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Dead Content To Anywhere

Dead content awaiting restoration.
Also STOP EDITING YOUR POSTS. Double post if you have to. It's seriously annoying to make a post and then go BACK and see that you added more.
 
I really should have had this tested by more than one person. Here we go for yet ANOTHER reupload to fix that tiny bug crystalgate found.

Back in an hour.
 
That's a matter of opinion. I prefer the pretty menu, even if it's inconsistent (although the new one is consistent with the title screen :p)
 
Doctor":1qk9fq8v said:
That's a matter of opinion.

Of course it's a matter of opinion. Most everything I say is opinion. i hate it when people are like "WELL THATS UR OPINION LOL" as if it means it's not valid. But even if it is my opinion, my opinion tends to hold a lot of weight when it comes to RMXP game design, and it's rooted in sound design theory, so it's worth giving a try.

But if you do stick with the crappy shadow effects, you absolutely MUST make them smoother, and make it clearer that the cursor is intended to be a light source. It looks a LOT like some kind of scripting error.
 
If you're thinking about making a Super Wait system I would like this game 100x more.

I'm the kind of distracted person who likes to think about an action before I do it, and I don't want to have to go into a skills submenu to think about it. Also a lot of times I have to get up and do something (busy wife remember) so there should be that option since there's no PAUSE button. So if I have to jump up and get the phone or check on dinner I don't have to worry about my party being wiped out.

Thats totally up to you though you know. I mean chrono trigger did the "only wait during submenus" thing too which I HATED but some people like it so idk.
 
if you can't get it to actually MOVE, then I don't think that the effect is worth it at all, because it isn't instantly readable as being generated from a light source.
 
I see what you mean, although doing what you want exceeds my scripting knowledge. I guess I'll put up something in RGSS support later.

I guess I could just make it so they don't move...

If I can find the correct line of coding.
 
Okay, so I did that whole sequence of scenes with Kayne and Night and all that. Other than sidequests, is there anything left to do? I keep waiting for a notice to say "End of demo," But I get the feeling I won't get that here.
 
I suppose you could say the demo "ends" after you bring the comedy box to the imp or Kayne in V-Space and are able to view the credits and the outtakes.

The comedy box can be found in the secret level of the Vilindi Ruins.
 
Doctor":xi7dru3a said:
I hate it when you're able to save anywhere, because you eventually always forget to save when things are going good, and then you get your ass handed to you and lose an hour of gameplay. When there's a savepoint, it's usually an indication "SAVE NOW". Although you're right, I should add more.
Well, since most people are only displeased with finding the savepoints, you could just have some type of leading dialogue in order to point them in the right direction.
i.e. The inn keeper could have as one of his choices save point, along with the sleep at inn, and get into castle choice. If the player chose save, the inn keeper could tell them that a save point is at the back of the inn.
Once people find the savepoints, they would be much less likely to complain about saving, I think.
 
To Anywhere
by Doctor
PART TWO

Okay, let's pick off from where I was last night. Since I saved in the inn without really exploring the smog-town, thats what I'm going to start off doing.

Right off the bat, I want you to put events on the mailboxes. Let me check the mailboxes. Maybe not rummaging through peoples' mail (although that would be cool), but just a chance to say maybe the name of the family that lives in the home. There are lots of things that just seem checkable, and they should be (personally I find this to be one of the more fun parts of making a game too).

I like how the shop actually tells you what your characters have equipped, rather than just showing the difference in the stats. Little touches like this are informative and that's always cool. Your interior maps seem horribly open, though. Some of your item descriptions have periods, some don't. Pick one and stick to it. Consistency is one of the most important aspects of design.

I notice that you can turn on the lights in some people's homes. This is awesome! Do more shit like this. If I can do this, it makes me wonder why simpler things (like checking the clock or the fireplace) give me nothing, not even a message box. For a game focused to heavily on exploration and interaction, I want more of it on the small detail-level (the lights are very cool even though they serve no purpose (probably because they serve no purpose)).

"It's not safe outside." I like this. A lot. Why? Frankly it has nothing to do with the story or anything, but for gameplay reasons. The place seems pretty fucking deserted, which I absolutely love. One of my favorite game series is Metroid (particularly Metroid Prime), and a lot of it is because it's just you and the world. So far this game has just that feel to it, and it's the big reason why I've liked it so much. I was horribly afraid that the town would just shit all over that feeling, but you're doing a good job keeping that epic loneliness. Please please please don't let this slip as the game goes on, because if this keeps up the way it's going, you might have the best currently-released RMXP game on your hands.

In the house of the Beginner family. The... mom... explains the status conditions... and shows the animations for them. Niiiiiiiiiiiiiiiiiice, I've never seen a game that explains them with the animations.

The game freezes when I try and steal corn from the mother. This is a game-crashing bug. Luckily for you I've saved in the town. You have two more of these before I give up the game (and only one more if it means I have to replay more than five minutes of the game). This is pretty obviously caused because you expect the player to only grab the corn from the bottom. The player is able to grab it from the tile to the right, which breaks the game when the mother attacks you since you can't move. This is a serious beginner's mistake and I think you'd be above it (it's sad bcause I've seen a previous bug reported that is the same exact thing in a different place). Don't forget that this is a game you're making! Players can move the hero and not everybody thinks like you. Always take into account every spot in which a player can stand. Minus 25 points.

So Evelyn opened a nice abandoned area for me. Inside, I can stand on top of one of the barrels.

OH SHIT A MUSHCROOM! "Bullet spray" is a badass tech. Here again I have to say that your music is really good. The dungeon music is as nice as the rest of the music so far. Ahaahhah that was awesome. I threw the chest down the hole and broke the lock.

On the beach, if you want to go back inside the cave, you have to press the action button on the event. It should be on touch.

The boss fight was rad. The guy was cool. Evelyn died pretty quick and whenever I tried to revive her with an elixir, he used his al-fire move and killed her right away. Eventually it was just a shootout between Soleil and the dude, and I came out on top (using a bunch of salves).

I leave the tower, and see some dudes fighting and they jump off the cliff together. That is awesome. Plus 3 points.

But there's another pair of soldiers fighting... I talk to them, and they both attack me? On top of that, they're DISGUSTINGLY HARD? I closed the game and went back to my save point after the boss. This time around I'm not going to talk to them. Seriously why are they so fucking tough, and right after a boss fight? I'm taking away the 3 points I just gave you.

Zipping around the castle. I'm probably missing a lot of stuff by not fighting all the guards everywhere, but that first fight was really unpleasant so I'm going to ignore the ones I can ignore.

So here's Mathias again. Dammit. I chose "look for Zara" for a reason. :\ Oh well, maybe the guards will be significantly easier now.

In the room where I find Mathias, in the south, there's a cell foor that looks like it might lead somewhere. I check it, and... nothing? Come on, Mathias is the master lockpick right? Why don't they even say anything? Minus 2 points. Again, this goes back to the "things that look checkable should be checkable". Although, a little bit later, looking out windows is really cool.

Back up to the castle area, since there's nothing I can do (neither the coin nor the rope works on the water, so I assume I need to find a bottle or something to make use of it). One of the small rooms in one of the homes (it was two soldiers fighting in the middle) has two lights in it. They're connected. ie. when you turn them on or off, it affects both of them. Is that intentional? And what is with you and totally fucking up passabilities?) Seriously, it's waaaay to common in this game to let it slip. There's a pot on top of my head when I'm in the kitchen of the house area (the one with the rotted forn and the table with the bread on it).

So, the only place that I haven't really explored yet is that tower area off to the west, the one with the guards blocking the way even though it looks VERY MUCH like i should be able to pass through (your passabilities are totally unnatural man). I'll fight through them. Mathias' "Pilfer" has no description. I'm going to avoid using it because I don't know what it does. They're stupidly difficult even with the faggot theif, so I have to run back to that save point in the tower and use my Dream Stone. How fun. However, the soldier guy gives me an Elixir for helping him out, which almost makes me want to go and fight other soldiers. Almost. They take too long to fight and I don't have enough dream stones or cash to go and heal up after each one.

...

Okay, fuck you. That's number two. I go back to that tower that I've just given myself access to, and THE GAME FREEZES UP WHEN SHE OPENS THE DOOR. I have absolutely no fucking idea why this should happen so I'm going to assume it was a fluke. I'm gonna load my game again, since I just saved.

Okay, it worked the second time around. That was weird the first time. Still, you only have one left. So now I'm in an alchemist place. Cool, it's the forge script that they use in MoTW (MotW is wildly popular, I'd suggest trying to avoid using the same script if you can, especaially since your version squishes your font for some reason.) I make a few salves with the "humours" that I have... and find that this room is absolutely useless for anything else. Yippee.

Okay, so I've been around the area a couple of times. There's nowhere to use my silver key, and there's nothing to use on the water. That only really leaves... fighting all the fucking guards.

No thanks. I'm calling it a night.
 
Oh my God. You missed something that is so obvious I am incredibly disappointed in you.

Did you inspect the main green-roofed castle? Did you notice the OBVIOUS tiles that look like you need to push a statue on top of them? Did you notice the earthquake that take place when you do push a statue on them and the door that open up and obvious statues in those rooms?

Go have a look and call me back.

Afterward, try and have a look at the windows in the dungeon, especially the one on the far left.

I also can't believe you were beaten down by the guards. Let me guess, you concentrated on the one that is obviously more resilient and kept healing himself while the mage pummeled you down with spells?

There's also a savepoint in the dungeons, south of the cell Mathias was in. Since you're playing the Zara path, use it before the boss fight.
It's odd that pilfer has no description, it does on my end. But, let me help you... let's see, Mathias is a thief, so what could his special skill do? Hmm... Pilfer steals from the enemies.
 
Doctor":5x60dw2m said:
Oh my God. You missed something that is so obvious I am incredibly disappointed in you.

Did you inspect the main green-roofed castle? Did you notice the OBVIOUS tiles that look like you need to push a statue on top of them? Did you notice the earthquake that take place when you do push a statue on them and the door that open up and obvious statues in those rooms?

um.. yes? there was some chick hiding under the bed and she said the king was in the dungeons and i needed royal blood
 
It's odd that pilfer has no description, it does on my end. But, let me help you... let's see, Mathias is a thief, so what could his special skill do? Hmm... Pilfer steals from the enemies.

don;'t be a douche. it's obvious what it does, but you still should have a description there.
 
I also can't believe you were beaten down by the guards. Let me guess, you concentrated on the one that is obviously more resilient and kept healing himself while the mage pummeled you down with spells?

no i was spamming them with my hit-all attacks.
 
That was just one room. Did you notice there was also a statue in that room, how about trying to push it out of the door?
 
Doctor":3n100lzl said:
That was just one room. Did you notice there was also a statue in that room, how about trying to push it out of the door?

i noticed the statues, pushed them around a bit, saw there was no switch in the rooms, figured they were just for decoration, and left.

you telling me that the statues could actually leave the rooms?

that is incredible. i didn't think to do that because that kind of shit very rarely happens in rm games. this is one of those cases where the suckitude of everyone else is so prevalent in the community that it didn't even occur to me that you might have made that kind of thing allowable.
 

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