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The Law G14
Yeah, that was the problem, I didn't download the font. Thanks for your help Oceans smile.gif
Oceans Dream
No problem! Try it out and lemme know what you think of it!

QUOTE
Gotten along a bit further and I'm not sure if anyone pointed it out, but the grapes in... Marshall? I believe that's the one I'm after, but yes, the grape bunches hanging from houses let you walk on them. I only did it in two spots, onto someone's house and off the stairs, but I figured you would like to know.

Also, the battle with.. oh heck, I forget his name now... Evan's master, the former ruler of Marshall, yeah, that fight was a toughy. I barely scraped by haha. Shoulda' kept my Dancer as a Monk for it first, then switched over.

I think the grapes were pretty late additions so I never tested it. In fact, I didn't even know I had grapes there. If it's Seaside, yeah I know there's grapes there. Maybe I forgot to test those too. Yeah I never knew about that, thanks for letting me know.

Oh yeah, Javier. Yeah, I had a few people tell me it was hard. But I kinda liked that too, people were telling me the different ways they got past him. I personally like to use white magic Blink and have a dancer and hope they pull off Sword Dance or at least Confuse with their Dance command. I was going to make him easier but my friend told me not to.

Should have done this years ago, but I got a youtube video of the intro of my game (in which I ironically skip the intro).
http://www.youtube.com/watch?v=u8HejyZiuug
As the video notes state, this song is not in the game and it was only because I couldn't record audio that time.

I'm thinking of doing one for an optional boss fight as well.
Chibichan
hey, I just started to play, and it's really good! Your spriting style is as unique as i've heard!
ranmaster
Gotta love your spriting style, and the pallet choices are awesome.
It gives it that life-coloring effect.

And the fact that it falls under a good ol old school rpg, I haven't found any big issues so far.
The pacing is fairly well. And the class change using DMS is quite interesting. =D
Oceans Dream
Thanks! It's nice to hear about the spriting, even though part of it is FF edits biggrin.gif. Well I started with FF resources so it was only later that most of the custom resources came about.

I found the DMS fairly flexible, so I've never actually used the equipment slots for what they were "supposed" to be for. It's not the most perfect solution but the alternative (CMS) for a system like this seemed too hard.

Glad you're liking it so far!
Chibichan
Question! *O* Where is do I go to get to the seaside base? Chibi can't find it.
Oceans Dream
QUOTE (Chibichan @ Nov 1 2009, 06:00 PM) *
Question! *O* Where is do I go to get to the seaside base? Chibi can't find it.

You can either go to Seaside, and make a left out of the town, or go to Oceanside jungles teleport and go right (but not outside the map). You'll see the building there. It has 2 pillars and 2 entrances in it.
Benvx
This game is great i played it for 2 hours strate!!! i love it!!
Chibichan
Thanks Oceans! I have a pretty balaced team right about now. A blue mage, a dark knight, a healing archer, and a summoner with black magic. How's that, Oceans?
Oceans Dream
QUOTE
This game is great i played it for 2 hours strate!!! i love it!!

Great, glad you liked it!

QUOTE
Thanks Oceans! I have a pretty balaced team right about now. A blue mage, a dark knight, a healing archer, and a summoner with black magic. How's that, Oceans?

It's not a bad team, you get a bit of debuffs, buffs, healing, and damage all in that group. If you have an NPC hired to cast Haste on you, then I would just make sure to use the Dark Knights Speed Break skill on faster enemies. Dispel (white magic) may also reduce speed but I forget if it does or not. Otherwise you may want to have Time magic with you.
Benvx
hows this party

I have Red mage, Dark Knight, Time Mage, Archer

it seems to be working great for me
Oceans Dream
This is a big bump, but I set up a list of Class abilities and their costs here now!

Here's a list of the abilities you can learn for each class and its ABP cost.

Fighter
1- AutoSafe learned at 10 ABP
Description: Doubles defense during battle

2- LV1 Attack+ learned at 45 ABP
Description: Adds 15 to Attack power

3- LV2 Attack+ learned at 105 ABP
Description: Adds 30 to Attack power

**Master**- LV3 Attack+ learned at 225 ABP
Description: Adds 50 to Attack power

Monk
1- Kick learned at 10 ABP
Description: 0 MP All enemy Attack (A monk starts with this command)

2- Build Up learned at 40 ABP
Description: Charges up attack, deals higher damage the next turn

3- LV1 HP+ learned at 80 ABP
Description: Adds 80 to HP

4- LV2 HP+ learned at 160 ABP
Description: Adds 150 to HP

**Master**- LV3 HP+ learned at 250 ABP
Description: Adds 300 to Attack power


Thief
1- Dash learned at 15 ABP
Description: When equipped will raise the partys movement speed outside of battle

2- See Hidden learned at 40 ABP
Description: When equipped will show hidden paths/treasures (A thief has this already active)

**Master**- Slash learned at 135 ABP
Description: Attempts to slay all the enemies, no MP cost


Red Mage
1- Red Magic learned at 50 ABP
Description: Can cast lower level white and black magic (A Red Mage has this command initially)

2- LV1 Stats+ learned at 120 ABP
Description: +6 to Attack, Defense, Mind and Speed

3- LV2 Stats+ learned at 210 ABP
Description: +15 to Attack, Defense, Mind and Speed

**Master**- DoubleCast learned at 400 ABP
Description: Can cast the same spell twice in a turn


White Mage
1- Auto-Regen learned at 10 ABP
Description: Regen is automatically cast during battle

2- White Magic learned at 40 ABP
Description: Can cast all White magic spells (A White Mage has this command initially)

3- Auto M.Recover learned at 120 ABP
Description: Recovers some MP when entering into a battle

**Master**- Auto-M.Regen learned at 275 ABP
Description: Regenerates MP per turn


Black Mage
1- Auto-Focus learned at 10 ABP
Description: Doubles Mind for the duration of the battle

2- Black Magic learned at 40 ABP
Description: Can cast all Black magic spells (A Black Mage has this command initially)

3- Move-HP+ learned at 80 ABP
Description: Recovers HP with each step outside of battle

**Master**- Move-MP+ learned at 150 ABP
Description: Recovers MP with each step outside of battle


Blue Mage
1- Peep learned at 10 ABP
Description: See enemies HP/MP/Strengths and Weaknesses

2- Blue Magic learned at 40 ABP
Description: Can cast all Blue magic spells that you've learned so far from items (A Blue Mage has this command initially)

3- LV 1 MP+ learned at 100 ABP
Description: Raises max MP by 5

4- LV 2 MP+ learned at 170 ABP
Description: Raises max MP by 11

**Master**- LV 3 MP+ learned at 250 ABP
Description: Raises max MP by 20


Summoner
1- Resist learned at 10 ABP
Description: 30% resistance to all status effects

2- Summon learned at 50 ABP
Description: Can summon Ancangers (A Summoner has this command initially)

**Master**- Conjure learned at 150 ABP
Description: Picks a random summon to use, costs 0 MP


Time Mage
1- Auto-Haste learned at 10 ABP
Description: Doubles Speed during battle

2- Time Magic learned at 40 ABP
Description: Can cast all Time Magic spells (A Time Mage has this command initially)

**Master**- MagicGuard learned at 125 ABP
Description: Protects against all elements, resists Mute and MindBreak


Chocolatier
1- Choco learned at 20 ABP
Description: Uses a random attack in battle, no MP cost (A Chocolatier has this command initially)

2- Candy Cane learned at 70 ABP
Description: Reduces MP cost of all spells in half

**Master**- Choco Weapon learned at 150 ABP
Description: Will replace current equipment with the ultimate Chocolate Equipment temporarily in battle. You are fully unequipped when the spell wears off. No MP cost.


Dark Knight
1- Dark learned at 20 ABP
Description: Use status effect and status lowering attack skills (A Dark Knight has this command initially)

2- Dark Force learned at 60 ABP
Description: Adds 50 to Attack and Speed, but your HP degenerates in battle.

3- Sacrifice learned at 145 ABP
Description: Heals all allies at the expense of 1/3 of your HP

**Master**- Dark Wave learned at 230 ABP
Description: Does all enemy damage at the expense of 1/3 of your HP


Paladin
1- Protect learned at 20 ABP
Description: Increased resistance to Magic to all allies (A Paladin has this command initially)

2- Restoration learned at 80 ABP
Description: Recover from all negative status effects to all, no MP cost

**Master**- Revive learned at 160 ABP
Description: Revive all fallen characters, no MP cost


Assassin
1- Auto-Image learned at 10 ABP
Description: Raises Evade rate

2- Initiative learned at 50 ABP
Description: Higher chance of striking first in battle

**Master**- $Toss learned at 150 ABP
Description: Throws coins at the enemy. Damage= 1/10th of the Gold thrown


Bard/Dancer
1- Dance learned at 25 ABP
Description: Uses a random skill for no MP cost (A Bard/Dancer has this command initially)

2- Sing learned at 75 ABP
Description: Can use an all ally buffing skill for no MP cost (A Bard/Dancer has this command initially)

**Master**- Ribbon learned at 150 ABP
Description: 100% negative status effect resistance


Archer
1- LV1 Speed+ learned at 20 ABP
Description: Raises Speed by 10

2- LV2 Speed+ learned at 80 ABP
Description: Raises Speed by 25

3- LV3 Speed+ learned at 200 ABP
Description: Raises Speed by 45

**Master**- TripleCut learned at 350 ABP
Description: Attacks 3x per turn
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