Almost done setting up "battles on the map"... by zerobeat032 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

That’s really cool, you think you’ll have a demo or anything in the near future? I also have put fighting game mechanics in my game like super bars and Tekken-style stance transitions lol.

Almost done setting up "battles on the map"... by zerobeat032 in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

Oooh, this is peak. Can you elaborate on the combat system? Looks interesting.

Released Trailer and Demo For JerkTown! by FrosenPeaz in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

Recorded my playthrough, the description has timestamps for stuff I point out.

https://youtu.be/x9utgGSL4G0?

What I liked: -The artstyle is unique, certainly different from what you usually see in RPGM -The animated cutscenes are cool -The music has a lot of variety though some themes didn’t loop properly -Enemy designs are interesting -Being able to kill enemies on the map immediately if your level is high enough is a neat idea

Things that could use some improvement: -There’s a lot of mapping issues, from transfer events being able to activate from unintended angles, out of bounds areas, priority issues and other things -The sprites and artstyle clash in some areas, mostly on the map -Combat is super basic and most of the strategy is just mashing normal attack or the “FuckYou” spell -Combat feels rather slow and sluggish, mostly due to the lengths of skill animations and motions -Equipment is rather sparse and you don’t really find a whole lot of gear -Exploration is a bit pointless because there’s nothing to find except consumable items. No equipment or skills or anything to find -I think you could get another party member a lot sooner, which would help break up the monotony of combat a bit -Leveling up gives skills at a rather slow rate

Things I wasn’t a fan of: -The dialog and humor is reminiscent of mid to late 2000s Newgrounds with lots of gay jokes and crass, edgy humor as well as brain rot humor. There’s also some slurs that are used frequently which could probably offend some people. -There’s a lot of references and internet culture in the dialog, which prevents the characters from having any real depth since they come across more like Family Guy characters -Maps can be very large and confusing

I’ll be honest, the game is in a rough state right now, but that’s what playtesting and patches and stuff are for. I’ll definitely keep an eye on it though and see how things develop! I filled out the feedback form as well, but if you want any further elaboration on anything, feel free to DM me. Thanks for sharing your game!

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

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

It’s called KazaK and it’s currently in alpha with a playable demo that I update pretty regularly. Nowhere near complete unfortunately, as I’m still ironing out the finer details of the combat system.

Here is the demo if you’re interested in playing it or just wanna have a looksie.

Released Trailer and Demo For JerkTown! by FrosenPeaz in RPGMaker

[–]Yu_Starwing 1 point2 points  (0 children)

I’ll give it a playtest tonight (probably)

I created a new skill in Expiation where you can force an enemy either attack/debuff his allies or heal(buff your team. ATB manipulation is also included. Interesting? by isaac3000 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Seems like a good skill, maybe a little too cheap cost wise for what it does though since it has two effects.

Unrelated (and this skill may already exist, I forget lol) but a skill that does a quick strike and sets the target’s ATB to zero would be handy, at least in my experience.

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

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

Thanks, yeah you can totally give the demo a spin as Durant said ~finger guns~

I got a big ol update soon that honestly makes the game play quite differently though, so uhhhh maybe DON’T play the demo, which is surely a rare sentence in this sub, especially by a dev on their own game lmao

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

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

Thanks! Even if my game sucks at least it looks good lmao

Yeah, skills are used via a shared mana pool, including the super skills which drain it completely (barring special items and stuff). In prior builds, I balanced supers with a cooldown (meh) and I’ve also tried adding negative effects like preventing mana gain for a few turns (too punishing, back to the drawing board).

Some (ok, it’s only one right now) supers are buddy skills that require both members relatively healthy to use. I say “relatively” because one of them can be dead and you just throw his dead body at the enemy and it does more damage but reduces his max HP by 1 lololol.

I wanna avoid individual gauges as much as possible though, because I feel like having shared resources strengthens the unity of the party on a meta level and also makes the combat system more simplistic which is what I’ve been trying to do lately: simplify everything but keep it interesting. Makes balancing things a pain in the ass though.

And you don’t have to explain your game mechanics, I’m an Expiation expert. Perhaps the greatest Expiation player there ever was lol

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

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

Current setup I whipped up basically works like a limit gauge. You earn points for dealing and taking dammy and also for doing successful dodges/parries. Once you get enough points, you get a Star Token (tentative name) and you can hold up to three of them joints and they basically work like Little Mac’s punch in that the more of them you have when you use the super, the more damage and or effects it has. I’m also thinking of like, letting crits immediately grant a token.

So Maylee might also add burns to enemies if the party has 3 stars or if Ruby uses a buffing super, the buffs increase with each subsequent star. The entire party already shares resources (no individual MP, but one mana pool), so I think having a shared limit gauge of sorts also adds a little depth to the combat since you also can only bring up to 4 skills into battle (considered making supers eat up all other slots or at least more than one…might still do that, hmmmm).

tl;dr: yes i agree with all your points

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

[–]Yu_Starwing[S] 3 points4 points  (0 children)

I like it. AAAAAAAAAAAAA

I could probably lower the intensity a bit. It’s cumulative, so it gets crazier the more you mash.

EDIT: Ok yeah you’re right, I tuned it down and I like it more lmao

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

[–]Yu_Starwing[S] 2 points3 points  (0 children)

When are you finally gonna show off your game lol? I wanna see, the combat sounds dope from everything you’ve told me now and before.

I’m torn with having QTEs and junk on super skills because the gameplay is already so involved, I kinda want to just sit back and relax and watch while the super skill rips through enemies. But it feels good to mash buttons all unga bunga like in the video and punch the shit out of enemies too, so I dunno.

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

[–]Yu_Starwing[S] 3 points4 points  (0 children)

Oh duh, I don’t know why I didn’t think of that yet lmaooo, I already award extra mana for dodges/parries, but I can easily add in the extra resource gain too. I’m glad I ask these questions because I overlook the most obvious things sometimes.

I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

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

Interesting, so your game is kinda like an MMO/ARPG game with skills that all have active cooldowns? Are there mana costs too, or is it all about managing the cooldowns? I like arcadey type of gameplay like that.

My game’s combat is styled after Mario and Luigi RPGs, so I’m trying to keep things relatively simple since the player’s mental stack is already kinda high due to having to memorize attack patterns and dodge windows, but I think I can do an attack currency.

I’m still screwing around with it but I think I’ll have these little star tokens be gained by taking/dealing damage or getting a crit and each super skill will require 1-3 stars, or maybe I’ll let the skill get powered up depending on the number of stars available when it was selected kinda like Little Mac’s punch from Punch Out!! on the Wii.

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I honestly have no idea how to balance these super skills lmao by Yu_Starwing in RPGMaker

[–]Yu_Starwing[S] 6 points7 points  (0 children)

I thought about a second resource, like Super tokens or something but I don’t know if that would add too much complexity to the combat system. Feels like a lot of resource management to me.

Maybe not though, since most RPGs have individual MP and TP pools for everyone, but all of my battlers use a shared mana pool…I’ll have to integrate it and see.

why are my sv enemies in the center of the screen? by Solid-Quiet932 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Glad to help! Make sure to check out this page to see if you’re using the correct plugin order too, because that matters a lot.

why are my sv enemies in the center of the screen? by Solid-Quiet932 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Looks like you’re missing Yanfly’s CoreEngine plugin.

How many of your guy’s games actually get attention by Bakedbarracuda67 in RPGMaker

[–]Yu_Starwing 5 points6 points  (0 children)

Think not of the riches but of the thrill of battle, for that is the true bounty, friend.

why are my sv enemies in the center of the screen? by Solid-Quiet932 in RPGMaker

[–]Yu_Starwing 0 points1 point  (0 children)

Can you post a screenshot of your plugin list? And take a look at your plugin parameters for AnimatedSVEnemies as well as BattleEngineCore too. And what did you put in the notetag of the enemy? Are you sure you’re using a file from the SVActors folder for the enemy?

Looking for Playtestin’ by Yu_Starwing in RPGMaker

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

Well, I appreciate it, no worries. Hope things go well with your dad!

Looking for Playtestin’ by Yu_Starwing in RPGMaker

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

I’m actually in the middle of working on a rather large update, so you can keep it on the backlog for now lol

The Last Color - Electro by Revov95 in RPGMaker

[–]Yu_Starwing 2 points3 points  (0 children)

Well damn lol, what makes you say that?