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The Final Fantasy XIII topic
What Craze said. I talked about this in some topic on here awhile ago about DEVELOPMENT TIME and FF13 pretty much proved what I meant. Bioware devs even pointed this out and I will quote it.
A game gets fucked up when in development for too long. I'm willing to stand by this as a fact.
"It's really interesting. They're trying to do something different, which is admirable, but it's hard. They also had a very long development cycle. They may have been aiming at a real interesting spot at one point, but then too much time goes by. Not only are there a lot of games, but they are coming out fast."
A game gets fucked up when in development for too long. I'm willing to stand by this as a fact.
The Rare/Obscure RM Games Request Topic
No problem. Foreign RM games is what I'm good at.
Also, those links don't seem to be working on RMN. They will still take you to the website, though. Just scroll all the way to the very bottom of the page, there is a link to Omega Cerberus there.
Also, those links don't seem to be working on RMN. They will still take you to the website, though. Just scroll all the way to the very bottom of the page, there is a link to Omega Cerberus there.
The Rare/Obscure RM Games Request Topic
It was foreign. I am posting it here too, just in case anybody here wants to play this as well.
Download here.
http://www.rpg-maker.fr/index.php?page=jeux&id=314
Screen here.
http://www.rpg-maker.fr/index.php?page=hebrub&id=68

Download here.
http://www.rpg-maker.fr/index.php?page=jeux&id=314
Screen here.
http://www.rpg-maker.fr/index.php?page=hebrub&id=68
So how about all you homies/homettes give me some feedback on my Skill system.
Create a second window box for the skills, with left and right arrows at each end indicating that you can move the skill sets on screen to another set of skill sets. This would get in the way of the cursor, but you could do some edits to fix that.
Mayhaps you could pretty things up as well, it lacks color. I would grab some icons that go well with the skill names and put them in. People like pretty icons. Up to you, though.
Mayhaps you could pretty things up as well, it lacks color. I would grab some icons that go well with the skill names and put them in. People like pretty icons. Up to you, though.
So how about all you homies/homettes give me some feedback on my Skill system.
I SMELL MASS EFFECT.
As for the layout design, why exactly do you need that backdrop? It serves no purpose. Why not take the backdrop out completely and have the screen tint to something like 20% and just display the faceset, description, and skills (warrior, swiftfoot, etc)? This frees up all of the space you could possibly use, and will look brilliant.
Just do it. ;)
As for the layout design, why exactly do you need that backdrop? It serves no purpose. Why not take the backdrop out completely and have the screen tint to something like 20% and just display the faceset, description, and skills (warrior, swiftfoot, etc)? This frees up all of the space you could possibly use, and will look brilliant.
Just do it. ;)
Games and Why You Play Them
I have extremely vague memories of your game, Kaempfer. You never talked much about it other than asking about battle system help. :(
I agree with this, but the problem is a regular player doesn't know what they want. They expect you to come up with the world and neat/fun mechanics...and even then, they usually don't give clear cut instructions on how to improve that mechanic. Most bad feedback received is usually just "well, I wasn't having fun". I know I say that about games I don't enjoy. At the same time though, it's still legitimate feedback. You know you're doing something wrong, you just have to work harder to find out what it is.
I think my biggest issue with the game profiles is that it isn't really conducive to creator-player conversation, which is an often overlooked but very important step in developing a game people want to play. I see a lot of games that are "HERE IS A GAME PLAY IT DON'T" and not enough that are "HERE IS A GAME PLAY IT OR TELL ME WHAT WILL MAKE YOU PLAY IT!". Lord knows I'm guilty of this myself, but mostly because I am not very good at RPGMaking so if I didn't do something right it's because I suck and am lazy and not because I didn't think of it. :D
I agree with this, but the problem is a regular player doesn't know what they want. They expect you to come up with the world and neat/fun mechanics...and even then, they usually don't give clear cut instructions on how to improve that mechanic. Most bad feedback received is usually just "well, I wasn't having fun". I know I say that about games I don't enjoy. At the same time though, it's still legitimate feedback. You know you're doing something wrong, you just have to work harder to find out what it is.
Games and Why You Play Them
I agree with mog, I don't see the problem here? Do I really have to discuss why I decide to play a game? Isn't that common sense? I mean, it's like asking why you're dating or are interested in somebody. Maybe it's because they have a good personality and look good?
Lots of bottled up emotions here, though. Maybe that is the purpose of this topic!
edit: I play lots of games. My RM folder is over 3gb soooo...
Lots of bottled up emotions here, though. Maybe that is the purpose of this topic!
edit: I play lots of games. My RM folder is over 3gb soooo...
The Final Fantasy XIII topic
Also gonna expand on what feld said, the nodes aren't the real important things with the system. The role levels are more important because they increase the effectiveness of each role. A level 5 ravager will increase the stagger meter much faster than a level 3 ravager will (as well as do more damage to the enemies elemental weakness). The same applies to a Sentinel's defense or a Saboteur's debuffing abilities.
There's a lot of...I guess you could say hidden statistics that the game doesn't show you. I like it better than having to learn 10 different statistic names though, and trying to understand what each of them do.
There's a lot of...I guess you could say hidden statistics that the game doesn't show you. I like it better than having to learn 10 different statistic names though, and trying to understand what each of them do.













