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Released Demo for RS!DX

  • Liberty
  • 03/17/2010 01:12 AM
  • 2261 views
So here it is, finally. A demo release for Even Day. It's bound to be a bit rough in places and there may be a few MINOR bugs but I'm quite sure there's nothing game breaking. Not a very long demo, but there's two towns, a dungeon and a castle so hopefully players will have fun.

The battles aren't as great as they could be at the moment and Sei's attack is all kinds of messed up. I'm working on it, slowly. And the maps are where I want them to be. ^.^ Except the castle ones.

When I created this game (one of my first!) I had the gigantic map disease. It's slowly getting reversed but most parts that area accessible during the demo have been fixed in that respect, thank God.

Well, just hope you enjoy it and if there's any problems tell me. I'll get fixing as soon as I can!



Posts

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I got an error when talking to a blue haired princess at Camlon Castle. It says it could not find a faceset graphic called atelier_b. I suppose that's where the demo ends?

Another thing; I found a minor mapping error, when talking to the old woman in the bed, part of the bed obscures the hero. Perhaps you could set it as the same level as the hero?

Aside from these minor hiccups, I really enjoyed this demo. Excellent use of REFMAP :)
Thanks. I'll fix up both errors post-haste! It took me a while to get back into using MnB chips properly again, especially after using RTP for so long, but it was definitely worth it.

I'm glad you enjoyed the demo.
edchuy
You the practice of self-promotion
1624
OK, Liberty, I got a chance to play the new version of the demo and thankfully didn't find any gamebreakers. I also noticed you made some changes to a few things. Here is my feedback, mostly comments and observations, as I played along:

For anybody playing, WARNING CONTAINS SPOILERS


- There were no missing files in this version. As far as I can tell the current version does look like your screenshoots.
- I noticed a few typing and spelling mistakes. In some cases I am aware you tried to give some NPCs an accent, so those don't count.
- I wonder whether we'll see the guy who healed her at the beach again.
- The temple graphic in the world map I think might a little bit too oversized.
- I hadn't noticed before that if you try to go elsewhere at the beginning, all the messages that appear will point you where to go to.
- There's a few graphical issues in Camlon City: in the house near the entrance, there's that large potted plant that's floating in a corner darkened wall; the issue with Quill's sprite getting cut off when talking to the old woman in the bed persists but only occurs when you talk to her from the right side of the bed; and, in the house furthest to the west, there's a couple of books apparently lying on the floor that you can walk under as if they were floating!
- One thing that I thought was strange was after spending the night at the inn, when you leave it, the street lights are lit up. Isn't it supposed to be morning?
- Quill's sprite when leaving Camlon City is different from the earlier demos. Before, only when she tried entering a place would it change to large from very tiny. The strange thing with this change, was that when you get a large sprite in the worldmap, you end up moving very quickly in the worldmap and every screen, so there is little fine control. I am aware that is probably something related to RM2k, since it has happened to me while playing in other games as well. Unfortunately, now since your sprite is large when you exit the City, you are moving very quickly everywhere, with no possibility of a fix.
- In the forest, the only place I couldn't get to or find was the cabin. Are you supposed to be able to get there in the demo?
- I noticed in the first battle, you would get stats and info on the monster type attacking you. It doesn't seem to happen when you meet the other type of monster, unless you exit and re-enter the forest. I know that you could do it as you did with the healing items (give info always) but that could get repetitive.
- Quill's sprite in battle has white hair. Also, her movement is a bit awkward, almost as if she were a wind-up toy. Sei's motion is better, but you don't actually see him strike the enemy.
- In Traveler's Delight inn, I hadn't notice you could enter the room at the bottom. I find it strange, that you can find Lady Ursua and her bodyguard there as well as in one of the rooms of the inn. More importantly, though, I found the only way to leave that room with the save point is pressing action in one of the two tiles in front of the shaded tiles. If you try to exit normally by walking out, you just end up going through all those tiles and remain in the screen, out of sight.
- The sprite for the Quill in the Worldmap once leaving the forest is very small. The speed of movement issue, though remains.
- If you try using the "Leave" option for Sharda Village, the game gets stuck. This probably occurs because you are the trying to move the Quill's sprite to a certain place and the path won't allow you to go that way, I suspect.
- I like the grayed out thoughts you have in dialogue boxes. Wish more games gave us that insight into what the characters are actually thinking. Shows how much what they think and say differ.
- Noticed how you dealt with the dialogue faceset issues. Since you already give the person's name or description of who they are, showing a faceset is redundant. If you didn't do that then you would definitely need the faceset.
- Noticed you fixed the blue-haired royal guard so that now she answers the questions.
- Interesting how having the moth in the screen with Lady Orlia was actually on purpose.
- I noticed how there a couple of places in Camlon Castle that lead nowhere: a stairwell in the second floor to the right of the main stairwell and the doorway to the right of Lady Orlia's screen.
- I didn't get the deal with the scene at the desert oasis. I thought it might be just Quill dreaming ... and also, I am guessing it must have so symbolic significance.
- In the castle, there are all these tables that have a visible grey rectangular tile that obscures Quill's sprite if you walk in front of the tables. In the ballroom this is even more noticeable: in both tables nearest the king, the rectangle obscures part of the chairs in front of the tables, and for the one in the left, a plate with food on the table. Good thing that you removed these rectangles from the buffet tables, though.
- Did Quill wear the same clothes to the ball?
- I like the fact that you can now enter the ballroom using any path, do what you want to and once you try to leave, that's when the king starts his speech. Strangely, the princess, duchess and lord that you saw outside are also in the ballroom.
- I found a defect within the ballroom: if you are standing on the podium where the king and princess are seating, you can walk one step into the wall and also walk down from the podium by going left and right.
- If you try to leave the ballroom using the furthest path to the right, Quill and Tiya end up occupying the same spot and the game gets stuck after the speech ends, probably because the king bumps into Quill and can't leave the ballroom. If you try to leave, using the path 2nd furthest to the right, Quill and Sei end up occupying the same spot, but at least the game can proceed. Trying to leave through the two leftmost paths doesn't produce any issue whatsoever. Perhaps you can always move Quill to the 2nd furthest left position instead having her remain in the one she used to exit to avoid the issues altogether.
- I didn't see Tiya at all until the speech started ...
- Is Master Toa's sprite always pointing that sword at people?
- One the princess says to continue the festivities, all the dialogue following it occurs with no graphics, except for a few balloons with "..." and "?". Makes me wonder what happened with Master Toa and how the gardens look ... Also, look forward to visiting the library ...
- Good thing you put something to indicate that the end of the demo was reached.
- Another good thing is you got rid of the rain, so that you don't get indoor screens where it is raining.
- Also, I'm curious to find out if some of the things mentioned by NPCs will lead to sidequests.
- I enjoyed the BGMs a lot.
Thanks a lot for the feedback. I'll get onto those problems and hopefully when I put out the next demo it'll be a much better game for it. You've given a lot for me to work on! ^.^
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