NINJA PENGUIN
It is about ninja penguins.
Why penguins?
Because they are easy to sprite.
Why ninjas?
Because normal penguins are boring.
Features:
-Penguins
-Ninjas
-PENGUINS AND NINJAS COMBINED
-RTAB battle system
-ABS battle system
-AI that doesn't suck
-Equipment-combo-thing-something-or-other based skills
-Silly holiday events
-Silly hats
-Crafting and junk
-Buckets
-Penguins wearing buckets as hats
-Penguins being hit by various objects ranging from bricks to LOLTRAINs
-I don't know lots of other stuff I'm tired
No up-to-date screenshots, as magic and items currently do not work and none of the tilesets are finished. No demo, because my external HD decided to die. No character info, because there really wasn't any to begin with. No story description, because after about two sentences the rest of the story is up to you. There's not even one story, depending on the branches you could end up doing all kinds of wierd stuff and wondering if I was on drugs when I made it.
So, here's some old screenshots:
Very old. As in, none of these are up to date.
And those two sentences of the story:
Pengoku wakes up to the smell of smoke, and finds the entire village has been set ablaze. The culprit is his brother, Pengzoda.
So yeah there you go.
I've started college, and am currently pursuing a degree in game programming. I thought it would help prepare me for a career in programming games.
HAHAHA NO
It's just as useless as all my previous years of school, except now I'm paying them to waste my time instead of wasting my time for free. Oh, we're doing trigonometry? That would have been awesome like FOUR YEARS AGO
SO ANYWAYS
There's a lot of stuff to go over here. I'm not sure how to list it all, even, so this might look and sound wierd. Oh well.
More info on the features:
-RTAB battle system- Ninja Penguin's battles use a dynamic delay system. How fast your turn comes around depends on more than just your AGI. It doesn't use your AGI at all, for that matter.
Every action, weapon, skill, and item has a delay. Attacking uses your weapon's delay, skills use the skill's delay, and so on.
Attacking with a claymore will take longer than attacking with a dagger, for example, but won't slow down how fast you can cast spells.
Another feature of the battles is the TP guage. Think of it as a kind of overdrive bar, except on a smaller scale. As you deal and take damage, the bar fills up to a maximum of 300%. Different actions and weapons yield different amounts.
Once you have at least 100% TP, you can use TP skills. The power of these skills depends on how much TP you have. For example, Mitzy's magic-based Manifestation:
As you can see, it extends the range of your next single-target spell. As you can also see, I need to make a new icon for drain.
When you use it, it consumes your TP and adds a 'Manifestation' status:
This status will wear off when you cast a spell that can be manifested.
It will also wear off on its own if you wait too long before using it, or if you use a TP skill while it is active (Including Manifestation itself. Using Manifestation twice will overwrite, not add to, the magnitude of the last use), if you are KO'd, or if the battle ends.
It will NOT wear off if you cast a non-manifestable spell, or if you do any action other than those mentioned above.
Drain is a manifestable spell, so let's cast that on one of those Claire clone things:
And there you can see the downside of manifesting a spell. It will divide the damage/healing by the number of targets it hits. That's where the amount of TP you use it with comes into play. The more TP you have, the more it reduces the number the damage is divided by. For example, at 275%TP:
At 300 TP, it will always apply the full damage of the spell to all targets. Due to the way this works, the more targets there are, the closer to 300 TP you'll need to be before you get a significant increase in effect. This property only applies to damage/healing effects of spells. Spells that apply states (Such as Poison or Repel) will apply their states just as well at 100TP as they will at 300TP, so you can manifest them at low TP without worry.
It's also fully animated and features a projectile class, allowing me to get silly effects such as this:
-ABS battle system- Some portions of the game will use an ABS system for exploring and battles. These sections will require more than just button mashing to get through. More on this after I finish everything for it.
-AI that doesn't suck- Enemies in the RTAB system are no longer mostly random. They'll heal when they (or their allies!) need healing, conserve NP if they're running low, and use TP attacks just like you, among other things.
Enemies in the ABS system don't just charge at you for the most part, they'll wait for openings to attack, try to avoid being hit, and much more.
-Unique skill and stat system- The skills you have access to are based entirely on your equipment. Different equipment combinations may also change the skills you get.
The stats have become... complex. Way too complex to explain here.
As a comparison, this is what skills are modified by in the default RMXP formula:
Power, STR, INT, DEX, AGI, Attack, Evasion, Skill Hit%, Pdef, Mdef, Variance, Guarding(halves damage)
And here's what they are modified by in Ninja Penguin (So far):
Power, Base Damage, Weapon Base Damage, Ammo base damage, STR, INT, DEX, AGI, Attack, Evasion, Evasion Stats (not always agi vs. dex), Acc, Magic Acc, TP, TP Factors, Magic Attack, Skill Hit%, Pdef, Mdef, User Hit%, Casting Time, Delay, number of targets hit, Resists, Resist Rate, Resist Cap, User Crit%, Skill Crit%, Skill Crit multiplier, Skill soft base damage cap, Skill soft base damage rate, evasion ratio, skill hit% floor, skill damage ratio cap, comparison of skill's modifiers vs. enemy's defenses, guarding(reduces damage, may negate damage entirely), and a whole bunch of attribute flags for various other effects.
So... yeah.
Most magical skills cannot be evaded, but can be resisted. If a spell is resisted, its damage will be lowered, and (eventually) the duration/power of any status effects will be lessened.
-No more corrupt saves!- Features a save-patcher system. If something gets changed that makes saves unloadable, the game will be able to patch them up so you won't have to start over.
Saves will no longer be corrupted due to updates to the game.
Incidentally, this update means that all your saves are corrupted.
It is about ninja penguins.
Why penguins?
Because they are easy to sprite.
Why ninjas?
Because normal penguins are boring.
Features:
-Penguins
-Ninjas
-PENGUINS AND NINJAS COMBINED
-RTAB battle system
-ABS battle system
-AI that doesn't suck
-Equipment-combo-thing-something-or-other based skills
-Silly holiday events
-Silly hats
-Crafting and junk
-Buckets
-Penguins wearing buckets as hats
-Penguins being hit by various objects ranging from bricks to LOLTRAINs
-I don't know lots of other stuff I'm tired
No up-to-date screenshots, as magic and items currently do not work and none of the tilesets are finished. No demo, because my external HD decided to die. No character info, because there really wasn't any to begin with. No story description, because after about two sentences the rest of the story is up to you. There's not even one story, depending on the branches you could end up doing all kinds of wierd stuff and wondering if I was on drugs when I made it.
So, here's some old screenshots:
Very old. As in, none of these are up to date.
Pengoku wakes up to the smell of smoke, and finds the entire village has been set ablaze. The culprit is his brother, Pengzoda.
So yeah there you go.
I've started college, and am currently pursuing a degree in game programming. I thought it would help prepare me for a career in programming games.
HAHAHA NO
It's just as useless as all my previous years of school, except now I'm paying them to waste my time instead of wasting my time for free. Oh, we're doing trigonometry? That would have been awesome like FOUR YEARS AGO
SO ANYWAYS
There's a lot of stuff to go over here. I'm not sure how to list it all, even, so this might look and sound wierd. Oh well.
More info on the features:
Every action, weapon, skill, and item has a delay. Attacking uses your weapon's delay, skills use the skill's delay, and so on.
Attacking with a claymore will take longer than attacking with a dagger, for example, but won't slow down how fast you can cast spells.
Another feature of the battles is the TP guage. Think of it as a kind of overdrive bar, except on a smaller scale. As you deal and take damage, the bar fills up to a maximum of 300%. Different actions and weapons yield different amounts.
Once you have at least 100% TP, you can use TP skills. The power of these skills depends on how much TP you have. For example, Mitzy's magic-based Manifestation:
As you can see, it extends the range of your next single-target spell. As you can also see, I need to make a new icon for drain.
When you use it, it consumes your TP and adds a 'Manifestation' status:
This status will wear off when you cast a spell that can be manifested.
It will also wear off on its own if you wait too long before using it, or if you use a TP skill while it is active (Including Manifestation itself. Using Manifestation twice will overwrite, not add to, the magnitude of the last use), if you are KO'd, or if the battle ends.
It will NOT wear off if you cast a non-manifestable spell, or if you do any action other than those mentioned above.
Drain is a manifestable spell, so let's cast that on one of those Claire clone things:
And there you can see the downside of manifesting a spell. It will divide the damage/healing by the number of targets it hits. That's where the amount of TP you use it with comes into play. The more TP you have, the more it reduces the number the damage is divided by. For example, at 275%TP:
At 300 TP, it will always apply the full damage of the spell to all targets. Due to the way this works, the more targets there are, the closer to 300 TP you'll need to be before you get a significant increase in effect. This property only applies to damage/healing effects of spells. Spells that apply states (Such as Poison or Repel) will apply their states just as well at 100TP as they will at 300TP, so you can manifest them at low TP without worry.
Enemies in the ABS system don't just charge at you for the most part, they'll wait for openings to attack, try to avoid being hit, and much more.
The stats have become... complex. Way too complex to explain here.
As a comparison, this is what skills are modified by in the default RMXP formula:
Power, STR, INT, DEX, AGI, Attack, Evasion, Skill Hit%, Pdef, Mdef, Variance, Guarding(halves damage)
And here's what they are modified by in Ninja Penguin (So far):
Power, Base Damage, Weapon Base Damage, Ammo base damage, STR, INT, DEX, AGI, Attack, Evasion, Evasion Stats (not always agi vs. dex), Acc, Magic Acc, TP, TP Factors, Magic Attack, Skill Hit%, Pdef, Mdef, User Hit%, Casting Time, Delay, number of targets hit, Resists, Resist Rate, Resist Cap, User Crit%, Skill Crit%, Skill Crit multiplier, Skill soft base damage cap, Skill soft base damage rate, evasion ratio, skill hit% floor, skill damage ratio cap, comparison of skill's modifiers vs. enemy's defenses, guarding(reduces damage, may negate damage entirely), and a whole bunch of attribute flags for various other effects.
So... yeah.
Most magical skills cannot be evaded, but can be resisted. If a spell is resisted, its damage will be lowered, and (eventually) the duration/power of any status effects will be lessened.
Saves will no longer be corrupted due to updates to the game.
Incidentally, this update means that all your saves are corrupted.