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Looking for people to be beta testers on my game

Hello, I'm working on game called The Red Moon/Bloodsphere (I'm still debating on which title is better lol). Anyway, I decided that i should have a few people test what i have so far and let me know of any glitches/plot holes etc. before I release a new, and improved updated demo. Regarding the game, depending on if you do side quests and look around, the game i have done so far is between 6-8 hours.

I uploaded the beta to filefront here: http://files.filefront.com/Red+Moon+Bet ... einfo.html
I have set it as a private file, anyone who already has a filefront account just give me your username and i'll set it so you can download the file. I could also as an alternative try e-mailing you the file.

A couple notes:

-I am planning on eventually changing the battle system or using a script to make it better than the dbs. Any recomendations on good DBS's would be appreciated. Also, I want to know if there is a good script to have a seperate screen after a battle showing xp earned and stuff.
-I am planning on changing the rock pushing puzzle in chapter 5 since if you get it wrong you have to go back to the title screen.
-If anyone knows how to fix the problem with not getting a game over when your 4 main party members die using fomars script and how to fix the problem with how frequently the lock picking minigame script creates impossible puzzles, let me know. I'm not a good scripter so I have no idea how to fix that stuff myself
-This is probably a dumb question, but is it possible to have switches "toggle" in rmxp? I have a puzzle i am working on that makes it so when one switch is activated, it affects other switchs, but when i was editing the events and went to change switch it only had "on/off", I want it so when the switch is pressed it changes it to the opposite (if it is off it goes on and if it is on it goes off)

Let me know if you would be interested
 
I'm not 100% sure I know what you mean by the switch problem, but here's my best shot. I'm assuming you want it so when a certain switch is activated, it turns another one off, if so, you could just turn it off via the event that turns the switch on, or have a conditional branch if for whatever reason adding the even command won't work.

Peace
 
use call script,

$game_switches = !$game_switches
that should toggle a switch.


Also, I would recommend NOT calling the game redmoon. There used to be a REALLY horrible MMO by the same name. You do NOT want to associate yourself with Red Moon.
 
Okay, I've started playtesting the game. Here's my feedback on Chapter Zero.

I kinda like the big party portrait intro screen. Clearly RTP characters, but I don't have a problem with that. Others might.

Intro... seems very talky. It's a long time before you get to do anything, and then it's a battle tutorial for a battle you can't win.

There is a flash of Lucian's graphic as the game starts. That's because the event that erases the portrait is Autorun; best solution: Start Lucian with no graphic, and then change the graphic to his current one with Change Actor Graphic once he first appears.

Windowskin seems fine; spelling fine, but grammar and writing really would benefit from some editing. Actually, strike that-- they aren't great, but they are far ahead of what I've seen elsewhere.

There's no menu access in chapter 0. This seems a little extreme. Why not let the player look at their own equipment and stats?

I don't have a huge problem with the default battle system, although I've taken to using a slightly different one that's slightly scripted and mostly databased and evented. (I'll pass it on, if you like-- it eliminates the Attack option and makes every single attack a skill that drains SP, but lets you recover SP by resting, and completely restores it between fights. You'll need to recalibrate all of your enemies if you use it, however.)

It seems like we're getting all the information in a fairly passive way, but despite the length of the intro, we haven't learned much. It might be good to go back and see what parts of the intro can be trimmed. (A lot of the guard's dialog leaps to mind-- if we aren't going to learn much of anything about the villain at this point, do we need to see much of the guards? Will they be recurring characters?)

Finding the secret passage out is unnecessarily difficult. Granted, it's just a matter of poking around until you find the right spot to push the action button, but there are no clues about how to find the right spot, which makes it a somewhat boring puzzle.

Some of the maps feel a bit cluttered.

Hero's fiance gets kidnapped by villain who has a master plan, film at 11. Now, there's nothing wrong with a cliched plot, but I confess that I'd like to see some original details or twists here. Also, while we know that the girl is the protagonist's fiancee, we don't know anything about her personality, or his, for that matter. Some interesting touches or developments would be good. (Not saying that those have to happen in the intro, of course. They may well turn up later on. But I'm reviewing one part at a time, so bear with me.)

The character portrait use is good-- I'm glad that you have multiple ones for each character to show different emotions.
 
Notes from Chapter 1:

In the conversation where Marco makes his offer to Natasha, you accidentally used Lucian's portrait and name.

Chests always ask you if you want to open them. Why?

Those first few fights in the very first map are frankly annoying-- you have terrible equipment, and the only way to have much of a chance is to burn through those HP potions like nuts. This strikes me as unnecessary, unless you want to foster the impression that Lucian basically sucks.

I like Sirena so far. (Lucian/Sirena is my current OTP. I mean, we don't know anything about that fiancee chick. Why not have the hero rescue the girl and then go off with the girl he just spent all that time with?)

The maps could definitely use some polishing. Also, the transfer points between maps are on unboardered road squares, meaning that you can walk onto them from the side and be transferred to the next map, which feels odd.

Your interior maps, in particular, strike me as being far too large. What on earth are those farmers doing with all that empty space? I also notice that the inn doesn't have a fire burning in the fireplace.

I do like the fact that we have a hero, a soldier, using a spear instead of a sword. Everybody does swords. Kudos for being different! I wonder what kinds of skills we'll be seeing?

I'm getting tired of fighting these damn chickens. They only use basic attacks, and so does Lucian. It's a bit better once Sirena joins, at least. A different battle system might introduce some variety, but I'd consider putting at least two different kinds of monsters per map.

I like the map of Towser, aside from those mailboxes... or whatever they are. The interiors, however, are huge. There's nothing wrong with having a smaller shop or inn!

I do like the player battlers, BTW.

Protip: Whenever you have Sirena talk to Lucian, you black out the screen, then have her appear long enough to talk, and then black the map out again. This creates an odd effect. The way that I fix this is to have an event with no graphics with "Through" ON. I either place it on the square that the player must stand on to trigger an event, or relocate it to the player's square with Change Event Location. I then use Set Move Route to change the graphic to the party member that I want to have talk, and then have the event move to the square that I want that party member to be in. When they're done talking, I have them move back into the player's square, wait a few frames, and then remove the graphic.

If it comes across as me being harsh at any point, I apologize-- that is not my intent. This is a decent game so far, but I'm trying to provide constructive criticism so that you can make it an awesome game.
 
Thanks for the feedback.

There is a flash of Lucian's graphic as the game starts. That's because the event that erases the portrait is
Autorun; best solution: Start Lucian with no graphic, and then change the graphic to his current one with Change
Actor Graphic once he first appears.
I originally had it how you said but when I added the large party script to the game it made it so that the hero's
graphic never came up when I had him start blank so I had to change it so he started that way. It didn't make alot
of sense, maybe i'll try looking at it again and try to figure out why it did that.
I don't have a huge problem with the default battle system, although I've taken to using a slightly different one
that's slightly scripted and mostly databased and evented. (I'll pass it on, if you like-- it eliminates the Attack
option and makes every single attack a skill that drains SP, but lets you recover SP by resting, and completely
restores it between fights. You'll need to recalibrate all of your enemies if you use it, however.)
Yeah, I am really considering changing the battle system I am using, or at least I want to clean it up and have a
better end battle screen and bars for health and xp and stuff. That battle system sounds nice but fixing the
enemies up may be pain... If you or anyone knows of a simpler battle system let me know.
It seems like we're getting all the information in a fairly passive way, but despite the length of the
intro, we haven't learned much. It might be good to go back and see what parts of the intro can be trimmed. (A lot
of the guard's dialog leaps to mind-- if we aren't going to learn much of anything about the villain at this point,
do we need to see much of the guards? Will they be recurring characters?)
The Guards part was kind of inspired a bit by the opening of Hamlet with the big scene at the very beggining with
the two guards talking who aren't really important to the plot. The guards in this game do come back much later on
in the game so they aren't completely useless.
Finding the secret passage out is unnecessarily difficult. Granted, it's just a matter of poking around until you
find the right spot to push the action button, but there are no clues about how to find the right spot, which makes
it a somewhat boring puzzle.
Alright, I'll have Darius try to explain where it is better.
Hero's fiance gets kidnapped by villain who has a master plan, film at 11. Now, there's nothing wrong with a
cliched plot, but I confess that I'd like to see some original details or twists here. Also, while we know that the
girl is the protagonist's fiancee, we don't know anything about her personality, or his, for that matter. Some
interesting touches or developments would be good. (Not saying that those have to happen in the intro, of course.
They may well turn up later on. But I'm reviewing one part at a time, so bear with me.)
Lol yeah I opted for the "Most of the background is revealed through flashbacks as you play" route. Alot of the
character development occurs later on, specifically regarding the villain and just what his plan is.
Chests always ask you if you want to open them. Why?
Later on there is "mimic" chests where if you say yes to open them you have to fight a mimic enemy, so someone
whose party is weakened but presses enter on the chest may consider saying no and healing first.
Those first few fights in the very first map are frankly annoying-- you have terrible equipment, and the only way
to have much of a chance is to burn through those HP potions like nuts. This strikes me as unnecessary, unless you
want to foster the impression that Lucian basically sucks.
Yeah, the early part before you get Sirena is pretty hard, I am considering making the chickens weaker. I wanted
to make it so when you get to the first town you sort of do a little bit of level grinding and resting at the inn
until you have enough gold to buy Lucian all the equipment they sell.
I like Sirena so far. (Lucian/Sirena is my current OTP. I mean, we don't know anything about that fiancee chick.
Why not have the hero rescue the girl and then go off with the girl he just spent all that time with?)
I was actually planning on doing something akin to that. I was planning on having a scene early on before Sirena
knows that Lucian has a fiance where she flirts with him only to have him reveal that he isn't single. I do like
the idea of him ending up in a sort of love triangle between Sirena and Kira.
Your interior maps, in particular, strike me as being far too large. What on earth are those farmers doing with all
that empty space? I also notice that the inn doesn't have a fire burning in the fireplace.
That is actually a problem I even noticed. As I got further into the game I got better at making maps, and when I
went through and played through the beggining and I noticed how huge some of the interiors were (Specifically the
guard room in the Prologue, its huge x_x) and how empty the exterior maps were. I am definetly going to redesign most of the early maps.
I'm getting tired of fighting these damn chickens. They only use basic attacks, and so does Lucian. It's a bit
better once Sirena joins, at least. A different battle system might introduce some variety, but I'd consider
putting at least two different kinds of monsters per map.
I sort of wanted to make Chapter 1 kind of a training-esque chapter for people new to RPGS by keeping it simple
(I'm trying to make this player friendly for my friends who dont play RMXP or even rpg games). So the first area
you don't have to think much, just attack. Later chapters have more types of enemies and you will have to use
skills in battle if you want to win.
Protip: Whenever you have Sirena talk to Lucian, you black out the screen, then have her appear long enough to
talk, and then black the map out again. This creates an odd effect. The way that I fix this is to have an event
with no graphics with "Through" ON. I either place it on the square that the player must stand on to trigger an
event, or relocate it to the player's square with Change Event Location. I then use Set Move Route to change the
graphic to the party member that I want to have talk, and then have the event move to the square that I want that
party member to be in. When they're done talking, I have them move back into the player's square, wait a few
frames, and then remove the graphic.
I was considering doing it like that but I prefer the fade-to-black approach because it makes it feel more like a
cutscene. Also, later on when you have 7 other people in the party its alot easier to do it that way
then to have a huge line of people crawl out from the hero lol.
If it comes across as me being harsh at any point, I apologize-- that is not my intent. This is a decent game so
far, but I'm trying to provide constructive criticism so that you can make it an awesome game.
You aren't being harsh at all! I appreciate the criticism because it is very helpful to know what to improve so
players will enjoy the game more.
 
Alright some updates:

1. I fixed the rock pushing puzzle and the glitch with Marco's face being Lucians. I have no idea what caused that glitch, I had to manually change each message since the code for Marco wasn't working in that scene.

2. I added a few new scripts that are going to be in the official demo when I release it. These include health bars and getting healed when you defend. I still can't find a good Level Up Victory screen though, If anyone has suggestions I would appreciate it! I want one that can display info for up to 8 party members.

3. I tried what you said pidey and it didn't work. If I wanted to toggle switch 70 for example, what is the exact code I would use?
 
Hey, found a script that you might find useful-- it's Blizzard's, not mine, but I like it a lot.

Code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# Easy LvlUp Notifier by Blizzard

# Version: 2.0

# Type: Battle Report Display

# Date: 27.8.2006

# Date v1.2b: 3.11.2006

# Date v1.3b: 11.3.2007

# Date v1.4b: 22.8.2007

# Date v2.0: 25.9.2007

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#

# Compatibility:

#

#   98% compatible with SDK v1.x. 80% compatible with SDK 2.x. WILL corrupt old

#   savegames. May cause slight problems with following systems and would need

#   therefore slight recalibration:

#   - exotic CBS-es

#   - exotic skill systems

#   - exotic stat systems (additional stats like Wisdom, Luck etc.)

#

#

# Features:

#

#   - shows increased stats and learned skills at level up

#   - animated

#   - shows EXP gain for each actor (!) only after gaining EXP after a battle

#   - more simple and less laggy than other Level Up Notifiers

#   - you can set up any sound to be played when a higher level is reached or a

#     new skill is learned (LVLUP_SE and LEARN_SE further below)

#

# new in v1.2b:

#   - better window movement

#   - higher compatibility

#   - fixed a few "eventual" bugs

#

# new in v1.3b:

#   - fully compatible with Tons of Add-ons

#

# new in v1.4b:

#   - improved coding

#   - rewritten conditions using classic syntax to avoid RGSS conditioning bug

#

# new in v2.0:

#   - completely overworked and improved

#   - now MUCH more simple than other Level Up Notifiers

#   - halved the number of lines of code

#   - much more compatible: can show increase of any stats after the battle in

#     combination with any script, just put this script below those attribute

#     modifying scripts

#

#

# Instructions:

#

# - Explanation:

#

#   This script will notify you when any character is leveled up after a

#   battle. It will show any stats that were increased and any skills that were

#   learned. The windows are animated, the code is less complex than any other

#   so far and it is most efficient as well as highly optimized and detailed

#   worked out.

#

# - Configuration:

#  

#   There are a few options you can set up below.

#  

#   LVLUP_SE            - sound effect played when a new level was reached

#   LEARN_SE            - sound effect played when a new skill was learned,

#                         keep in mind that the script takes into account that

#                         skills can only be learned after a level up

#   WINDOW_BACK_OPACITY - set this value to the window's back opacity (0-255)

#   NO_EXP_DISPLAY      - set this value to true if you want to disable the EXP

#                         gaining display in the level up windows

#   OLD_EXP_DISPLAY     - set this value to true if you want to display the EXP

#                         in the normal result window again

#

#

# If you find any bugs, please report them here:

# [url=http://www.chaosproject.co.nr]http://www.chaosproject.co.nr[/url]

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

 

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# START Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 

#          RPG::AudioFile.new('FILENAME', VOLUME, PITCH)

LVLUP_SE = RPG::AudioFile.new('087-Action02', 80, 100)

LEARN_SE = RPG::AudioFile.new('106-Heal02', 80, 100)

WINDOW_BACK_OPACITY = 160

NO_EXP_DISPLAY = false

OLD_EXP_DISPLAY = false

 

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# END Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 

$easy_lvlup_notifier = true

 

#==============================================================================

# Game_Actor

#==============================================================================

 

class Game_Actor < Game_Battler

 

 def all_exp

   return @exp

 end

 

 def all_exp=(exp)

   @exp = exp

 end

 

end

 

#==============================================================================

# Window_BattleResult

#==============================================================================

 

class Window_BattleResult < Window_Base

 

 alias easy_lvlup_notfier_refresh refresh

 def refresh

   if $tons_version != nil && $tons_version >= 4.02 &&

       $game_system.WINDOW_BATTLERESULT || OLD_EXP_DISPLAY

     easy_lvlup_notfier_refresh

   else

     self.contents.clear

     x = 4

     self.contents.font.color = system_color

     cx = contents.text_size('Gained').width

     self.contents.draw_text(x, 0, cx+4, 32, 'Gained')

     x += cx + 4

  

     x += cx + 4

     self.contents.font.color = system_color

 

     ([email=0...@treasures.size]0...@treasures.size[/email]).each {|i| draw_item_name(@treasures[i], 4, (i+1)*32)}

   end

 end

 

end

 

#==============================================================================

# Window_LevelUp

#==============================================================================

 

class Window_LevelUp < Window_Base

 

 attr_reader :limit

 

 def initialize(a, d)

   if $tons_version != nil && $tons_version >= 4.98 &&

       $game_system.CENTER_BATTLER

     x = case $game_party.actors.size

     when 1 then 240

     when 2 then a.index * 320 + 80

     when 3 then a.index * 160 + 80

     when 4 then a.index * 160

     end

   else

     x = a.index * 160

   end

   text = []

   text.push(['Level:', d[0], a.level]) if d[0] != a.level

   text.push([$data_system.words.hp[0, 3], d[1], a.maxhp]) if d[1] != a.maxhp

   text.push([$data_system.words.sp[0, 3], d[2], a.maxsp]) if d[2] != a.maxsp

   text.push([$data_system.words.str[0, 3], d[3], a.str]) if d[3] != a.str

   text.push([$data_system.words.dex[0, 3], d[4], a.dex]) if d[4] != a.dex

   text.push([$data_system.words.agi[0, 3], d[5], a.agi]) if d[5] != a.agi

   text.push([$data_system.words.int[0, 3], d[6], a.int]) if d[6] != a.int

   h = text.size * 24 + (NO_EXP_DISPLAY ? 32 : 56)

   @limit, y = 320 - h, 480 - h + (h/64+1)*64

   super(x, y, 160, h)

   self.z, self.back_opacity = 100, WINDOW_BACK_OPACITY

   self.contents = Bitmap.new(self.width - 32, self.height - 32)

   if $fontface != nil

     self.contents.font.name = $fontface

   elsif $defaultfonttype != nil

     self.contents.font.name = $defaultfonttype

   end

   self.contents.font.size, self.contents.font.bold = 20, true

   unless NO_EXP_DISPLAY

     self.contents.font.color = normal_color

     self.contents.draw_text(0, 0, 128, 24, "#{a.exp - d[7]} EXP", 1)

   end

   text.each_index {|i|

       index = NO_EXP_DISPLAY ? i : i + 1

       self.contents.font.color = system_color

       self.contents.draw_text(0, index*24, 128, 24, text[i][0])

       self.contents.draw_text(80, index*24, 32, 24, '»')

       self.contents.font.color = normal_color

       self.contents.draw_text(0, index*24, 76, 24, text[i][1].to_s, 2)

       if text[i][1] > text[i][2]

         self.contents.font.color = Color.new(255, 64, 0)

       else

         self.contents.font.color = Color.new(0, 255, 64)

       end

       self.contents.draw_text(0, index*24, 128, 24, text[i][2].to_s, 2)}

 end

 

end

 

#==============================================================================

# Scene_Battle

#==============================================================================

 

class Scene_Battle

 

 alias main_lvlup_later main

 def main

   @lvlup_data = {}

   @moving_windows, @pending_windows = [], []

   (1...$data_actors.size).each {|i|

       actor = $game_actors[i]

       @lvlup_data[actor] = [actor.level, actor.maxhp, actor.maxsp, actor.str,

           actor.dex, actor.agi, actor.int, actor.exp, actor.skills.clone]}

   main_lvlup_later

   (@moving_windows + @pending_windows).each {|win| win.dispose if win != nil}

 end

 

 alias start_phase5_lvlup_later start_phase5

 def start_phase5

   start_phase5_lvlup_later

   @skill_texts = []

   $game_party.actors.each {|actor|

       actor.remove_states_battle

       if @lvlup_data[actor][0, 7] != [actor.level, actor.maxhp, actor.maxsp,

           actor.str, actor.dex, actor.agi, actor.int]

         @pending_windows.push(Window_LevelUp.new(actor, @lvlup_data[actor]))

         @skill_texts.push('')

         new_skills = actor.skills - @lvlup_data[actor][8]

         if new_skills.size > 0

           new_skills.each {|id|

               @skill_texts.push("#{actor.name} learned #{$data_skills[id].name}!")}

         end

       elsif @lvlup_data[actor][7] != actor.exp && !NO_EXP_DISPLAY

         @moving_windows.push(Window_LevelUp.new(actor, @lvlup_data[actor]))

       end}

 end

 

 def update_phase5

   if @phase5_wait_count > 0

     @phase5_wait_count -= 1

     if @phase5_wait_count == 0

       @result_window.visible, $game_temp.battle_main_phase = true, false

       @status_window.refresh

     end

     return

   end

   @moving_windows.each {|win|

       win.y -= [((win.y - win.limit) / 2.0).ceil, 64].min if win.y > win.limit}

   if Input.trigger?(Input::C)

     @result_window.visible = false

     if @skill_texts.size > 0

       text = @skill_texts.shift

       if text == ''

         $game_system.se_play(LVLUP_SE)

         @moving_windows.push(@pending_windows.shift)

         @help_window.visible = false

       else

         $game_system.se_play(LEARN_SE)

         @help_window.set_text(text, 1)

       end

     else

       battle_end(0)

     end

   end

 end

 

end
 
That is a good script but it doesn't really work for what I need. Since even party members who aren't in your active party gain XP, I need one that will show the xp/stats/skills gained by the other party members as well, not just the battling guys.
 
Ah. Yeah, I don't have a Large Party version. You might try Script Requests, I guess.

Oh, reviewing Chapter 2:

More monster fights-- these are OK, but they still don't really have much that makes the fights stand out-- the monsters Attack, Attack, Attack. If they have other abilities, I have yet to see them.

I kinda expected Erik to be a more complicated boss fight. Oh, well. His State-boost attack missed when he used it on himself, though-- you might want to check the Nonresistance box on that State so that doesn't happen.

I kinda saw the "Robin Hood" bit coming, but you sold it fairly well, since it tied into a specific incident, rather than just a general Robin Hood mentality.
 

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