TPASMALL'S PROFILE
tpasmall
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Nerd.
The Arms of Reverie
The world is divided by a great darkness known as the Nebula. The Dark forces, led by an Evil Prince are trying to gain control of an ancient power and finish war that began over a thousand years ago.
The world is divided by a great darkness known as the Nebula. The Dark forces, led by an Evil Prince are trying to gain control of an ancient power and finish war that began over a thousand years ago.
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tpasmall's workshop
I've put up some RTP pirate recolors and a battler I made based off of Thalzon's battlers.
Also, I haven't heard from Castor in a while, so I'm taking requests for Battlebacks and Thalzon's Battler remakes.
Also, I haven't heard from Castor in a while, so I'm taking requests for Battlebacks and Thalzon's Battler remakes.
Paying for Patience
author=LockeZauthor=tpasmallMy point is basically summed up as: I don't want to ever be bored while playing video games. Other people have argued that boredom in some cases is an acceptable cost when it results in some other benefit. And I disagree: I don't think boredom is ever acceptable in a game no matter what, even as a punishment for failing. Boredom is one of the worst feelings a game can evoke.
Only commenting because I don't really see the point either side is making.
My other point is that challenge is inherently less boring to me than ease. I do, however, understand that this isn't actually the case for everyone. Now, a lot of people don't think they enjoy a challenge, but actually do. They claim they always want to win, and that losing just makes them frustrated and annoyed, but in reality they feel a lot more excited when they just barely win than when they win without effort. But some people really do just want to relax and not have to think or react. Things that I find boring, they find relaxing. And I'll allow that. That's fine. I just won't make games for them.
Kentona: Pretty sure he meant "coming back" as in "giving a comeback to your insults/statements". Not as in "coming back to the site."
When you put it that way, I agree with you I think. I don't think any part of the main game should require the player being bored. A game should cater to the person who wants to play it straight through (as in not making it impossible for them) but I also believe in sidequests that reward a player who chooses to grind it out (optional bosses).
Paying for Patience
Only commenting because I don't really see the point either side is making.
If the story is good enough, you're probably going to play through the game regardless of how much you like or dislike the leveling/battle system.
Games that rely on the grinding system to be playable get to be boring pretty fast, because you're forced to just burn time to get better. I hate bosses that you can't beat without brute force, but I also hate bosses that are pushovers because of brute force. Lady Yunalesca from FFX is a great example of a boss that appeals to the grinders and the strategists.
Sidequests that are mandatory are not sidequests. Period. The main line of bosses in FFVII were tough, but completing sidequests made them easier (namely breeding a gold chocobo and getting KOTR). But the game was still beatable without Yuffie, Vincent, KOTR, Hades, Huge Materia or any other sidequest you can think of. Without the sidequests, it took strategy. Completing the sidequests made the main storyline easier, but defeating the Emerald and Ruby weapons was still a pain. But even all that could be done without grinding, and even grinding did not make Emerald or Ruby that easy to beat.
So if you're going to allow grinding in your game, make sure you include bosses that can't be beat by brute force, and add side quests with super bosses so that anyone who wants to grind but still wants a challenge can have one.
If the story is good enough, you're probably going to play through the game regardless of how much you like or dislike the leveling/battle system.
Games that rely on the grinding system to be playable get to be boring pretty fast, because you're forced to just burn time to get better. I hate bosses that you can't beat without brute force, but I also hate bosses that are pushovers because of brute force. Lady Yunalesca from FFX is a great example of a boss that appeals to the grinders and the strategists.
Sidequests that are mandatory are not sidequests. Period. The main line of bosses in FFVII were tough, but completing sidequests made them easier (namely breeding a gold chocobo and getting KOTR). But the game was still beatable without Yuffie, Vincent, KOTR, Hades, Huge Materia or any other sidequest you can think of. Without the sidequests, it took strategy. Completing the sidequests made the main storyline easier, but defeating the Emerald and Ruby weapons was still a pain. But even all that could be done without grinding, and even grinding did not make Emerald or Ruby that easy to beat.
So if you're going to allow grinding in your game, make sure you include bosses that can't be beat by brute force, and add side quests with super bosses so that anyone who wants to grind but still wants a challenge can have one.
Different kind of Characters needed.
Different kind of Characters needed.
Enemy Encounter help- VX
I have the hit ratio at 100% and doing damage too, but it still misses on occasion. Would turning the speed up increase the hit ratio?
Also, I'm trying to force action with the characters but they won't do it. Does force action not work with Takentai?
Also, I'm trying to force action with the characters but they won't do it. Does force action not work with Takentai?
Enemy Encounter help- VX
I've tried the paralysis thing, but it misses, so I'm going to just do 'continue even if loser', then have the third character join that way, revive the characters and start the battle back up.
Enemy Encounter help- VX
Ok, so I've got another question (sorry for so many!), but I'm trying to make it so that when a certain boss' hp falls below 75%, he either knocks the entire parties hp to 1 or kills them.
Then after that happens, another character comes in, hits and stuns the enemy, then heals the party and the fight resumes.
The problem I'm having is, the third actor comes in before the enemy attacks and keeps getting the whole party killed. I was wondering if there was a way to fix this or if I just have to rewrite that part of the story?
Then after that happens, another character comes in, hits and stuns the enemy, then heals the party and the fight resumes.
The problem I'm having is, the third actor comes in before the enemy attacks and keeps getting the whole party killed. I was wondering if there was a way to fix this or if I just have to rewrite that part of the story?
Magnus_Yama_Island_Intro.png
If you hold the shift key while putting in the water or the sand (I forget which right now), it will make the sand match with the water better. (Works for eliminating the auto-tile blending on world map stuff too.
Area within an area- RMVX
Ok, so I was wondering if it is possible to have an area within in area that has no encounters.
Ex.
Map -> no encounters, Wooded Area on map -> encounters, Open field in the middle of woods -> no encounters.
If its possible to do this without creating a bunch of areas around the no encounter area, how is it done?
Thanks
Ex.
Map -> no encounters, Wooded Area on map -> encounters, Open field in the middle of woods -> no encounters.
If its possible to do this without creating a bunch of areas around the no encounter area, how is it done?
Thanks













