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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I won a video contest and now I'm headed to E3 next week!
Update ( 4/19/2011 ) - Testing Period Begins
Ill Will
Alex Unleashed - Short
If anything, I think it's the rtp graphics that'll hold your game back. It's pretty difficult to sell a game based on rtp screenshots. Keeping Alex is cool, but unless you're making a point of using mainly rtp, it'll be worthwhile to use other graphics for scenery. I threw up a huge pile of uncompiled rips and resources a while back, so if you're interested: http://rpgmaker.net/forums/topics/8106/
Another thing to remember is that the DBS sloooooooooows down drastically when you start adding more characters/enemies. Personally, I think it'd be okay if you only had Alex playable. I can't imagine it's easy doing all those sprite animations for enemies, so you probably don't want to overload yourself and be unable to finish this right? Just give Alex lots of customization options, and it should be okay. Well anyways, it's up to you how much work you want to make for yourself.
Also with running: I've found that most people will want to run by default. Is there any point to walking, other than say, atmospheric purposes? Like, does walking limit random encounters or whatnot? If not, might be worthwhile to think of something. For example, Leo & Leah had it so that when you ran, the enemies would actively seek you out. But if you walked, they'll just go about their normal business. It was pretty cool, in that you could lure monsters away from where you had to go, and could make for interesting timed sequences (like escape from a fortress about to explode, with monsters littered on the escape route) or even puzzles (lure small monsters to big one. Big one eats small one. Path clear.)
I threw this together some years back. It operates on a similar concept to your game (Customized dbs, one-on-one battles, limit breaks, one dude kicking ass)
http://www.rpgrevolution.com/game/alter-aila-~variant~_84.html
If you want, I can help you out with this once in a while (if you'll have me, of course).
Another thing to remember is that the DBS sloooooooooows down drastically when you start adding more characters/enemies. Personally, I think it'd be okay if you only had Alex playable. I can't imagine it's easy doing all those sprite animations for enemies, so you probably don't want to overload yourself and be unable to finish this right? Just give Alex lots of customization options, and it should be okay. Well anyways, it's up to you how much work you want to make for yourself.
Also with running: I've found that most people will want to run by default. Is there any point to walking, other than say, atmospheric purposes? Like, does walking limit random encounters or whatnot? If not, might be worthwhile to think of something. For example, Leo & Leah had it so that when you ran, the enemies would actively seek you out. But if you walked, they'll just go about their normal business. It was pretty cool, in that you could lure monsters away from where you had to go, and could make for interesting timed sequences (like escape from a fortress about to explode, with monsters littered on the escape route) or even puzzles (lure small monsters to big one. Big one eats small one. Path clear.)
I threw this together some years back. It operates on a similar concept to your game (Customized dbs, one-on-one battles, limit breaks, one dude kicking ass)
http://www.rpgrevolution.com/game/alter-aila-~variant~_84.html
If you want, I can help you out with this once in a while (if you'll have me, of course).
Alex Unleashed - Short
Well I gave it a shot. Pretty nifty stuff! Dunno if you plan on building on this, but I'll just rant anyways.
Sometimes when I try to activate a limit break, it drains my limit bar without Alex doing anything. This happens with my game too, so I guess it's just a 2k3 bug.
What would be pretty cool is if those Parries and Dodges weren't arbitrary, as in allow the player to equip/level up to increase the chances of it happening/decrease chances of enemy getting it. In that way, you could have players build Alex towards different builds, dodging and counter-attack orientated, versus pure attacker or whatnot.
Speaking of which, limit breaks were very cool, but I'm not too fond of them using MP which can also be drained by spells (though I do understand limitations of 2k3 required you to have them have some cost). Also found that the 3-hit one tended to do more dmg than the 1-hit one. Maybe you can find some way to differentiate them better? Have one cause status ailments?
I'm thinking it might be cooler for your game if all battles were one-on-one battles, which would also free up limit breaks from using MP (as well as make it much easier on you).
Also on that note, I feel like spells costed too much MP to really allow for a magic-build Alex.
Running tends to be kinda wonky, like Alex would randomly stop and start running again despite holding down the X key.
Using + to access the menu is kinda wonky too. Why not Left Shift, which is closer to Z and X?
Guess that's about it. Other than that, it was pretty rad stuff!
Sometimes when I try to activate a limit break, it drains my limit bar without Alex doing anything. This happens with my game too, so I guess it's just a 2k3 bug.
What would be pretty cool is if those Parries and Dodges weren't arbitrary, as in allow the player to equip/level up to increase the chances of it happening/decrease chances of enemy getting it. In that way, you could have players build Alex towards different builds, dodging and counter-attack orientated, versus pure attacker or whatnot.
Speaking of which, limit breaks were very cool, but I'm not too fond of them using MP which can also be drained by spells (though I do understand limitations of 2k3 required you to have them have some cost). Also found that the 3-hit one tended to do more dmg than the 1-hit one. Maybe you can find some way to differentiate them better? Have one cause status ailments?
I'm thinking it might be cooler for your game if all battles were one-on-one battles, which would also free up limit breaks from using MP (as well as make it much easier on you).
Also on that note, I feel like spells costed too much MP to really allow for a magic-build Alex.
Running tends to be kinda wonky, like Alex would randomly stop and start running again despite holding down the X key.
Using + to access the menu is kinda wonky too. Why not Left Shift, which is closer to Z and X?
Guess that's about it. Other than that, it was pretty rad stuff!
Alex Unleashed - Short
New Who Is? format: Who is Blaise?
author=A
Additionally, in Persona games, Rage increases damage you both deal and receive by 150% - enraging every enemy you fight is definitely not always the best strategy!
In P3 FES, I beated one of the bosses by accidentally raging him with Metis' axe (oh noes), then following that up with tetrakarn'ing everyone (oh yes!). Since he was doing something like 300% more damage than everyone else, he pretty much killed himself for me.
I just wanted to gloat about that.













