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[demo] The only good VX game.

Thanks, miss matcha, but you might be missing the point of the game here. I'm the last person to wave away feedback, so I'll probably add more to the synopsis later on, but this game cares very little about the storyline. In fact, for the most part I am making up the story as I go along.

The idea behind this project is that it's a well-made VX game. It's intended to be a decent example of a generic but solid game, that doesn't rely on zany features or fancy graphics, or even a particularly fantastic storyline. The draw to the game comes from the fact that the little touches make it a playable and thus enjoyable experience. In addition to that, it's intended to be a bit of an example for a "middle ground" type of game for RPG Maker VX. If your game is better than this, it's a good game, and if your game is worse than this, it needs some work.

On top of that, it's a personal exercise to get me to actually release something.

That said... I doubt I'll be able to finish the Autumn Temple before Sunday, with the amount of schoolwork that I have to do (finals, and I have two 10-page papers do next week). I'm still willing to keep on schedule and release what I'm making, but I wonder if it might be better to wait until next weekend rather than release a half-completed dungeon.

We'll see how far I get.
 

boon

Sponsor

It's very very good... The use of RTP is masked by the sheer depth of the dialogue.

It's actually amazing.

Have you started work on #3?
 
Okay guys, it looks like there is not going to be a release this weekend.

This doesn't mean that progress has been made. I did actually get the majority of the dungeon done. If you really care that much, I could release the progress. But at the same time, I would feel weird releasing without a decent cut-off point. Both of the previous two versions ended at a decent place, but right now the game goes up to a half-completed puzzle in the dungeon. On the other hand, this means that next week's update will include the full dungeon and maybe a little bit more.

I'm not going to totally screw this weekend, though. Here's some screenshots of the next part.

Spikes in the Autumn Temple
Oh no, werewolves!
A stairwell...without stairs.
 
Latest version: Weekend Three Download!

As promised, the game should work if you transfer over your old save file (ie. it won't be glitched). At the same time, I'd recommend that you start fresh, because I've changed some things that should make the game run better and work the say it should (like I installed the script that fixes the VX variable handling), and I also tweaked the intro a bit.

The new version goes through the dungeon, and I have that mirror thing working. Have fun.
 
Ruminieru":z1tdhtze said:
Guardian1239":z1tdhtze said:
I liked the detail, but I feel you should give the main characters more personality.  The main characters don't have as much personality as some of the NPCs who curse out random stuff under their breath.  It's good, and the mapping detail is excellent.  It's given me some good ideas.

Of course, everyone differs in their styles of game making.  I tend to focus more on the characters, storyline, and gameplay, while you're excellent with effects (movements, animations, etc.), map details, and NPC dialogue.  Everyone gives a game their unique touch.

~Guardian1239

Show me someone that can show off fully fleshed out characters in a ten-fifteen minute demo(with only four, or five cut scenes!), and I'll show you talking owl named Skull McThatherton. :\
Actually, the characters in the first cut scene were very well characterized in a short amount of time. 

missingno":z1tdhtze said:
Elice has no personality. I know, the "it's intentional" thing is usually just a lame excuse, but maybe you didn't catch that she was an old-school silent protagonist, similar to Chrono. The kind where you're supposed to put your own personality onto her. In fact, I have since made it so that you name her when you start the new game.

No excuse for Gux, he's a horrible two-dimensional character that I haven't fleshed out yet. :)

And yeah, Wumpi's game is better than mine. :blush: But it's not a competition.
I see what your trying to do with Elice, but I've never really liked this method of characterization.  I have trouble relating to any character that doesn't really have her own personality.  I find it easier to like a character that's unique.  It could work, but I recommend including options that will affect the story later so it gives the player a feeling that they're changing the story through Elice.

I haven't actually played Part Two or Part Three yet, but I'll hopefully get around to it soon.  I've been sick for a while and I'm having trouble keeping up in school, but I'll play it after school is finished at the very latest.
 
Good find, even though you got the cause wrong. I used a second-level shadow tile next on the water to show the elevation, as the auto-generated ones don't appear next to floor.

Consider it fixed for the next version.  :thumb:
 

Gray

Member

Isn't it weird that usually the shadows you put in your game cause the passability problems? At the error screenie I posted on April the 16th was also due to the shadow being passable.

In future to avoid this problem you can just use an event with a graphic as shadow blocking your way , instead of the constant problems.

That's what I was trying to point out , that the shadow was passable..... I feel nerdy. xD
 
Okay, I added a few short character descriptions to the first post.

I plan to release the next part late tonight/tomorrow morning. It will be a small one, though, and mostly cutscene without much gameplay. I haven't had a lot of free time this weekend.
 
From what I have played,
this game is very enjoyable, and I would like to see a completed game.
I am quite interested
Good work
 

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