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Anderson88

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Anderson88 last won the day on November 27 2012

Anderson88 had the most liked content!

About Anderson88

  • Rank
    Revoked
  • Birthday 09/11/1999

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    Male
  • Location
    Canada
  • Interests
    RPGs

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  1. Anderson88

    FFXIII Style Encounters

    In FF13, enemies respawned once you got a certain distance away from them. Usually it's a set "respawn point" very far away from the pack.
  2. When your map has a tint screen effect and I go into battle, if I use a sequence with "normalize" in it, it sets the screen's tint to the default values (0, 0, 0, 0) instead of to what the map had it tinted at before. Is there a way to make a sequence "remember" the screen's current tone before tinting the screen, and then recall the setting later instead of normalizing it?
  3. @Iron Croc: I like how atmospheric the fog presents the forest as, but I think it's a little too thick and may impair player movement (and conceal the elegant map you made ). Also, a couple small things. The presumably moss-covered stairs on the left side look too green, especially if people walk on it often. And have you considered changing your tile for the "castle walls"? It doesn't look bad, but the different tilesets sticks out a little bit awkwardly to me. I spent some time making a "controls screen" tutorial graphic in Photoshop:
  4. Anderson88

    Final Boss Rush?

    This sounds like an exciting way to end a game, especially since boss battles should be the most entertaining and rewarding EXPeriences in an RPG. However, this concept has to be executed correctly with a lot of testing to ensure that it actually is enjoyable and rewarding. Some things to think about: If your enemy AI is completely random it will prove to be quite frustrating when all of a sudden you get unlucky and your healer gets focused down for 4 turns while your fast character gets paralyzed and your party dies when your slow cumbersome warrior can't use healing items fast enough. If level-grinding will make the fights significantly easier, it won't be as exciting as it would if you actually had to use a concrete strategy for the battles. (Personally I prefer strategic/clutch decision-making instead of a gear competition) How long would the battles be? If you're going to sink an hour and a half to reach level 7, only to die on level 8, would players even want to consider spending more time on it? Maybe you could make each battle have a distinct strategic component to it so that players who have already beaten the boss but died later on can more easily return to where they were before.
  5. Anderson88

    atb What do you dislike in ATB Systems?

    I don't like when all ATB stops at the start of someone's turn. It makes the ATB system redundant... might as well be a CTB if you can't skip/scroll turns. I think it was done well in FF9, where if you opened a menu it would stop the ATB bars.
  6. Anderson88

    4th Wall

    It depends on the setting of your world, and how meaningful the little snippet could be. In a more light-hearted or humorous, it could be fitting... but if you have a more dark-themed story, it's more likely to take away from the game instead of add to it.
  7. Anderson88

    On the Topic of Mathematics

    I think being able to balance number/formula mechanics in a game is a very valuable skill to have. It frustrates me to no end when I see games that aren't balanced well or have enough thought put into those mechanical aspects of the game. That being said, it's not a good thing to be overly concerned with these aspects of a game if you don't have other aspects solid. I am sort of a culprit of making this mistake... often I don't have my entire system planned out (mostly because I don't know exactly what is going to happen in my game) and it ends up wasting a lot of time when I'm changing things back and forth. Also, it's important to know that the numbers won't necessarily make a boring system fun, nor will it turn a bland story into a marvelous tale.
  8. Generally, in the typical JRPG a flying enemy is weak to projectiles, such as arrows or bullets. But the element they're weak to tends to vary. Sometimes they're weak to wind and are completely immune to earth-elemental damage, which does not hit them. Or they could absorb wind-elemental damage and are weak to earth damage. Sometimes their weakness also extends to lightning-elemental damage as well. I'm curious, how do you guys prefer to handle their weaknesses?
  9. Anderson88

    "Dark Crystal" Mechanism for Encounters?

    More or less. It encourages a player to look around for those enemies (and treasures along the way), while not having annoying random encounters or unnecessary battles that aren't part of their goal. When a player knows that they've "cleared" an area, there would be some closure and a nice feeling of progress, hopefully. I think if I were to execute this mechanic properly, the next stage of the game wouldn't be so difficult that grinding was mandatory. It's not too different from the usual encounter system... grinding is still optional. It would theoretically just make the player's life a little easier if they feel the need to grind. I was thinking that interacting with the crystal would either enter a battle selected from a random pool of the enemies in that area, or there could be the menu so that the player can choose. I like these ideas! I'll keep these in mind for when I implement this system.
  10. I was thinking about a mechanism that I can use for the way encounters are found in my game. Basically, you have the regular "roaming enemies" that walk around, and you enter a battle with them if you touch them, etc. But they don't respawn (ever). Instead, I was thinking that I could make a "Dark Crystal" or some sinister object that appears once all the enemies in an area have been slain, and it stays there forever. It would allow you to enter battles that you would normally encounter in that region if you interact with it. I was thinking that it would help encourage exploration and make potential backtracking not as boring. It could also give the player some idea on how strong they need to be at a certain point in the game... and it also allows the people who need EXP to grind in an easy and efficient way. I'm curious as to what other people think about this.
  11. Anderson88

    Weapon Balancing.

    I think we've all played that kind of RPG (which turns out to be most kinds of games on RPG maker) where, as you progress through a game, you gradually obtain more powerful weapons. Some weapons are "generic", like a Wooden Sword, which is your basic sword-type weapon that does normal physical damage. And then you have some that are more unique, like an Ice Brand, which deals ice-elemental damage along with the physical slash damage, conveniently making it effective against fire-type monsters. Most of the time, what we see is that the power values of the weapon will entirely depend on when the item is obtained. For example, your starting weapon could be the Iron Sword, which has 10 attack power. Maybe three hours of gameplay later, you find the Fire Brand, which gives you 30 attack power. And even later, maybe after five more hours of gameplay, you may find the Ice Brand, which has 80 attack power. It often completely ignores the lore of the world if the gameplay calls for a "powerful weapon" in the early game (although most of the time you do get the "ultimate weapons" near the end). A famous (or not so famous) example of this is the Wightslayer from Final Fantasy III--a sword with divine properties that is used to slay demons. Except it only has 15 attack power, and is the third sword you get in the game, and fortunately it is 10 times weaker than the strongest weapons in the game. Now, my question is: this this a game design flaw? Aside from rather unrealistic equipment properties, most of the time you will find the elemental weapon just before or during your experience through a dungeon that it would be effective in. For example, most of the time you would find the Fire Brand before traveling through the Ice Cavern, and the Ice Brand around when you pass the volcano area. So if we use the aforementioned attack power values, (Fire Brand has 30 attack power, Ice Brand has 80), if we encounter enemies that are weak to fire later in the game, even the Ice Brand will be doing more damage to them. The result of this is that basically every weapon before the two or three most recently obtained become, for the most part, useless. One game that I think handled this well was Arc Rise Fantasia. In this game, you still had a fair share of "generic" weapons and "unique" weapons with special properties. But all weapons had the same base attack power: zero. Instead, each weapon had two little puzzle piece connected with it that gave special bonuses. Called "Arm Forces", one was stuck in the weapon, and the other could be taken and re-arranged into grids on other weapons. If a grid on a weapon became completely filled up, a unique special bonus from that weapon would be unlocked. This allowed for specific combinations of effects on your weapons, suiting them for the situation and rewarding players for thinking strategically. This made it so that there were few weapons that became eclipsed by the weapons obtained later in the game. It all depended on the situation, and how the puzzle pieces could be aligned in the grid. Now, this was also far from being realistic, but this allowed for much more interesting and dynamic battles later in the game that involved strategic balancing of different pieces to suit each coming battle. From a developer's viewpoint, this meant that fire-weak enemies could exist all over the world, as opposed to just in the Ice Cavern the player passes through 30 minutes into the game. After playing through Arc Rise Fantasia I began to think that this was more of a developer-being-lazy kind of issue--like if you give out the Fire Brand early in the game for one dungeon, you never need fire-weak enemies again. That sort of thing. I'm curious to what other people think about this subject. (Sorry if this was a little long and confusing) TL;DR: You get the Ice Brand 30 minutes into the game for one dungeon, and then you don't use it against ice-weak enemies late game because it's an "early game" item that has low attack power. How do we balance this?
  12. Anderson88

    Interesting idea for "Action" skill in battle

    Interesting idea. I would be a nice way to really portray that character in battle. I think instead of being able to buff your enemy, a good joke could boost morale (replenish hp, maybe a magic/spirit/luck buff), while a bad joke could make your allies "angry" and they get a small attack buff, or something like that. That way you don't run the risk of angering RNGesus and dying because the enemy liked your bad joke and got stronger because of it. Actually, the more I think about the idea, the more I like it. It can be a really flexible ability. If you have time, you could make jokes for every enemy, and this could lower their morale. So Joe basically becomes a bully. You see where I'm getting with this, right?
  13. Works perfectly! Thank you so much Sorry for the inconvenience >_<
  14. I'm getting an error now when I do anything in battle (Attack, Guard, etc). It says: Script '[TSBS] Implementation' line 4719: ArgumentError occurred. wrong number of arguments (2 for 3)
  15. The depth in which you can customize the skill poses in this is great! I have a question regarding the use of Yanfly's Active Chain Skills. It works like this: after each attack, you can press another button to start another attack until you don't press any more buttons or run out of MP/TP. Anyway, I was wondering if it's possible for the character to start another skill without first going back to their original position and then walking to the enemy again? That way, I can combo (Attack 1) into (Attack 2) at the same time instead of having them use (Attack 1), returning to original spot, and then using (Attack 2).
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