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Hellion Review

Dangit double.

Cause you know, last time I did a review and read it again after posting it, wow, I guess I am really being a huge jerk to the game developer. Luckily he didn't really pursue it (but I do feel bad). Whew.

Hellion

Kentona : Why can't I attack 3 times with Fightx3 skill? Somehow the skill does not work or did I miss out something to activate it? (like in Hero's realm/Generica?)

Hellion Review

@Solitayre
Actually it is sorta inspired by your review style, so I guess I am eligible for plagiarism101 in some ways.

In all seriousness though, I hope no one takes offense with the review's style/tone (worried It might sound too assholic, especially with the pictures and stuff).

RM2K3 Battle Layout

Generally, I would suggest you to use traditional if you have a lot of different statuses in the game (like Berserk, Paranoia, Fury etc).

On the other hand, Gauge is excellent if you want to implement "limit break bar" like the ones in Balmung Chronicles - i.e. altering the faceset. However, like you said, status is not shown so that is one of the weakness. One way to remedy this is by using the B.Charset itself - i.e. making an animation with a word above the battlecharset that represent the bad status (lots of work if you have tons of statuses and the limit is 32 ugh). Still, this means that you will have less space for different battlecharset animations. If you like having different b.charset animation for different skills (like me) then this method essentially give you less animations to work with. However, you can use the battle animation to show the skill (the skill animation includes the hero charset) to give you an infinite space. But these battle anims are not affect by LIGHTING so that would be your issue instead.

Still, I that this is one of the RM's major weakness as it can only show ONE status. That means no matter which method you use, you can only see one status present (you can be heroic and Blinded at once and you wouldn't realise you are poisoned if heroic have higher priority). So my suggestion is to use whichever fits your design best. If the gauge is nothing but facial then go for alternative. But if it has some kind of neato function (like in that one game you don't have numbers so you have to look out at the character's face and bar to determine their health) then Gauge is the way to go.


post=124177
INot sure if it does the same for when targeting characters for healing. I'd guess that it does, but I may be wrong.

It doesn't - I once tried making a singe ally skill but it doesn't show any additional information when you select and ally.


Actually, I am having the same issue myself, but it's a choice between traditional and ALTERNATIVE instead of Gauge. I mean, it's cool to have transparency right? But it turns out that it makes the words somewhat hard to read in certain scenes.

At first I thought this would be easy to fix. I mean, just tick off the transparency and problem solved right? Well it turns out that if it is NOT transparent, the ATB BAR is somewhat "blocked" (becomes transparent-ish) by the layer above it (that is no longer transparent). This ticked me off pretty bad because the system set that I made is for alternative (looks worse on tradition). Now I am thinking to change it back to traditional because of this (it doesn't show HP/EN words in traditional!)

Generica

@Izazie
Yeah, I got one in my team. I guess the major issue for me is that I am a bit ticked off by the grinding. It feels like that I need tons of grinding (and the encounters was pretty annoying, well, I have a thing about random encounters too) to succeed at this game. Thanks for the tip btw!

@kentona
Oh, dang, I didn't read that part (being a 10 day work). I guess that explains the balancing. Or maybe it's on purpose (old school hard and stuff like that). Also hahaha, I played this after finishing Hellion and writing the review. You can't imagine how ironic I feel when I reach the 1st cave dungeon. A Labyrinth (not really) and a BLACKOUT!? I had a good laugh there.

Generica

This game is pretty damn tough - and not in a good way too for me.

Money is hard to get, EXP is hard to gain, enemies have tough defense - which to bypass would require the expensive weapons at the store. I mean come ON. I bought a throwing knife so I can end fights faster (attack all) but all it does is 0 damage. Not to mention I only have 1 mage, so the whole fight is basically wait for him to act and do Iceall - if he isn't dead by then yet.

Then suddenly ice dungeon.

Thoughts on the Number of Skills/Spells per character.

post=122702
hehe funny how I disagree entirely with w_w:

I am fairly against building the whole skill set, I think skills are tied to the character personality and background, if you have then all open to choose it makes your character kinda disconnected from their background.


Yeah, it's personal preference really. I just like full customization when playing a game. Sorta the guy who likes to make his own hero rather than play as the hero of the game (like uh, if you played disgaea series or makai kingdom I guess you'd know what I mean - I didn't really use the "hero" of the game). Or DDS, since that one has 80+ skills and you can learn them all if you so wish. Protip : It's HARD and Time Consuming.

Not to mention it takes speciality away, think F7 where no matter who you had in your party, just which materiais they had equiped.

Similarly, unequipping skills doesn t make sense, you don´t forget skill you learn, so it makes no sense. And gameplay wise: if a skill is not useful, it souldn´t exist in the first place.

?? Forget? I didn't remember saying anything about forgetting the skill.

What I meant was to restrict the amount of skill one can carry in battle. One is to make it more organized (don't have to scroll through 40 skills to find that one spell) and two, for strategy (maybeee).

That's what I meant by equipping/unequipping skill. You don't forget them.

As for progression: I only mind strategic diversity, so having several versions of a one target only fire damaging spell is silly, but having a single target, a hit all and a status inducing fire spells would be actually great.


I think it more of "use it more, get better at it" Cause I don't want to make the player confused with sheer number of skills. I'd rather have it upgradeable to save space.

But yeah, I agree. I did use the higher level = added status effect/strengthen the status effect of that skill - forgot to mention that one.

What are you working on now?

post=122603
Who here wants to do a remake of Hero's Realm in VX and then sell it commercially? I want in on the easy RPG moneys!


But isn't hero realm is all about old skool :(

That sounds pretty cool though, but I don't really play VX games so yeah...

Thoughts on the Number of Skills/Spells per character.

My thoughts summarized:

1. Upgrades are fine/good. But make sure your MP is balanced too. In my project, EN recovers after battle - but the battles are rather unforgiving.

2. I like if you can choose which skill to learn. That being said, allowing every PC to learn ANY skill in the game is definitely interesting for me. However, since that's pretty damn tedious to code, I can settle with the basics (i.e. everyone can learn to heal or use fire/ice/elec). If that's still too much, I only ask that at least you can do that with the main character (Primary PC).
Note: Branching falls into this category too.

3. Special skills for different character is nice for diversification.

4. Allow us to unequip skills. In my project, you can only choose very few skills to be brought in battle (Pokemon). Reason : Having 20 skills makes you hard to find the one you need. Personally I think more than 6 or 9 (i.e. have to scroll down a page in DBS skill list) is pretty tedious since probably few of them are really useful.

5. Good skills I really care about in game :
a. Strongest move (for each elemental/attribute). So if you have 30 attributes (iron, wood, glass, flesh, dirt, etc etc) I would expect they have at least one skill/arts from that category that is useful. Same thing goes with healing spells, but hey, we have items.
b. Same as above, but this time HITS ALL
c. Bad status effect. Especially that gives more than 1 status (I am more of damage damage person though.. unless the boss is only weak against status effect)
d. Game breaking skills (doubles your attack/attribute, or SPEEEEED, reduce enemies stats by half (or stops them completely) or stops anything in the field. Yeah, I have that one skill).

By this logic, I'd say around 20+ skills is pretty correct (assuming you only have 4-5 elements and the skills overwrite one another (fira-Firaa-FIRAAA).

PS. I don't really mind if a skill has the same effect (with slight modification), but with different name to fit that person if that's one of your worries.

What are you working on now?

post=122438
icons

hang on gotta make sure WIP sees:

ICONS



ICONS!!?

post=122431
Look for vehicle sound effects here:
http://www.sounddogs.com/

That truck sprite looks awesome.

Thanks! (for both).