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About Harmill

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  • RM Skill -
    Jack of All Trades
  1. Awesome, I took a quick look at that script and it seems to have the functionality I was requesting. Thanks a lot - I wasn't aware of that script! So to be clear, the difference with yours is that it allows for a counter-attack to occur on a per-hit basis? As in, if a character uses Double Attack, he's going to trigger the enemy's counter twice? I really like that part of your script, so it looks like using these two together should provide everything I need as far as utilizing counter-attacks to their full potential. Thanks again!
  2. OK, so I updated the compatibility fix and it was crashing on Line 91 of the Compatibility script whenever my counter-attack was triggered. Looking at the script, I added this line: attack_skill = $data_skills[target.counterattack_skill_id] On Line 90. I found it in the same function from your main counter-attack script, and it no longer crashes. OK, so I hope I'm not being a pest, but I have one more idea for this script. Right now, it allows for Magic Evasion to also trigger the counter attack, but there's two limiting factors to this: (1) Magic Evasion triggers the same counter as physical attacks do (2) It's triggered only by Magic Evasion. It would be really nice if we could separate Magic Counters from Physical Counters. A boss that is hit with a physical attack counters with a strong magical spell, while if you cast a spell on him, he counters with a strong physical attack. Something like that. Preferably, this would be handled with two separate notes (one for physical, one for magical). That's the only other feature I feel is missing with what we could do with counter-attacks. It would be awesome if that could get added in the future!
  3. Hey, thanks for updating the script! It works well in a new project, but it stops working when you bring in Yanfly's Battle Engine. It goes back to not displaying animations or retaining scope. Is this something that could be added to the Compatibility script meant to make this work with Yanfly's Battle Engine? Thanks again!
  4. It seems that when you assign a skill for Counterattack, the animation doesn't play. The lack of animation makes the counter attack seem jarring and difficult to follow what's going on when text boxes are set to a high setting. Also, I tested having a skill like Dual Attack as a counter skill and only one hit is applied to the target. If the counter skill is a multi-target ability, it also only hits the actor that attacked and triggered the counter. If it's not too difficult, could these issues be fixed? Being able to have a boss that counters physical with an AoE magic attack or something would be really nice, and being able to distinguish which ability is used as a counter, through a visible animation, will make them feel more complete and impactful. Perhaps include in the <counterattack: 4> tag a way to tell the counter to display the animation or not. Maybe something like <counterattack: 4, true>. Thanks!
  5. This is an excellent game and I wholeheartedly encourage others to try it out. I've played very few RPG Maker games that create extremely well-balanced and well thought out battles but this one hits the mark quite well. Many people could take a page from this book and learn how the battles are constructed. With that said, I still need to beat this game. Although it's a shame that I can't carry over my progress, it's been so long since I tried this game out that it's probably better that I restarted.
  6. Harmill

    The Last of Us Impressionz

    I think the amount of ammo that is dropped depends on your difficulty. I played the game on Hard and I was always strapped for ammo. Although I suck at shooters so my aim is terrible, causing many of my shots to miss. I noticed the enemy AI to seem to just sit behind cover sometimes and never show themselves until you, yourself, popped your head up to aim. The moment I lifted my head from cover, so would they and then shoot me in the face while I miss. Then they would duck again and NOT look out until I did so, as if they could use the Listen Mode ability as well... Regardless, fights were intense and I died 50+ times in my playthrough. The game was certainly NOT easy and I very much enjoyed the experience of playing this. The combat on it's own is not spectacular, but it was done well enough to not drag the experience down (at least, for me). I'm ready to start my playthrough on Survival mode soon (and expecting to throw my controller multiple times at some of the more frustrating/difficult sections).
  7. Harmill

    Let's Play Lunar Wish: Orbs of Fate

    Bumping this as I've included several more Parts since my last post. In this latest video, I discuss my issues with one particular boss that seems like he will give most players problems for the wrong reasons.
  8. Harmill

    Let's Play Lunar Wish: Orbs of Fate

    Part 2 is up: I'm still trying to fiddle with my mic to improve the sound quality when I speak. My friend has the exact same headset/mic as me and his voice is much clearer/crisp than mine in his videos. I might try recording my voice with Windows Movie Maker instead of using Fraps for that.
  9. Hey everyone, I've always been interested in doing a Let's Play and I finally bought myself a headset and Fraps so that I can do just that. Because this is my first Let's Play, any constructive criticism and/or advice will be greatly appreciated. My first Let's Play is going to be for Lunar Wish: Orbs of Fate by LusterMX. Some general notes about my playthrough: I'm playing the game blind (I haven't even read the topic itself). I'm generally a very thorough player. I hate progressing the story if I think there's somewhere I haven't explored yet or someone I haven't spoken to. You might notice that I re-enter the same rooms multiple times as I tend to forget if I've explored it already... Game topic: http://www.rpgmakervxace.net/topic/14944-lunar-wish-orbs-of-fate-12-hour-complete-rpg/ Part 1: Part 2: Part 3: Part 4: Part 5: Part 6: Part 7: Part 8: Part 9: Part 10: Part 11: I don't have a schedule for recording these but hopefully I'll be able to find time to play this at a good pace.
  10. Harmill

    Swearing in RM Games

    I would think that it would depend on the context of the game. If the language is deemed as unnecessary and doesn't really add anything to the game (such as realism or immersiveness) and is just there for the sake of it, then it can be jarring for the Player at first. If your game takes place in an environment where excessive swearing makes sense, then by all means, include it. It's just as bad as when you would expect that sort of language to be used, but instead you get toned down versions of the swear word. I mean, if your game is supposed to have a serious tone, and you just foiled one of the big bad guy's plans, it would kill the moment if the bad guy goes "Oh gosh darnit!".
  11. Wow, the very first cutscene is freakishly similar to the first cutscene in my game!! :wacko: As others have said, there's not really much we can say when the demo is as short as it is. The maps were very nice, and the dialog was good for the most part. The guard in the town should NOT be explaining the name of the town in the way that he does as it sounds incredibly forced and purely for the player's sake. If he thinks she lives in the town, why would he have to say the name of it? And even if he names the town, why go even further and state the kingdom that the town is a part of? It's completely unnatural. Also, I just bought a headset yesterday with the intent of trying my hand at some Let's Plays. Without knowing how short this was going to be, I actually recorded a Let's Play of this. If you release a demo with more content, and you'd like a Let's Play done, let me know!
  12. Harmill

    Ropetown RPG Review

    Game Name: Ropetown RPG Creator: Ocedic Download Link: https://docs.google.com/file/d/0BzqEGuFHynBORFlqZW41c0ROWlU/edit?pli=1 Introduction: Ropetown RPG is a game created by Ocedic and intended for his friends. It contains strong language and sexual themes. The story/dialog is not for the faint of heart. It also makes real life references abundantly, so I guess it's intended to take place on Earth. Story: The story starts with a man named Rava trying to slay a beast living in a nearby forest. In the forest, he meets a pervert (and supposedly a pedophile) named Rhox who tries to cash in on the prize by helping Rava out. The prize is a membership to the Ropetown guild, and so the two of them travel there. Ropetown has been a victim of a serial killer, and the soldiers need help finding the culprit. The remainder of the story in the demo revolve around finding the serial killer so he can be brought to justice. For game filled with "dumb" and vulgar humour, the story still manages to keep a subtle serious tone to it. While most characters are intended to say ridiculous things, a select few tend to be the voices that drive the plot forward, namely Rava and Elenya. While many may not like the style of humour that fills almost every inch of the game, there's still a valid plot going on that people may still appreciate. It's not a quest to find Chicken McNuggets or something dumb like that - it's a quest to apprehend a serial killer who's been targeting citizens of a town. It's a shame that the demo ends where it does, because it seemed like it was really picking up and heading into a decent balance of "stupid humour" and "serious". I don't think the main villain spewed any profanity or jokes during his lines and appeared to at least have a reason for his actions. For those who DO enjoy random humour, or perverse humour, you may enjoy the world of Ropetown quite a bit. NPCs are not boring generics who only say one useless thing. Most of them will have something random and/or ridiculous to say that can provide many laughs. Many objects in the environment are can be interacted as well, promoting thorough exploring. Another plus for the Story is that there are a few spots where the Player can make a choice. In one case, choosing one option over another allowed the Player to skip an entire dungeon. Another set of choices creating a branching path, where the Player would go to a different dungeon depending on the choice made. This is a very nice touch, and encourages replayability. Gameplay: Ropetown's greatest strength lies in it's gameplay. It uses a classic turn-based battle system with Yanfly's system. All abilities/spells learned by the party members have a purpose and tend to have unique effects. Effects such as dealing more damage if hitting a target at full HP, or doing more damage the less HP the target has (like an Execute ability). On top of the uniqueness of the abilities, the game allows Players to collect different types of gems that can be "equipped" to spells. Equipping a gem to a spell will provide a new effect, such as adding some fire damage, or providing the spell with a chance to Stun or Poison. Although the spells may be unique and have a purpose, there aren't equal opportunities to make use of each ability. Half of each character's abilities are not optimal for use in random battles and tend to be reserved for boss battles. You also learn all of your abilities fairly early on, so random battles become stale well before the demo ends. There are one or two spells per character that you'll want to use for random battles, and so you quickly use the same strategy for almost all fights. It would have been nice to learn a few more abilities, and design them to take away some of the attention from the crowd-clearing spells that are spammed in random battles (Fire at Will!!!). The game doesn't feature random battles and instead uses the Touch Encounter system. These 'normal' battles were designed so that the Player can't spam attack to win them. Normal attacks don't do very much damage, and so spamming Attack would cause normal battles to take way too long to keep the Player interested in playing. While putting emphasis on using abilities and spells in battle is generally a good thing, it also means that players are going to be using up huge chunks of their MP pools for a single normal battle. Fire at Will costs a third of Rhox's max MP, and it's the best ability for him to use in normal battles 80% of the time (the other 20% is using Mortal Shot to execute an enemy below half HP). All this is doing is forcing the Player to stock up on several dozens of MP-restoring items so that you can forever spam your spells. And since the intent was to push the player away from spamming the 'Attack' command, battles are not very fun if you have no MP. A really nice idea for dungeons was the placement of "motes". When the Player collects a Mote, it bestows an bonus to the party for a certain number of steps. One of these bonuses is a huge slash to your spell's MP costs. While the Mote is active, you are encouraged to capitalize on their effects by fighting as many battles as you can before it expires. This was a really cool idea, but unfortunately, they were one time use and, as far as I could tell, never respawned. Moving away from spells, each party member has several equip slots for actual equipment. While I think there's too many different equip types, it does create potential for even more diversity in each player's "build". The different options for any given slot are different enough from each other, that the Player usually has to decide what he wants more for his party members. MP or HP regen? More ATK? An equip slot that I liked the idea of, but wasn't fully explored in the demo, was the ability to equip a Limit to a character. Limits are your typical super move that requires TP to use. The nice thing about them is that they don't use up the character's turn upon use. If this was explored further, Players could have a lot of fun exploring different Limit combinations with the party members. Buster Shot seemed a bit lackluster in damage though. It didn't feel like character's had much distinction in their roles. I rarely healed during battles, but if I had to, two of the three party members could heal. Without needing to heal, all three party members were always just trying to deal as much damage as possible. You never really had to make the choice of using a less damaging spell that would have a more supportive effect because those types of properties could be added to your strongest damaging spells through the gem system. I placed the gem that gave a ~35% chance to stun to Fire at Will. The only time I never wanted to use that ability was during a Boss fight. Characters have very similar defensive stats, so your only real sense of a 'tank' came from whoever had the most HP. Characters leveled up TOO slowly. It took ages to level up, and even bosses gave only 10% of the total needed experience for the next level. For a demo that lasted 6.5 hours, I was only Lv.9 at the end. On top of that, each level up didn't provide much of a boost in stats. It was hard to feel an increase in power based off leveling up. Enemies are pretty well balanced for the most part. As long as you play the game as it was intended, enemies are not too difficult, but can still make the Player need to heal. They don't have very interesting abilities and a common trait was for every enemy from the halfway point onward have the potential to attack twice per turn. However, since the didn't have interesting abilities, the result was just them doing two normal attacks. Most/all enemies were weak to at least one element, but I didn't find myself needing to pay much attention to them. It seemed like every normal battle had 2+ enemies, so single-target spells always took a backseat. Since each party member only had one spell that could hit multiple enemies, elemental properties didn't play out as prominently as it could have. Maps weren't anything special but they weren't bad either. There's not much to say about the "level design" of the game as it mostly featured paths littered with enemies running around and the occasional branch to get a treasure chest. A nice touch to the monster's map behaviour was that some enemies, like Bats would sit still on a wall and would only move to chase the Player when he moves close enough. Some areas had puzzles, but rarely did they "fit" with the environment and felt forced upon the player for the sake of creating a puzzle. For instance, having to push crates onto switches when you're in a volcano. Nonetheless, the puzzles were generally well thought out though, and there were some that took several tries before I found the solution. I applaud the design for the crate-pushing puzzles. There was a bug in one puzzle that impeded my progress in the game. The puzzle involved searching a for a combination of ingredients (out of 4 ingredients) and there were endless possibilities to guess from. When you attempted one combination, the game would give you one hint per attempt, such as "You have too much X in here". The idea was to use these hints to narrow down the ingredient amounts until you had the correct combination. Unfortunately, there was a bug where I was eventually always being given a hint that made no sense. It kept telling me I had too much of an ingredient in my combination when I had 0 of that ingredient in the combination...This bug made the puzzle impossible to progress and I wound up having to PM the creator for the answer. Treasure chests contain random loot. One treasure chest will contain a few different items: some gold, a healing item, and a piece of equipment. I'm not a particular fan of random loot systems, but it does add to the replayability of the demo. I'm not too sure, but bosses might drop random loot as well. Graphics/Audio: The game uses standard RTP for the most part. However, there are a few enemies that are of a very different style and stand out like a sore thumb. Music is taken from different video games. Overall: Ropetown RPG was an engaging demo that was mostly designed very well. There are a lot of reasons given to the Player to play through the demo multiple times such as to try the different paths or to try different "builds". The dialog may not be everyone's cup of tea, there is at least a sensible plot marching through the ridiculous jokes. If you appreciate a more vulgar type of humour, you will most likely find yourself laughing (or at least chuckling) as the characters interact with each other. The gameplay has a great intent, and is still quite a step up from the standard "mash Attack" affair that many RPG Maker games have. The abilities are interesting and unique; there just isn't enough of them and the opportunities to use each spell aren't balanced. The game has a very solid base with a lot of potential and I would eagerly await an additional demo.
  13. I'm creating a Forest Dungeon as well, and I was also having difficulty thinking of puzzle ideas to fit the environment. I decided to create the forest as a sort of maze, with seeds/plants placed throughout the forest. There are 3 types of obstacles blocking the Player's path, and there is a type of seed that is used to remove the obstacle. It's not very puzzley, but I guess it's OK for now. I like your idea of having a 'head' plant that must be defeated to remove a blocking plant. Perhaps if you have the plant's main body form a snake-like path for the Player to follow?
  14. Harmill

    Creating a skill like 'Revenge'

    This was taken from Fomar's tutorial on custom formulas: (200 - ((100*a.hp)/a.mhp)*(a.atk * 4 - 2 * b.def))/100 It's supposed to double the damage of the ability when the user is almost dead. I haven't tested it yet, but I was planning on using it for an ability in my game. You can always tweak the formula to make it do more/less damage as you see fit. This works in percentages, so it doesn't matter how much raw health the user has.