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Author Topic: Superstar Hero - a Ys-like JRPG set in the Quebec future of 9108  (Read 5502 times)

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Offline xlibman

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Question about difficulty:

-In my game, enemies are currently setup so that if you have enough defense, their damage won't do anything to you (except with one enemy in particular). However, I feel this makes the game a bit too easy near the end if you're overleveled. So I was wondering: Should I make the minimum damage equal to 1 instead of 0? I thought this would add some challenge. This would obviously require altering all enemies, though, but I don't think it will take too long.
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Offline mazhat

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You could go the Fallout 1/2 route and have it so that sometimes enemies could pass through your armour,
but with a direct answer, I'd prefer 1 hit damage. It's minimal enough to not have to worry, but it could collect over time.
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Offline xlibman

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Yeah I think I'll go the 1 damage route.
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Offline Juju

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Yeah, it would be a bit boring if there's enemies that won't do any damage. Minimal damage would be enough to be a bit annoying because that's the point of enemies.
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Offline xlibman

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On a side note,  another idea I had was to make enemies spawn gold or other mini items when dying, like in Zelda and Demon's Crest, rather than giving gold automatically. I might keep that for a sequel, if any ever happens, though.
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inb4 u collect stacks of rotten flesh from zombies but can't drop it  :ninja:
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Offline xlibman

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That would be bad, considering this game only has 5 item slots O.O
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Offline xlibman

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UPDATE: Now every single enemy, boss and obstacle in the game cannot cause less than 1 damage point. So no matter how high your defense is, you'll still take at least 1 damage from low-level enemies.
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Offline Juju

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Yeah, I think it's better this way.

Fun fact: I was looking at some old SNES dev manual I randomly found on the internets and this is what NOA says on the subject in the approval process section:


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Offline xlibman

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Lol that is probably not valid, considering many games did it :P (eg some RPGs where enemies caused 0 damage if you were too strong, defense-wise). This is more for collision bugs lol

Also the game works on Android after some button layout changes but the player has to manually change the layout himself it seems.


Also, on my Nexus 5 there is zero lag/slowdown, although some glitches seen in the web version may occur.


EDIT: The arcade version has been updated. It now skips boss 1 then go straight to boss 2 with extra levels/items, and then a short lived trip to an unfinished area, where you unlock the final area upon exit.

EDIT: On a side note, for the sake of nostalgia, here was the original game thread from 2008 :P https://www.omnimaga.org/computer-projects-and-ideas/super-star-hero-progress/
« Last Edit: May 23, 2017, 11:19:39 pm by DJ Omnimaga »
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Offline xlibman

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This is stalled for now. I just can't find motivation to add new ideas and features to spice tqhe game up before the final part and I feel it just won't be fun to play in its current form.
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