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The Healer

Merk

Member

Somehow, it's not bundled with Windows XP. Can you upload it, please? :D

For some reason, the internet has every single font *except* Book Antiqua.
 
I just finished your demo, and I can say that it was very good. :)

The dungeon was cool, though it was a little odd about how the fairy was so protective of the berries and then suddenly left when her hiccups were gone.

The tutorial was a nice touch. Breaking the pot was amusing. :D

I noticed a few mapping errors though.


Overall, great game. Can't wait for more.
 
Thanks for playing.

About your mapping errors, though. I'm not a big fan of having double wall beams on a single tile-width wall. Also, I'm aware of the whole sideways mantle thing. I'm not sure if it can be fixed with priorities. The other option is to have those tiles not be passsable but if I did that, then the player can't pass through there. And if I change the passability of the cliff edge, then the player gets stopped short and cannot get close to the edge. Those were valid suggestions but will probably not be changed.
 
Have you though of using Pixelmovement? It would solve almos all your problems.

Feedback: I like your game Story, and I am enjoying the demo. Now for the Aria healing magic I think you should do things like when Aria heals someone She (or anyother party member) would a) lose health, b) get a status effect(if she healed a status effect) c) would get a bad point that influenced the effect of the magic, the lower the value the less effective the magic would be,(offcourse it would restore with time or doing other things you might find apropriate.)

Hope you like my feedback!

Great Game!
 
Demo ~ Updated 3/17/07

Yay! The town got a complete makeover.:thumb:

Hope you enjoy.

  • If you go back into the school, the professor has no dialogue and you might trigger one of the scenes again. So I would avoid going back in all together.
  • Some npcs have no dialogue.

@Chaosg1: I looked into the pixelmovement script and I had some issues setting the passability and priority. I might decide to add this script later. Also, I haven't really thought any further about Aria's healing magic. I've been focusing on other areas of the game. I'll keep your suggestions in mind.
 
Your games are always so nice. I like the unforgettable halcyon atmosphere in your games, from all is not lost to this game the healer. Your mapping skill is awesome, so as the tileset you use to make the town :P

Eventhough, when I play your demo, I notice those errors:
- If you open the door inside a house and stand in its first place, turn right or left and close the door, you will forever stuck >"<.
- There's a house said "Under construction p[0]" (Wonder if you are using CCoa's UMS?)
- Some place around the church, you can walk from the ground to the mountain, so that you are able to go behind the church and access that door, the door that takes to the 12th map ^_^ (Nah, of course an error mess appears because you are not include the 12th map in the demo)
- Inside the inn, floor 2, you can walk on the wardrobes.
- There's a mapping error with the tree behind the church.

But those are very small. Your game is really nice.
 
Played it and I think I got as far as is possible. The plot seems interesting and the characterization is great, the few dialogues in the demo got me hooked. The town also looks very good, both when it comes to it's design and the details.

It will be interesting to see how the healing mechanic will play into battles.

http://img.photobucket.com/albums/v141/Crystalgate/Screenies/THpe.jpg[/IMG]
Go one step east and then north and thou shall ascend to heaven.
 
I loved the graphics, mapping and the interactivce atmosphere of the whole thing. Unfortunately, though, I couldn't find the dungeon, and then when I tried to go into the back of the church, it said it couldn't find the map and quit. I suspect I only got there by passability errors, though. There are loads under the trees around the temple.
 
There was access to the first dungeon in the previous version. This new demo is only the town and the beg. cutscene. Right now I'm in the process of breaking up my town map into smaller parts. I think that I have already addressed the passability issues around the temple but that hasn't been uploaded again. I've uploaded a different version somewhere else that includes the town and the dungeon, but I didn't upload it here because it's not a new dungeon. I'm probably not going to upload a newer demo until I have some new content.
 
*NEW*"Our Baby's Leaving!" Demo ~ Updated 5/1/07

I've decided to take a different direction regarding my demos. Instead of adding new demos that always start at the beginning of the game, I've decided to release snippets of the game ~ whether they are map explorations, dungeons or cutscenes.

This particular demo/teaser is a scene that reveals a little bit about the protagonist's family dynamics and her relationship with her best friend. Enjoy!
 
alexia;199871 said:
*NEW*"Our Baby's Leaving!" Demo ~ Updated 5/1/07

I've decided to take a different direction regarding my demos. Instead of adding new demos that always start at the beginning of the game, I've decided to release snippets of the game ~ whether they are map explorations, dungeons or cutscenes.

This particular demo/teaser is a scene that reveals a little bit about the protagonist's family dynamics and her relationship with her best friend. Enjoy!


If you are going to release this many demos in this form, wouldn't it make more sense to release it in an episodic form?

Still looking good, and congratulations on Project of the Month! :)
 
Wha...

Whoa, when did this happen? This is quite unexpected. Thanks, Doc, for nominating my project!

Draken said:
If you are going to release this many demos in this form, wouldn't it make more sense to release it in an episodic form?

It would if the demos were meant to be seen in chronological order and follow each other logically. This last little demo/teaser is only a 3 minute scene that reveals a little bit more about the main protagonist. My reasoning behind releasing little snippets like this is so that when the full game is finally released, the players will not be bored by the beginning sequences due to playing through variations of them numerous times. The beg scene has been altered, yet again, but I don't feel it is necessary to show every little change. Besides, after All is Not Lost, I told myself that I would try to create a full game that is not segmented into episodes or chapters. I think I did that with All is Not Lost as sort of a cop out and it was very difficult to get back into that project.

I really would like to finish this project and I've realized to do so, I will have to make some compromises. Originally, when I was in my recoloring phase, I thought that I would create all of my npcs. I know, now, that to do so would greatly set me back. I also realized that I shouldn't force myself to work on it when I'm not feeling inspired. When I do, I end up disappointed with the result and end up changing it anyway.

Thanks again for making this project PotM. It means a lot to me. I hope you enjoy it, too!

**EDIT**
I am reposting the Caspavum Caves dungeon. It's nothing new but was removed when I posted the town demo because I hadn't created the connecting events yet. If you've already played this dungeon, there is no need to download it again unless you want to see the slight modifications that were made, but it is essentially the same dungeon.

Caspavum Caves Demo
 

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