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CyberDagger
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Super Robot Taisen Judgement with the English patch. Doing a Toya-Granteed-Festenia run right now. Holy crap is that thing broken.
Its natural high damage plus the damage boost I get from having Tenia in the back seat means it's one-shotting things left and right with its basic melee attack, even without any weapon upgrades. Most attacks do as much damage to it as a fly hitting a brick wall, even though it has no barriers. Since it's a slow huge-ass easy to hit super, the AI prioritizes attacking it, and to make things even more ridiculous, Counter activates all the time, meaning I kill them before they even have a chance to attack, in their turn. Many of my enemy turns have consisted of almost every enemy unit in range gunning for Granteed and getting slaughtered. It's some levels above everyone else because of that.
And if someone manages to damage it, well guess what, Tenia comes with Guts! And now my huge-ass super tanky murderbot is back at full HP.
And apparently the RNG hates Layzner, as I've had it be shot down at least twice when fighting things with about 8% chance of hitting it. Eiji is lagging a bit behind the rest of my main force in experience because of that.
Mazinger Z is kinda crappy, but I expect it to dominate the game once it upgrades to Mazinkaiser. The Aestivalis units are surprisingly tanky when in range of the distortion field antenna. Tekkaman Blade is fucking amazing. Kira's not one of my MVPs right now, but he's showing potential and getting better and better. I expect him to be a great asset with a few more levels and the Freedom. He dodges more that the pre-battle predictions seem to show, so he's kind of an anti-Eiji.
Its natural high damage plus the damage boost I get from having Tenia in the back seat means it's one-shotting things left and right with its basic melee attack, even without any weapon upgrades. Most attacks do as much damage to it as a fly hitting a brick wall, even though it has no barriers. Since it's a slow huge-ass easy to hit super, the AI prioritizes attacking it, and to make things even more ridiculous, Counter activates all the time, meaning I kill them before they even have a chance to attack, in their turn. Many of my enemy turns have consisted of almost every enemy unit in range gunning for Granteed and getting slaughtered. It's some levels above everyone else because of that.
And if someone manages to damage it, well guess what, Tenia comes with Guts! And now my huge-ass super tanky murderbot is back at full HP.
And apparently the RNG hates Layzner, as I've had it be shot down at least twice when fighting things with about 8% chance of hitting it. Eiji is lagging a bit behind the rest of my main force in experience because of that.
Mazinger Z is kinda crappy, but I expect it to dominate the game once it upgrades to Mazinkaiser. The Aestivalis units are surprisingly tanky when in range of the distortion field antenna. Tekkaman Blade is fucking amazing. Kira's not one of my MVPs right now, but he's showing potential and getting better and better. I expect him to be a great asset with a few more levels and the Freedom. He dodges more that the pre-battle predictions seem to show, so he's kind of an anti-Eiji.
Paying for RPG Maker VX Ace Boosted Production
I sure have noticed that. I was in a similar situation to you. I downloaded the trial, and when it ended, I cracked it so I could continue using it until I got my Christmas money to buy it legitimately. It would be shameful if I ever released a game made on a copy I didn't pay for. Unlike you, I actually caught the flash sale on time. I took advantage of it. Now that I legitimately own Ace, I've never been so pumped to make a game. I a way, it's kind of bad, because my finals are coming up. I sometimes find myself reading about Ruby when I should be studying design patterns in Java. My self-control has been better than usual, though.
What are you thinking about? (game development edition)
What are you thinking about? (game development edition)
author=kentona
Speaking of balancing classes, I find that a 7 point scale for assigning relative proficiency in stats works better than 5 point. Also, needs more Facepunchers.
Hmm... I'll try going over it again and converting to 7 point. Even if it's not stricly better to do things that way, classifying the stats in two different scales will give me more of an idea of where I want to put those stats.
And as for Facepunchers... I took out Monk, but Rogue, Assassin, Berserker, and maybe Druid are good Facepuncher candidates if I do end up having Facepunching in the game.
What are you thinking about? (game development edition)
I'm somewhat glad that my computer died and took what I had of my project down with it. It forced me to rethink the project, and I figured out I was doing it wrong. The customization aspect of it was aimless. It wanted to be a skill equip and a class system at the same time, and failed at both. It needed reworking, and it needed to figure out what it wanted to be. I thought about it, and a class system worked better with the context I had in mind for the game, so I decided on that.
Been working out the classes. Classes are not supposed to form a complete package by themselves, characters are supposed to multiclass to get a good skillset. With 4 characters with 2 class slots each, that means that up to 8 classes can be used at a given time.
My first class list was 15 classes long: Warrior, Elementalist, Rogue, Cleric, Ranger, Paladin, Assassin, Pyromancer, Ninja, Chronomancer, Warlock, Monk, Berserker, Druid and Spellblade. Not too bad, but could use to be reduced.
I did some changes. Took out Pyromancer because, as much as I like the idea of a class focused on doing cool things with fire, having the Elementalist already makes it kinda pointless and its skillset concept was overlapping with the Warlock a lot. Removed Ninja and Monk because the game's going to be mostly culturally western, and those classes would feel out of place. The Warrior, Spellblade, Assassin and Rogue classes get the elements that were abandoned by those two classes, which is a good thing, because the Warrior and Rogue classes were lacking in identity.
Lastly, I added the Vanguard class, as out of 12 classes, only 2 used heavy armor, and I needed better distribution. The Vanguard ended up filling a niche that wasn't there before. It's an agressive heavyweight class, with physical attack power second only to the Berserker and some offensive support elements, some of them usable while attacking. It has a battle captain vibe.
Druid was also getting close to being cut, as it was lacking identity, but then I had a cool idea while getting a haircut. So now the class that is lacking the most identity is the Rogue.
Class most likely to break the game? Chronomancer. I intend to have all classes be slightly broken in one way or another, as I like big, game-changing effects. Still, the Chronomancer worries me, and is one of the main reasons why I'm considering implementing a stamina system. That way the player won't be able to spam Stasis on bosses until the party is in godmode. Chronomancer is also the class that I expect to give me more trouble to implement.
Other than that, I'm wondering if I gave the Assassin too much physical attack and the Warlock too much magic attack, considering their focus on criticals and conditions. I'm amused that I didn't have the guts to give any class an E rank in HP, a defense, or Speed, and that the Chronomancer is the only class I dared give an E rank in Skill too. I'm coming up with skillsets for the classes, and I'm trying to think of how stacking states and LIFO condition removal would be implemented, even though I don't speak Ruby yet.
So yeah, long road ahead for me. But it's going to be fun.
Been working out the classes. Classes are not supposed to form a complete package by themselves, characters are supposed to multiclass to get a good skillset. With 4 characters with 2 class slots each, that means that up to 8 classes can be used at a given time.
My first class list was 15 classes long: Warrior, Elementalist, Rogue, Cleric, Ranger, Paladin, Assassin, Pyromancer, Ninja, Chronomancer, Warlock, Monk, Berserker, Druid and Spellblade. Not too bad, but could use to be reduced.
I did some changes. Took out Pyromancer because, as much as I like the idea of a class focused on doing cool things with fire, having the Elementalist already makes it kinda pointless and its skillset concept was overlapping with the Warlock a lot. Removed Ninja and Monk because the game's going to be mostly culturally western, and those classes would feel out of place. The Warrior, Spellblade, Assassin and Rogue classes get the elements that were abandoned by those two classes, which is a good thing, because the Warrior and Rogue classes were lacking in identity.
Lastly, I added the Vanguard class, as out of 12 classes, only 2 used heavy armor, and I needed better distribution. The Vanguard ended up filling a niche that wasn't there before. It's an agressive heavyweight class, with physical attack power second only to the Berserker and some offensive support elements, some of them usable while attacking. It has a battle captain vibe.
Druid was also getting close to being cut, as it was lacking identity, but then I had a cool idea while getting a haircut. So now the class that is lacking the most identity is the Rogue.
Class most likely to break the game? Chronomancer. I intend to have all classes be slightly broken in one way or another, as I like big, game-changing effects. Still, the Chronomancer worries me, and is one of the main reasons why I'm considering implementing a stamina system. That way the player won't be able to spam Stasis on bosses until the party is in godmode. Chronomancer is also the class that I expect to give me more trouble to implement.
Other than that, I'm wondering if I gave the Assassin too much physical attack and the Warlock too much magic attack, considering their focus on criticals and conditions. I'm amused that I didn't have the guts to give any class an E rank in HP, a defense, or Speed, and that the Chronomancer is the only class I dared give an E rank in Skill too. I'm coming up with skillsets for the classes, and I'm trying to think of how stacking states and LIFO condition removal would be implemented, even though I don't speak Ruby yet.
So yeah, long road ahead for me. But it's going to be fun.
E=MC^2 is not true in RPG maker
Let's Draw! - Another Comic! CLOSED!
Thoughts on using RTP.
author=LockeZ
Consider grabbing the RPG Maker XP RTP and combining it with what you're using.
I remember the XP tilesets having a larger scale. Combining both will probably look weird, with your characters looking like they suddenly grew after walking inside.
The Screenshot Topic Returns
author=Arandomgamemaker
I've also been trying out Mode 7 with the map rotation addon. Here's a comparison shot where I use events for the mountains:
One question.
How?















