Look at these shitty ghost eyes edits I made in ibis paint
The government wants to shoot me for them.
What’s so funny to me is that even though the ‘canon’ (ehhhhhhh yk what I mean) ships are tobimilio and rudymelo, like half the fandom loves tobimelo instead. Like even though Carmelo is on the verge of pepper spraying Tobias next time they talk the fandom is just like “AWHHHH THEIR IN LOVE!!”
"Listen, that merc just destroyed every foes that we failed to destroy for thirty years in one month, and your brilliant plan was to kill them so that we don't have to pay them? By the Elder Gods, how the hell did you even get this position?!"
Weirdly anti-millennial articles have scraped the bottom of the barrel so hard that they are now two feet down into the topsoil
Hey you, you’re finally awake. You were trying to cross the border right? Walked right into that Imperial ambush same as us and that thief over there.
Some art I made of my oc, he’s from a game concept I’m calling Blush Blind.
Dog does not understand
I'm about to start working on my own RPG with RPG maker, but the part that intimidates me isn't any of the graphical stuff or even programming anything. It's math. How did you find a good progression of exp and stat boosts?
Here's my dark secret with SLARPG: I didn't do any proper math to determine the stat stuff. I didn't use any spreadsheets. It's aaaallllllllll vibes-based, baby. I'd just put numbers and basic stat curves into RPG Maker that seemed okay, and then I tweaked them back and forth through playtesting to get everything feeling how I wanted it to.
The party's stat growths have a somewhat convex slope—they're more significant early on and then slow down later. This way you're noticeably stronger against the lowest tier enemies after your first few levels, but the late game bosses won't vary wildly in difficulty if you're only level 27 instead of 30. (I did manually make sure the party's max HP and MP values would always be multiples of 5, though, just to keep the numbers nice and tidy.)
New areas will give the player new gear with noticeable stat boosts over their old stuff, and then enemies are balanced around that. I'd do battle tests and tweak the enemies for each area so that they felt like they were about as tough as I wanted them to be when pitted against a party with average gear for that part of the game. Feels too easy? Then I make the numbers bigger. And vice versa. And I'd keep making further tweaks after having other people playtest the game. But the further I got in development the better my balancing instincts got, so I had to make fewer balance adjustments than you might think.
The EXP curve, on the other hand... I'm pretty sure I just left default? I adjusted the pace of leveling more via enemy EXP than via the party's EXP requirements. There's a noticeable bump in the EXP enemies give in each new area, so if the player is underleveled when they hit a new area they'll catch up quickly. And of course bosses tend to give enough EXP to guarantee a level if you can beat them.
Do Emilio and or Rudolph ever try to break up Carmelo and Tobias?
They do not! Rudy usually minds his business. The most he’ll do is give dirty looks. Maybe a small comment towards Carmelo every once in a while.
Emilio is a little more extreme? He takes notes on them CONSTANTLY. like . Get a life , bro … Even if he doesn’t interact with them, he is allllways keeping an eye on them from afar.
But they do not try to break them up.
"Holding your hand doesn't have to mean that I accept your friendship," the liar said to the truthful, trying to lie in front of the only person who understands his intentions.
He knows, of course, that the liar did not lie. For the liar is also the truthful.