UNITY'S PROFILE
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
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Learning to Use Damage Formulas in VX Ace
I'm making my new game in VX Ace, which I've just recently gotten my hands on, and I have to admit that I'm not very good with math, so deciding on how damage formulas work is a little daunting to me.
I have, however, noticed that in previous RPG Makers (Well, XP, at least) Magic damage doesn't seem to scale nearly as well as Physical damage, and if I'm understanding the formulas correctly, VX Ace follows this trend, as something like 150 + a.mat *2 - b.mdf *2 (the default Fire spell formula) won't get as much extra oomph from magic power as a physical skill would from increased physical attack. (For example, the Physical "Berserker's Dance" skill's formula is a.atk * 5 - b.def *2)
So, if I simply substitute a formula like the attack skills but use it for the magic skills instead, like maybe a.mat *5 - b.mdf *2, would that put magical skills on the same playing-field as physical skills?
I know a lot of this is just going to come down to trial-and-error and in-game testing, but if anyone has tips on building a robust skillset with damage formulas, I'd be really happy to hear them :D
Thanks!
I have, however, noticed that in previous RPG Makers (Well, XP, at least) Magic damage doesn't seem to scale nearly as well as Physical damage, and if I'm understanding the formulas correctly, VX Ace follows this trend, as something like 150 + a.mat *2 - b.mdf *2 (the default Fire spell formula) won't get as much extra oomph from magic power as a physical skill would from increased physical attack. (For example, the Physical "Berserker's Dance" skill's formula is a.atk * 5 - b.def *2)
So, if I simply substitute a formula like the attack skills but use it for the magic skills instead, like maybe a.mat *5 - b.mdf *2, would that put magical skills on the same playing-field as physical skills?
I know a lot of this is just going to come down to trial-and-error and in-game testing, but if anyone has tips on building a robust skillset with damage formulas, I'd be really happy to hear them :D
Thanks!
Okiku, Star Apprentice
Finished the demo. It's pretty bare-bones, as you said. But the main character is definitely cute and interesting.
Thoughts on Fast Travel.
Maybe add a limiting factor to the Fast Travel? Like making it cost an item that's not extremely common and/or not dirt cheap?
Iniquity and Vindication
Holy crap. This is amazing. I just played through the shark factory and into the enemy base. In the forums you give amazing advice about gameplay, battle variety, bosses, and a slew of other topics, and this game shows that you know damn well how to implement them in a game and get the player hooked.
I'd offer to do spritework for you, but I'm just starting to learn to draw spites (it takes soooo long, as you obviously know) and I'm still pretty terrible XD
I'd offer to do spritework for you, but I'm just starting to learn to draw spites (it takes soooo long, as you obviously know) and I'm still pretty terrible XD
How Far Along In Production to Make a Game Page?
Huh, I hadn't thought about the "seeing the progress" aspect. Though there's that versus the "if there's already a download there, you know at least that some measure of work is done" and, I'd assume, that the person is more likely to finish the project.
Hmmm. I'm back to being uncertain about it. Ah well, when the time comes when I have enough content for a page, then maybe I'll have come to a conclusion. (And I totally get the silliness of the fact that worrying about when to make the page is pretty insignificant versus actually getting the game done :D )
Hmmm. I'm back to being uncertain about it. Ah well, when the time comes when I have enough content for a page, then maybe I'll have come to a conclusion. (And I totally get the silliness of the fact that worrying about when to make the page is pretty insignificant versus actually getting the game done :D )
Feelings About Dungeon Crawlers?
I wonder if you flat-out told them on a sign literally "Don't press any switches" if people would still try to brute-force it before even reading.
That's sad, because you seem like you're way better at creating riddles than I am :3
author=LockeZ
Anyway, I guess it doesn't matter now, because I've been banned by the Geneva Convention from making riddles ever again.
That's sad, because you seem like you're way better at creating riddles than I am :3
Feelings About Dungeon Crawlers?
I'm personally terrible at riddles so I don't hold it against games when they have them and I take a long time to figure them out.
And now I feel really stupid, but I can't figure out the answer to that one, but I'm really curious about what it is. Unless it means "don't press the switches."
author=LockeZ
A riddle is "The ancient guardian Titan sleeps within. Do not disturb." And you have to figure out that "Do not disturb" is a double entendre that refers to the switches as well as Titan. But people are STUUUUPID and cannot figure that out.
And now I feel really stupid, but I can't figure out the answer to that one, but I'm really curious about what it is. Unless it means "don't press the switches."
How Far Along In Production to Make a Game Page?
In my case, I'm planning around 4 to 6 hours of content.
Given the fact that the game will be relatively short, I'm thinking of not bothering with the demo and making the first version the beta version.
author=eplipswich
My policy is to have a demo ready for release before making a game page. Though 25% - 50% may be a bit too much content? I think at least have a tech demo will do. (One hour of gameplay is good too like Nessiah said).
Given the fact that the game will be relatively short, I'm thinking of not bothering with the demo and making the first version the beta version.
How Far Along In Production to Make a Game Page?
Thanks for all the responses :D
Hmm... I guess I'll probably hold off on making a page until I have a lot of content. At least enough to give the feel of the game I'm making. Addit's "25% - 50%" done range sounds like a good ballpark goal to get before putting it up.
Hmm... I guess I'll probably hold off on making a page until I have a lot of content. At least enough to give the feel of the game I'm making. Addit's "25% - 50%" done range sounds like a good ballpark goal to get before putting it up.
How Far Along In Production to Make a Game Page?
Hello everyone! I'm moving along on a new project and I've never launched a game on this site before, which got me thinking...
When do most people create game pages on the site for their games? As soon as the project starts and they have some screenshots? Or do most people wait until either a demo is ready or maybe even nearing game completion?
Also, I have a newbie side-question related to this: Is it okay to put up a beta version of the game you're working on that probably still has bugs and such as long as you let them know upfront? Thanks!
When do most people create game pages on the site for their games? As soon as the project starts and they have some screenshots? Or do most people wait until either a demo is ready or maybe even nearing game completion?
Also, I have a newbie side-question related to this: Is it okay to put up a beta version of the game you're working on that probably still has bugs and such as long as you let them know upfront? Thanks!














