from mine but the point still stands)

    3. Chaosian

      Chaosian

      @Saeryen You do you, bud.

      sub-buzz-29823-1504900030-1.jpg?downsize=715:*&output-format=auto&output-quality=auto

       

       

    4. lonequeso

      lonequeso

      I'm only dead on the inside! :lol:

  5. Getting close to completing the intro. One very long and hopefully very entertaining cutscene. I've been having a blast writing the dialogue.

  6. I finally got MV! Character Generator is waaay better! I haven't delved very deep yet, but I love it so far!

    1. Show previous comments  2 more
    2. ShinNessTen

      ShinNessTen

      Literally no limitations and lots of tools for your imagination

    3. lonequeso

      lonequeso

      Yeah, but that takes extra time I don't have. 

    4. Amysaurus

      Amysaurus

      The generator is Ace is fine if you're willing to tweak the faces outside of it, but the one in MV is far and away much higher quality from the get-go. There are still some weird quirks here and there, but it's much less horrifying.

  7. Game Idea!

    Interesting idea, but far more complex than I want to make things especially considering I have zero talent for scripting. I'm not trying to shift paradigms here. I just want to make something fun to play. The Party Meter and basic battle system do what you're describing anyway though it doesn't drive theme home as much.Well balanced skills and classes naturally create harmony.
  8. Game Idea!

    Thanks, Shiggy! This one is going to be developed in MV. I browsed around, and there's plug ins that will be able to do everything I want. Yanfly has a unique Party Limit script that I'm going to use in place of TP. Same concept as I laid out, different method.
  9. Game Idea!

    I added in some details on the characters. Pretty basic so far, but a solid foundation. Characters The player’s party consists of four members throughout the entirety of the game. They are childhood friends from the starting town, Hanover. They are as close to family as one can be without being blood related. More so, this group of friends represents a four piece band. One of those bands that survives the test of time and overcome every challenge that comes their way. Friends, family, comrades, brothers, and sisters. They are all of these. Actor 1: Name: Cory Class: Singer: Normal attacks are based on MAT stat. Nature and Ethereal elements. Bio: Kindhearted, but bullheaded and quick to anger. He prefers to solve his problems with force whether it be fists or just yelling really really loud. He has an abrasive personality, but once you get past that steel exterior you will find him to be incredibly caring, compassionate, and fiercely loyal. He is the type pf person that will take a bullet for you without hesitation. Actor 2: Name: Brian Class: Guitarist: Normal attacks are based on ATK stat. Lightning and Wind elements Bio: No one will ever say he lacks confidence. He is fearless and often cavalier when confronted with just about any problem. He loves to dress flashy and be the center of attention. His intense bravado usually backfires, and people don’t take him seriously. He can often hear people talking and snickering behind his back yet he is determined to walk his own path and do it in style. Actor 3 Name: Melissa Class: Bassist: Normal attacks are based on ATK stat. Ice and Entropy elements Bio: Most people think she’s a total weirdo, her friends included. Maybe it has something to do with her fascination with death. She is a poster child for emo chicks everywhere. She has naturally pale skin, dark black hair, and dark, liquored eyes. She loves to dress in black and has a very dark, often morose sense of humor. Once you get past the weirdness, she is one of the most kind and compassionate people you’ll ever meet. She cares deeply about her friends, but good luck getting her to admit it. Actor 4: Name: Dave Class: Drummer: Normal attacks are based on MAT stat. Fire and Physical elements Bio: He doesn’t talk much. Most things don’t interest him enough to bother. His indifference makes cats blush. He always seems distant and unengaged. Just another face in the crowd, but every so often he’ll catch you off guard with a deep insight just when you think he has you completely tuned out. Even his friends don’t really know exactly what his interests are. Except for pizza. He loves pizza.
  10. Too many skill choices?

    I'd say probably 20-30. It depends on how long the game is, how unique the skills are, and how they're acquired and organized. 100 seems pretty steep even if the player can ever unlock a fraction of them in a single play through. With 100 skills, some are bound to be redundant. You don't need three different Fire spells with similar damage and targeting. You also don't need skills that become obsolete as the player levels and gains better ones. Good scaling with the damage formula and skill cost can allow those early skills to still be effective. Less power, but still can do enough damage e to be worth it as well as having a lower cost. Perfect for those situations where the player needs to manage skill points as well as when the job can be done with a bullet instead of a nuclear missile. That scaling alone will make it unnecessary to have a multitude of skills. There is such a thing as too much micromanagement. Having little wrinkles in skill effects and targeting can be useful, but at some point you just end of with a bunch of skills that are basically the same, and there's really no clear tactical advantage between them. If you're using a skill tree ,newer RPG players may also become frustrated when they realize they've wasted skill points on a clone. Finally, how cluttered are the menus going to be? Say there's 100 skills per actor, and the player can only ever access 50 of them through a single playthrough. So far it sounds like you have just two menus. That's 25 skills in each. That's seems like it'd be overwhelming for a lot of people. I love RPGs for the strategies and customization, but realistically, I'm only using a handful of those based on my play style and everything else is just clutter. I was actually playing a game like that. One of the actors had a Blue Mage type skill where she could learn both other party members and monster skills. Her skill menus are pretty cluttered and I usually only use a handful of those skills. Adding more menus can make things too complex, too. It's very wishy washy with that many skills, and, again, you probably could get by with a lot less of them.
  11. Hello again (i got banned?!?)

    Welcome back! That is a weird one. What worries me is that if some glitch in the system caused this, then it may have happened to others. Maybe we really have 1,000,000 active members, but no one can get on. Hopefully whatever is causing this will be resolved.
  12. I was checking out various MV plugins, and Ooo... Yanfly's stuff alone will allow me to do almost everything I want to do with my game. 

     

    Now I need to figure out what the level cap will be and how many abilities each tree will contain. I want it to be impossible for the player to unlock every skill so they have to put some thought into how they spend Sklll Points.

     

    Yay...math...:unsure:

    1. Perang Cemen

      Perang Cemen

      I don't really like to say YAY! to math for some reason...

      But it's ok as long as there no Value stuff. yay! math!  just 1+1 = 11 yay! (Why 1+1 = 11? because I'm crazy! yay!)

      Spoiler

      Value = Valore(The Brave One), But also how Perang Cemen usually refers to himself.

      Me in math class...

      "First, 7 is assigned as the value of x"

      In my mind I was seven x, I said "me" 7 times.

      "Next, 50 is assigned as the value of y"

      In my mind I was seven x but at same time I was fifty y, I said "me" 57 times.

      "And then the value of z is 2/5 of y"

      My mind overflowing and Ah! Arrrrrrrgh!

       

    2. lonequeso

      lonequeso

      You are indeed crazy. That's why I like you ^_^ 

      1+1 = banana, btw. Everyone knows that!

  13. Game Idea!

    I added/changed a bunch of stuff to the main post. Two big things are: Weapons In the game, all instruments are banned so it’s not like the player can just go to a weapon shop and purchase their goods. There are several possibilities for how the player requires weapons. · Black Market- Each town conveniently has a black market arms dealer where the player can procure weapons. Functionally no different than a typical shop. · No new weapons. Each actor has the same weapon from beginning to end. There are a couple ways this could work o Weapons are just placeholders. The weapons don’t increase any parameters at all. Increasing actor stats is the only way to get stronger. o Weapons level up with the actors. Each weapon gets progressively more powerful as the game progresses. This opens up the possibility of weapons and not just actor acquiring stat points on level up. · Crafting- The player can craft new weapons with materials found throughout the game. Armor I’m leaning toward a more simplified armor system. I want the focus of character building to be in the stat and skill point systems. The party is going to resemble a four-piece rock band. More or less, they are simply equipped with their instruments. In lieu of head and body armor, the actors will instead have accessories. The game’s equipment slots will simply be: Weapon, Accessory, Accessory. Accessories be more centered around granting passive boosts than increasing raw stats. These pieces can be anything from T-shirts, bandanas, sunglasses, and even items like glow sticks and guitar picks (exclusive to guitarist/bassist of course). Ex: Skull Shirt- When the wearer is hit by a Normal attack, there is a 10% chance the attacker will have Fear applied to them. Glow Sticks- Raises the wearer’s TRG rate 25%, but also increases EVA/MEV/CEV by 10%. Party shared TP One feature I really want to work out is with the TP skills. Instead of each actor having their own TP meter, I want it to be shared with the entire party. This is because I’m trying to push the concept of all four party members needed to be in harmony. Well balanced classes and skills will achieve this naturally. The problem with that is a feel that players won’t connect with the harmony theme because class and skill balance can be found in any halfway decent RPG. The party shared TP meter will allow an actor to build the gauge not necessarily for themselves, but their allies. The player will have to carefully choose who and when a TP skill should be used. All default methods of TP gain will be in play: Taking damage; using Attack and Guard options. Hopefully, I can find a way to achieve this feature. One other pitfall is going to be a particular state I want. The Fear state nullifies TP gain. Hopefully, I can find not only a script/plug in to create party shared TP meter, but one that will allow for a passive regen that can factor in how many actors have Fear applied. Seems like a tall order so we’ll see. Enemy parties will also have a shared TP meter. All the same parameters apply. It will also be visible to the player. This way if the player sees the enemy TP meter beginning to get high, they will know that there is an increased likelihood of a powerful TP skill being used by the enemy,
  14. Game Idea!

    I'll hold off on the title until the story is fleshed out more. I do like Eternal Requiem though. Pretty sure Band of Heroes is already taken. Sounds super familiar.
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