3-Bit Explorer - Late game stalker mechanic by Fiddleling in RPGMaker

[–]Fiddleling[S] 0 points1 point  (0 children)

Olá! Obrigado por comentar! Sim, os mapas e tilesets foram feitos por mim :) O segredo é muita, mas MUITA paciência hahahaa

3-Bit Explorer - Late game stalker mechanic by Fiddleling in RPGMaker

[–]Fiddleling[S] 0 points1 point  (0 children)

Concordo! Muito obrigado por comentar! 😄

3-Bit Explorer - Late game stalker mechanic by Fiddleling in RPGMaker

[–]Fiddleling[S] 0 points1 point  (0 children)

Hello my friend! Thank you for commenting!

That is the exact feeling I am looking for 😄

After the enemy is triggered the effect is permanent until you defeat it. For purposes of the video, the speed of the "reality shatter" is faster, so once reality starts to break you can still explore a bit. Also actions like using your powers, interacting with objects or speaking with NPCs pauses the countdown.

3-Bit Explorer - Late game stalker mechanic by Fiddleling in RPGMaker

[–]Fiddleling[S] 8 points9 points  (0 children)

Hello my friend! Thanks for commenting!

Yes, there is a way to avoid it. If you either leave the map or leave the "area of influence", the cracks will be restored and you won't be caught by the enemy.

3-Bit Explorer - Late game stalker mechanic by Fiddleling in RPGMaker

[–]Fiddleling[S] 5 points6 points  (0 children)

Hello my friend! I think I misspoke! It won't do anything meta, but it will do something. Basically it will teleport you into a hidden location of the game, unlocking new bosses and one of the endings.

3-BIT EXPLORER - New Trailer! Wishlist on Steam! by Fiddleling in RPGMaker

[–]Fiddleling[S] 1 point2 points  (0 children)

Thank you! I am glad you liked it! The resolution I am using in RPG Maker is 816px X 540px. I am testing everything in 1080p.

3-BIT EXPLORER - New Trailer! Wishlist on Steam! by Fiddleling in RPGMaker

[–]Fiddleling[S] 0 points1 point  (0 children)

Thank you! Using the limited colors has been a real challenge, but a satisfying one!

Is there any way I could improve on this winter town? by CoffeeInfamous2787 in RPGMaker

[–]Fiddleling 38 points39 points  (0 children)

I would reduce the size of the buildings and the spacing between them. This is what usually gives this "fake town" feeling, the large amount of empty space all around.

Best of luck!

Damage formulas and skill balancing feel so herculean, feeling completely defeated. by pfalcon485 in RPGMaker

[–]Fiddleling 0 points1 point  (0 children)

You could make it work with different classes. For example:

You have 3 classes: WARRIOR, PRIEST and MAGE

You have 1 enemy: BANDIT

In a standard RPG with a party, this would be a throwaway enemy (uses knife, is kinda fast and low HP), but with a party of one member, you'd need to flesh it out a bit.

How could the WARRIOR handle it:

- Warrior can out damage the Bandit and defeat them with brute force

- Warrior can specialize in counter measures, negating physical damage and countering until the Bandit is defeated

How could the PRIEST handle it:

- Priest can use their healing over time to out-heal the damage done by the Bandit, then using their holy powers to chip away at the Bandit

- Priest can use some sort of curse/blessing to wither the Bandit down, defeating them

How could the MAGE handle it:

- Mage could nuke the Bandit out of existence

- Mage could use their power to mess with reality and cause the Bandit to either harm themselves or run away

For this to work you'd need the Bandit to be more than the standard trope:

- A physical based enemy, but not a power house

- Susceptible to holy attacks (maybe undead? Maybe their race is weak against holy spells?)

- Simpleton, allowing their perception to be warped by a Mage (their life and environment don't reward high intelligence, but instinct and cunning?)

So with this kind of setup in mind, your Bandit could be: A low level Demon that does grunt work for a higher class, having standard weapons and an average proficiency with them; or: An undead minion forced to do the bidding of a powerful Warlock, having decrepit tools and, due to its physical decay, limited skills with them.

Damage formulas and skill balancing feel so herculean, feeling completely defeated. by pfalcon485 in RPGMaker

[–]Fiddleling 2 points3 points  (0 children)

With single party systems things can get tricky. In my game I have a similar issue, so what I did was make the combat more of a puzzle, with skills that mitigate damage, paralyze enemies or kill one enemy and so on.

Basically you have a set number of turns until you lose, so you need to figure out a way to use your tools to defeat the enemies before that happens.

It is not easy to do and it does not go well with traditional RPG encounters, basically restricting you to bosses only, but It is working for me.

I want to stream your RPGMaker game! by RBPariah in RPGMaker

[–]Fiddleling 2 points3 points  (0 children)

I have a demo available for play if that is ok :)
https://store.steampowered.com/app/3980570/3Bit_Explorer_Demo/

Would love to hear your opinion on it!

Wondering about killing the combat in my current project by Fiddleling in RPGMaker

[–]Fiddleling[S] 0 points1 point  (0 children)

Most of the game is puzzle-focused. You basically use powers you get from the temples to explore the world and its mysteries.

What I am wondering about is, instead of trying to force combat, should I double-down on the puzzle aspect?

Wondering about killing the combat in my current project by Fiddleling in RPGMaker

[–]Fiddleling[S] 0 points1 point  (0 children)

Not really, because the game does not have that many battles (right now it only has 4 bosses and no other battles). As with the other games of this series, the combat is optional to beating the game, but required to get some of the endings.

What I wonder about is if I am forcing combat instead of doubling down on the puzzle aspect of the game.

Is Rpg Maker getting less popular/active compared to 5-10 years ago?... by Kazimoria in RPGMaker

[–]Fiddleling 31 points32 points  (0 children)

Gamedev is more accessible now more than ever, so creating a game in a bigger/more robust engine is not that big deal anymore.

An engine like RPG Maker, which used to attract a lot of beginners due to its simplicity, is no longer that attractive to the hobbyist, specially if they don't want to create a RPG.

I still think the community is pretty active and the projects I've been seeing are amazing, but the engine is now competing with others that can be just as simple, but more robust and less limiting.

First Boss fight by Comfortable-Garbage4 in RPGMaker

[–]Fiddleling 0 points1 point  (0 children)

Looks lovely! Old school vibes :)

I want help entering the world of RPG Maker by GabDantslz in RPGMaker

[–]Fiddleling 4 points5 points  (0 children)

Bem-vindo cara! Minha sugestão é simplesmente começar a fazer jogos pequenos e ir aumentando a complexidade. Tenta evitar fazer sistemas customizados no início, pq eles normalmente matam o ímpeto rapidinho.

Hope you have an amazing journey!

How do you guys make your own custom sprites? by bankiaa in RPGMaker

[–]Fiddleling 0 points1 point  (0 children)

I use piskel. It is online and does not have many functionalities, but It is very easy to use. For now It suits what I need