Status Updates posted by That One NPC
Anyone who knows me, knows that I have a deep love for super hero comics. I recently found and old mmo that's basically like DCEU, only with a way better character creation engine (I mean it is one of the best, most vast avatar editors I have ever found). I made one of my RPC from my Mythic Universe of heroes and villains. And I made a Champions Online Original.
So recently I thought about making a Loose Leaf sprite version of them. I only made a single frame for each, but they came out nice. This little experiment surprised me, and has improved my confidence and boldness when tinkering with parts.
Northwatch (CO Original)
Finding a game I could play as Tempest (more or less) in was amazing, but now having a Loose Leaf version of his CO variant is just cute as hell. Even though BT is a ruthless boogeyman, that LL still castrates him just a bit. XD
With this new/current Legend of Mana file, I am going for the Bejeweled City, the lost city of the Jumi, and the final location of the Jumi arc.
It is one of the only things in the game I have never been able to do. I didn't even know it existed until last year (not a fan of looking things up online). I never finished the Jumi arc. Ever. I always said, "Next new game plus."
This time I will finish that arc and unlock that city.
I want to highly recommend that you play some LoM before the rerelease, simply to brush up and master the finer points. The smithing can feel so damn murky because of the way it's set up, but it actually does have a very structured system. Reading parts of guides such as this, by MMjarra:Spoiler
When you temper a second material onto the equipment you're tempering, a Mystic Card might be pushed onto the object. This card will be the one representing the magical effect of the first item you tempered in. For example, if you tempered a Wisp Silver first, and then follow with a Sulpher, a Wisp Card will appear as you temper the Sulpher. This is due to the fact that there is a hidden card slot on the equipment. This is present in all weapons and armor. Thus, you should look at your piece of equipment as if it had the following Mystic Card slots:
(----------) [Invisible Slot] <- Item Properties
---------- [ Visible Slot ] <- Card Properties
---------- [ Visible Slot ] <- Card Properties
---------- [ Visible Slot ] <- Card Properties
Basically, the invisible slot represents the item that you are tempering at the present time. In essence, it's not a real Mystic Card, but you might want to find out what card it represents. To make a long story short, raw materials have properties, and Mystic Cards have properties, but these are not always the same. When you know that something is occupying the invisible slot, you take into account the properties of the raw material you're tempering. As soon as the raw item becomes a Mystic Card (and thus, moves in the first visible slot), you stop taking into account its properties (unless they're permanent, until manually dispelled), and you start taking into account the properties of the new card. For example, if you temper a Holy Water onto a weapon, you gain the power to push off Pixie cards. However, if you temper a Lilipods following that Holy Water, the Lilipods take the invisible slot, and the Holy Water becomes a Cleric card, which has properties that differ from the raw item that created it. In essence, you lose the ability to push off Pixie cards, but you affect the weapon's power, and other factors.
really help with that lightbulb moment where you go, "Ohhh, and begin to understand what item is triggering pushes, and that there is an invisible slot that holds the last item tempered in. It's such a complex, beautiful system that, like many of Square's gems in that era, was majorly underappreciate due to westerners rooting their mentality in the initial frustration, leaning on the "broken mess" card.
EDIT: Also for combat, I have some weapon recommendations.
The Knuckles allow you to move around very quickly, but due to the core issues in the system, range can make hit boxes elusive.
The Bow is great but requires a lot of tempering and good ability selections to help control the field (jumps and vaults, defensive lunge, etc). It can be very good because you feel the core issues much less and it helps you master aiming very, very quickly.
The Spear is a very balanced weapon with beautiful range, speed, and area damage. Mobility is a bit nurfed but it's not too bad.
These may be good to start a file.
My advice is to spend your vigin New Game saving all food, raw materials, and secondary materials. Hoard it all. Hunt your eggs, gather the monsters you want and store them at lvl 1. Bring your default Rabbite around and feed it meats you loot in battle. You will sell it later for lots of money o don't worry if you ruin it's stats with odd meat and stuff. Rabbites aren't worth wasting any good food.
On your 2nd (or 3rd/4th) NG+, when you have so much stockpiled resources that you can efficiently raise a good monster on a strict diet, forge an armor with a desired enchantment, build a good golem, buff a weapon's power, etc, begin doing all of this.
YOu will waste a ton of resources if you pick away and prolong coming into your different assets at a sufficient pace, or even muck them up. LoM is all about the replay. That's why I don't mind the quest system and collecting them all for Lil Cactus.
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You can totally make OP gear once you learn how to concoct/replicate recipes. But I generally don't do that right away, and love to experiment more than anything now.
For several NG+s I don't do much by way of altering or training or assembling.
I make a junk XP share ring like this for the sole purpose of rabite rearing:
Stat growth icons, using the stats I plan to implement for Legacy Frontier.
I've resolved to give each combat discipline it's own primary damage modifier stat. Hand to hand has Strength, magic has Arcane, melee weapons have Technique, and I am deciding on one for firearms. The main contenders right now are Aim, Accuracy, Focus and Dexterity.
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It is soooooo good. Like once you've been playing it for something like 20+ years like me, it feels small, depending on who's quest you're doing, but it's just so endearing. So refreshing with so many flavors and characters, secrets and the best part is, they set up the stat and skill/magic system to be semi unique in terms of player choices and the path with which you unlock different abilities through actions in combat and minimum stat requirements. So you might focus Red on martial arts entirely one file, and the next time you play him, focus instead on swordplay once you've learned some f his good H2H Alkaiser exclusives. ANd with no lvls, only action-based stat growth, it's so much different because you're not at all looking for that next lvl, never checking "XP", and it takes longer to "cap out", opening up a much different character growth experience that it's hard for me to explain. It's liberating in a way to not have lvls and xp enter the frame at all. It lends itself to the player getting into every other aspect of the game so much more, enabling one to enjoy a longer pace to the short (technically speaking) quests.
I started doing a sheet of RTP edits. I started with some more modern looking firearms based off the default pistol.
What do you think so far?
I have 15 scenes from the first episode of Fae drafted in script form. I stopped working on it due to writer's block and life distraction/compilations. Last year I began adapting that script to a novella sort of writing project. I'm caught up here and need to start converting scenes to posts again.
I'm thinking about posting the characters today before I get started on that.
To clarify, I don't like, hate Deadpool. I just value him for what he is, vs the old paper back fanboys, and of course, the new Ryan Reynolds sycophants. -.-
But yeah, D Poolie is awesome, for what he is. And what he is, are moments like this:
You know what I mean? XD
And my thing on DP is, when you really sit down and think about how hard it is to make a character like this work alongside the stiff, morose peers of his Universe and genre, it's actually comedic genius.
"You mustn't give your heart to a wild thing. The more you do, the stronger they get, until they're strong enough to run into the woods or fly into a tree. And then to a higher tree and then to the sky."
— Holly Golightly (Audrey Hepburn), Breakfast At Tiffany's
Truer words have seldom been spoken.
I've taken my first stabby-stabby at custom preset buildings. This is a special one because it's heavily based on the video rental store from my home town.
This is where I first rented Earthbound, Xnogears, FF6, FF7 Suikoden 1 & 2, and so many more. And not only games, but movies as well, as I am a cinephile first and foremost.
This is for a special project I am working on using characters loosely based on myself and my best friend, who used to rent games with me here at least three times a week.
This project will provide me with some generalized experience in making a complete game with Ace, and showcase some of talents with regards to plot, characters, and development of them both.
So I began doing more complex splice edits using RTP generator bases and some loose parts from other generators that I've gathered up in my quests to create great custom faces.
After doing a very successful test run, I decided to try one of my final fantasy characters, who can be very demanding on generators.
I feel as though Ana's edit turned out amazing.
And I gave Cid his tobacco pipe, because his portrait is alright without much help. I just don't have a Captain's hat that will fit him properly.
I designed some character concepts for my bound-like. I want to make the two main protagonists of an ethnic background. I'm adamant about that.
What do you think of them?
The 2nd male will likely be East Indian, middle eastern, or Asian.
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Well my suspicion all along has been that readily available resources for Ace cannot do a modern RPG very well without a heaping serving of compromise. It's a game designed for fantasy settings. The few sci-fi, western, Victorian, modern, or futuristic tiles that are out there, even for purchase, are not nearly enough to make a full game in any of those genres without a TON of redundancy from top to bottom.
Facesets are an illusion. something RM taught us we need, no matter what, or it's "just not the same". This is folly. There is a list of benefits to not having them, chief among them being not having to settle on commonly used resources for your game, or using... "less than studio quality art" that lends an ever more "I did this ish on a shoestring budget" aesthetic to your product.
I Probably won't use face graphics for my Bound-like to avoid exhausting resources, because I have a few more games to make, and overlapping usage of facesets is inevitable.
Due to creating concepts for film format for over a decade, I developed a "show, don't tell" style of writing where I don't want you to know what every character is thinking and feeling and planning each and every moment of a every scene from cover to cover. Lately I have bee trying to break this habit and lean into spoiling stuff more readily for the reader. I strongly dislike doing this for so many reasons, but it's what the average reader wants. They want to know everything that everyone is thinking and feeling so it all makes sense as they read it, vs in big payoffs at more meaningful moments. I need to get my gift of bag back as a writer. I boil things down to levels of bare necessity. Only what you need, as you need it.
I'm going to work on being so withholding.
Threw together a new avatar using a base ripped from RM, layered up in Paint.net. It was slow, but it's more comfortable than I thought it would be. Turned out nice. I gained some awareness with what it would be like to use a base parallax layer and add detail over that.
I'm enjoying this.
I'm going to try a new type of mapping that is like a cheap parallax. I'm going to lay out the terrain tiles, some of the the structuring, (anything that is firmly below-player, or within the realm of absolute restriction to player movement) then use the screen cap script to pull that map. Take it to my Paint.net, and start adding detail to some of the other non-passable tiles, like windows on buildings, cracks and moss on shacks, posters and signage on wall faces, mushrooms on a log, etc. Then use that saved image as parallax background for the basis of the map. Now I can add live water in areas that need it, add and extra layer of B-E detailing, including objects I want to completely or partially appear above-actor, as well as lighting objects/script work.
I understand that at times it will present unorthodox challenges, and it'll never be true parallax mapping, but I'm not good at that yet, and this might get me there, or work for a game like my Bound-like.
Lost lost my Junk Shop map because I cut it for the demo, but luckily I had a picture posted here and can use it to replicate the map.
I also added the toy to the counter I talked about wanting last year.Spoiler
That's more or less exactly what I wanted. Had to shrink him so the quality got warped, but I'll see what I can do.
I grabbed Galv's Vehicle Riders script for my bound-like, and maybe Legacy Frontier. The script lets the system mount a player sprite over a vehicle. In ways this is useful, and it even lets you identify sheet extension names so you can do a custom sheet to make your actor look smooth for each vehicle.
I'm loving this tbh.
I hate the fact that my FF was edited before, about 4 years ago, but that site no longer exists now. Ugh. I can recall bits of edits here and there, but I know I will never be able to recreate most of those edits, be cause there were so many, every post, varying in size and significance. OH well. Guess I'll just have to make it even better this time. I need to edit the entire story one it's transferred.
So happy to have my Legacy folder back, I have to hammer out some of the conceptual aspects and get a start on it.
So a few months back my project folders all got lost somehow. I'm still not sure exactly how it happened. I believe it was a hiccup that occurred when I backed up the files on a usb that ended up being unreliable. It was a 2TB stick but it was chinese, and Chinese gear apparently hates encrypted files. So whilst trying to transfer my pirated movie collection to the usb, John Wick 2 (probably random, but) killed the stick, So I reformatted it. I recall this clearly. Problem is, I think I deleted my main project collection folder, thinking it was backed up. Anyway, this was a soul crushing moment of defeat for me. But I found a version of Legacy Frontier (SaGa-like/Tribute) I had uploaded to my Google Drive to show a buddy what I had been doing with the world map vehicle.
This is huge because it gave me a backup of that project. I may have lost everything I had done on Overworld, but at least I got LF back. I like this concept so much, and I was thinking about making the scale galactic, rather than planetary.
2TB in a stick? Actually it may be because it was Chinese. High capacities in cheap products can be fake. They reprogram card parameters to cheat the system to make it think it has that much of storage, so that at first you indeed see it has 2TB making you unable to detect issues at first glance (otherwise scam would be too obvious to spot making the seller ded really fast). The card reports it has 2TB, but in reality it actually can have much, much, much less than that (something reasonable at the price range ~ 32GB or something) and since the device parameters are fake, the system will not notice issues at first and continue saving things into space it thinks it exists, but the files may get corrupted in the end when attempting to cross the real storage limit.
Unless you threw looooots of money ('coz sticks with that capacity are pricey), chances are you got bamboozled by Chinese scammers.
I'm not sure if that's the case or not, but given you mentioned transferring movie collection, it sounds likely for it to be.
Anyone else getting this "Config Error" message?Spoiler
I just found an old thread for my Final Fantasy Tribute series. ^_^ I had previously thought it to have been lost to the many RP site closures in the last decade. But the other day I was taking a bit of a stroll down memory lane, and recalled an old, obscure FF fan site where I was sure I had posted part of the first story.
So I thought I'd hunt down this old site. I managed to find what I thought was that site. I checked the literature forum, and sure enough, I found my FF thread. <3
Not only that, I found a thread where I had started to write the 8th story, and I found an old threat for A Legacy Written In blood. ^_^ <3
New Year. New Triad Deck.
Happy New Year, RM Central!
I have almost no artistic capability, so when it comes to graphic and resource editing, I have become a hardcore tinkerer. I will draft something. Look it over after the fact and spot imperfections or areas that I feel can be improved. Then I will go back and modify it. Sometimes I am wrong and disasters ensue. Sometimes I can actually ratchet up my work to make it more usable for the average dev.
I have made my Triad Icon edit set even better. I wanted to give more options, and more booster designs to work with, as well as add card icons for the default resources in Raizen's script. In my opinion they look more like card packs now, as well.
Enjoy, and don't credit me.
-The triad card materials are from Raizen's script bundle, the booster base is the card from the RTP sheet.
-My card back materials are Kas & Enterbrain.
I just did the edits.