NEOK'S PROFILE
Neok
3602
"GONE: A grim cat with fluff. It has a curling tail and moves flirtively. On the cat is the image of finely designed stripes. BEWARE ITS CLAWS. Mittens is associated with snooze, theft and murder." ... "And the angel said to him, 'Stop hitting yourself!' But he could not stop, for the angel was hitting him with his own hands." ... "Cave Story is a jumping-and-shooting action game. Explore the caves until you reach the ending. You can also save your game and continue from where you left off."
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author=LockeZ
For a brief period in my map-making career, I decided that I had, up until then, been negligent about making sure that room sizes matched up to create whole buildings. Buildings shouldn't have empty black zones between rooms, right? There should be a room in between, and walls should all be exactly one tile thick, right? Sure, that makes sense, that's how real buildings look. So I decided to make sure, when you were in a dungeon that was a large building, that if you arranged every room side-by-side, they would all line up to create a building with no empty gaps between walls.
Yeah, I did that for my very first game. It just made for unnecessarily long corridors. It is a cool effect, though if you can have all those rooms actually be just on one map and not have any transitions for the area.
You ever seen a ghost user on RMN?
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Meta-Mapping
I have a "template map" that I use for planning out all my areas. It's basically a simplistic tileset that I can use to plot out every room ahead of time. Then I can go through it "on paper", ensuring that puzzles can be solved, and that the player won't end up trapped, or be unable to enter certain rooms.
I am planning a game right now with a completely interlinked map (aka secret of mana style), and yes, I can't imagine that someone would try to do something like this without plotting it all-out ahead of time
I guess it really just depends on how simple your map is!
I am planning a game right now with a completely interlinked map (aka secret of mana style), and yes, I can't imagine that someone would try to do something like this without plotting it all-out ahead of time
I guess it really just depends on how simple your map is!
[RM2K] Sacred Tears True (English)
[Poll] Do you exercise?
It's troubling how little exercise some of you guys do! Don't take your health for granted, it's way late if you only start after it starts to fail!
I did rock climbing for three years, stopped recently to give my wrists a break, and to give Squash a try. Also playing Ultimate and Dodgeball weekly. Sometimes I go biking if I don't have any games scheduled and the weather's nice.
I did rock climbing for three years, stopped recently to give my wrists a break, and to give Squash a try. Also playing Ultimate and Dodgeball weekly. Sometimes I go biking if I don't have any games scheduled and the weather's nice.
[RMVX ACE] Looking for partner
Before I get anywhere I don't want to pull any social justice into this request but I would really appreciate someone who wouldn't bash me for my sexuality/gender and other disabilities. Thank you so much.
Don't make a big deal about it, and nobody else well.
'Nthing that you include some examples of what you can do!
Oct 19 2014 -- Progress Update
The most important ones for me is instantly displaying text, and automatically dash instead of having to hold down the run button (probably not relevant to your game, judging from the screens.) Skipping or speeding up battles is great too. I wouldn't get too bogged down with adding so many customization options.
Quality of life-wise, I would like to know exactly what each skill/equip does. Instead of "Slash: increased rate of critical", something like "Slash: +30% crit rate", for example. I do like being able to fast-forward through cutscenes, but make sure there is some kind of indication of where to go next.
Quality of life-wise, I would like to know exactly what each skill/equip does. Instead of "Slash: increased rate of critical", something like "Slash: +30% crit rate", for example. I do like being able to fast-forward through cutscenes, but make sure there is some kind of indication of where to go next.
Enelysion
Okay, I finished the game. Total play time was a little under eight hours, with average party level 23 or so. Did all the optional content, I think, though I left Tyrannos until the very end, since I didn't start looking for the purifying spring until after I had already beaten the final boss (Made him very underwhelming to say the least.) Only bosses that presented above average resistance were Aviinchi, and to a certain extent Anooki. Endgame was a breeze. My strategy was to have Laine do all the work, while the guys just stood there cowering in the corner, guarding every turn. Did not end up going to Rheis continent at all, nor did I get to go to the town just pass the tower with the final boss.
So things I like:
- Relatively openable and expansive world map, being able to go to future locations before the plot requires you to. Extra dungeons that you don't necessarily need to go into, but contain hidden goodies.
- Interesting equipment system. Liked that Patrick's weapons were more delay types, centered around inflicting status ailments instead of damage. Liked the variety of accessories available, and that weapons were more than just increases in damage output
- maps are gorgeous, have a hard time believing that this is all made with just RTP
- Varied skill sets for each member of the party, allowing them to fill 2+ niches.
- Wrath was a pretty cool feature. Not certain exactly what it did, but assumed that it's the same as fire emblem's wrath.
- Liked that guarding did more than just reduced dmg.
- Didn't really pay much attention to the story, but I did catch that Laine's suppose to be Cu-Chu's descendent. Thought that was pretty nifty.
Also, never really ever ended up using the trade system. I thought it had potential though, maybe if there were unique items or equipment they can only be gotten by trading, that'd give it more viability as a system.
Overall, it was pretty cool. About your characters, try to give them more varying emotions. Laine shouldn't just be the cool, no-nonsense soldier, Patrick be the soft-spoken opposed-to-violence well-mannered priest, the two knights be the red green Fire Emblem starter knights stereotypes (one who's silly and whimsical all the time, the other dutiful, chivalrous and always reprimanding his partner for not taking things seriously). Give Laine more endearing traits, like maybe she really likes children, but doesn't think it goes well with her image, so she tries to hide it from the others. Have her screw up once in a while. Make Patrick get uncharacteristically angry, or have him give in to temptation in a moment of weakness. Stuff like that is what makes for good characters and separates them from two-dimensional cookie-cutter stereotypes.
So things I like:
- Relatively openable and expansive world map, being able to go to future locations before the plot requires you to. Extra dungeons that you don't necessarily need to go into, but contain hidden goodies.
- Interesting equipment system. Liked that Patrick's weapons were more delay types, centered around inflicting status ailments instead of damage. Liked the variety of accessories available, and that weapons were more than just increases in damage output
- maps are gorgeous, have a hard time believing that this is all made with just RTP
- Varied skill sets for each member of the party, allowing them to fill 2+ niches.
- Wrath was a pretty cool feature. Not certain exactly what it did, but assumed that it's the same as fire emblem's wrath.
- Liked that guarding did more than just reduced dmg.
- Didn't really pay much attention to the story, but I did catch that Laine's suppose to be Cu-Chu's descendent. Thought that was pretty nifty.
Also, never really ever ended up using the trade system. I thought it had potential though, maybe if there were unique items or equipment they can only be gotten by trading, that'd give it more viability as a system.
Overall, it was pretty cool. About your characters, try to give them more varying emotions. Laine shouldn't just be the cool, no-nonsense soldier, Patrick be the soft-spoken opposed-to-violence well-mannered priest, the two knights be the red green Fire Emblem starter knights stereotypes (one who's silly and whimsical all the time, the other dutiful, chivalrous and always reprimanding his partner for not taking things seriously). Give Laine more endearing traits, like maybe she really likes children, but doesn't think it goes well with her image, so she tries to hide it from the others. Have her screw up once in a while. Make Patrick get uncharacteristically angry, or have him give in to temptation in a moment of weakness. Stuff like that is what makes for good characters and separates them from two-dimensional cookie-cutter stereotypes.













