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CC-F, Starless Umbra 9.0.0b

Posts

Pages: 1
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Hey -- first off -- thanks for putting this together. The RM community needs more people like you. People who are willing to take the time to play other projects and provide solid feedback is a rarity in a community of creators, so thank you.

I found the video immensely helpful, and I'm glad you were able to enjoy the project. I know not only playing through but compiling, editing, and uploading the video also takes time so I appreciate it.

To directly address some of your points in the video, if you're curious:

@1:09 -- Faces are all temporary at this point. So hopefully all your criticisms with ugly/repetitive faces will be fixed in the next major release.

@2:58 -- I should just make the map design exits clearer to remedy this.

@4:16 -- That's certainly a glitch. :) Will be fixed in the next build.

@4:58 -- Yeah no HP is shown, but it's ok because you can't get a gameover there.

@7:04 -- unlucky with the monster spawning next to the save! It's completely random, but maybe the radius around saves can be "safe" areas. I'll have to look into an algorithm to implement something like this because it's a great idea.

@8:10 -- You have a few options here to not gain aggro for a turn: skills like defend and avoid, using an item, or using the "row" command. I like to attack once, then generate EP with defend for a few turns, then burn all my EP with the avoid skill learned from the Stone Lance.

@10:00 -- Wolf chase. Either scenario (running out of time or completing the area) yields the same cutscene unfortunately. I should differentiate between the two here.

@11:02 -- Oops. Looks like a furnace or a stove to me.

@14:40 -- Yeah I think a simple solution is to have Clydan remind you what he looks like, maybe pan the screen over when you exit the inn and say "Oh there he is over there, in blue by the crowd of people."

@20:05 -- Point taken. I think I'll have to change this system around a bit so you don't end up wasting cash.

@22:00 -- Yeah I'm probably just going to go ahead and sprite something for the world map. It'd be nice to have an original world map.

@23:37 -- Correct, unfortunately the damage displayed is only the difference in HP, so there's no overkill effect. An effect of my "hack" to get the custom damage popups.

@25:55 -- I can easily add a few more checkpoints here for you. The idea is that the game shouldn't feel too frustrating, but still challenging at times. But yeah the coins you collect are cumulative and you can redo it if you want.

@27:35 -- The battlers I did myself, and some of the enemies are original, but most are rips/edits; I edited all the animations for enemies though.

@30:00 -- I think I'll make some sort of method to skip cutscenes, or at least give you the option to trigger a save before major battles. A good idea.

@34:21 -- There is a save point by the entrance (left side). I think you might have missed it. The pacing is a bit weird for the church event though.
I'm glad it was helpful. This game brings up some interesting design choices. The Coding going on in some areas is note worthy. I'll definitely keep an eye on this project. Continue to have fun creating it, Dhm. ^.^

And I completely forgot about the row command being used as a skip-turn. LoL.
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