DYHALTO'S PROFILE
The Screenshot Topic Returns
author=NOACCEPTANCE772
Can yo please elaborate about the wonky themes?
Because I think I will have to change them too.LOL!
"Wonky themes" was a polite way of implying that you are batshit insane :p
Final Fantasy: Echoes of the Past
I gave it a play. While the gameplay is alright, the story and direction is weak. Definitely needs some polishing, but that'll come with time.
First things first, you should include the font in the download. As long as it isn't a commercial font (which would be a no-no to use), there's no problem. Everybody does it.
Gameplay wise, I have mixed feelings about the TP system. Starting out with 0 and replenishing 2 per turn, and not having items or inns heal (I think?), players are going to simply hoard it for boss battles. This isn't a positive mechanic. Also irking is that I can't see TP outside of battle on the main menu.
The Abilities that arrived late in the necro boss battle are iffy. 30 "seconds" as a cooldown is erratic since players aren't keeping track of time when the ATB gauge is running. You'd be better off switching it to something like Turns. On top of that, Shuriken didn't work at all.
On a smaller nitpick, the undead enemies have too much HP. It's not that they're hard. The player just winds up slugging away with Attack for longer than is needed.
Story wise, using the mission deployment scenario is fine, but the mission itself is meh. Once the player it actually in the castle looking for intel, all they get is a bunch of gobbledygook rumors. Nothing with any substance to make it a little more exciting.
You also had a pile of spelling/grammar mistakes. Nothing a little proofreading wouldn't fix.
And dat beach tileset D:
First things first, you should include the font in the download. As long as it isn't a commercial font (which would be a no-no to use), there's no problem. Everybody does it.
Gameplay wise, I have mixed feelings about the TP system. Starting out with 0 and replenishing 2 per turn, and not having items or inns heal (I think?), players are going to simply hoard it for boss battles. This isn't a positive mechanic. Also irking is that I can't see TP outside of battle on the main menu.
The Abilities that arrived late in the necro boss battle are iffy. 30 "seconds" as a cooldown is erratic since players aren't keeping track of time when the ATB gauge is running. You'd be better off switching it to something like Turns. On top of that, Shuriken didn't work at all.
On a smaller nitpick, the undead enemies have too much HP. It's not that they're hard. The player just winds up slugging away with Attack for longer than is needed.
Story wise, using the mission deployment scenario is fine, but the mission itself is meh. Once the player it actually in the castle looking for intel, all they get is a bunch of gobbledygook rumors. Nothing with any substance to make it a little more exciting.
You also had a pile of spelling/grammar mistakes. Nothing a little proofreading wouldn't fix.
And dat beach tileset D:
The Screenshot Topic Returns
@NOACCEPTANCE
Previous screenshots you've shown us have looked like torrid messes and it was hard to make anything out. But this... this is coherent. It's actually starting to look like a classic jRPG in the making, albeit with some wonky ass themes at work.
To answer your question, the sprites are excellent. Wait, are those strippers?
Previous screenshots you've shown us have looked like torrid messes and it was hard to make anything out. But this... this is coherent. It's actually starting to look like a classic jRPG in the making, albeit with some wonky ass themes at work.
To answer your question, the sprites are excellent. Wait, are those strippers?
I wanted a drink, so I grabbed a plate. I don't even.
"Damn, where did I leave my glasses?"
*looks through bedroom and bathroom*
"Dammit, I'm going to be late for work."
*retraces steps from waking up to preparing to go out the door*
"Where in hell are-"
*feels around eyes. There they are, being worn*
*looks through bedroom and bathroom*
"Dammit, I'm going to be late for work."
*retraces steps from waking up to preparing to go out the door*
"Where in hell are-"
*feels around eyes. There they are, being worn*
How do people in the community handle negativity?
Dude, I've been following your project since the gamepage hit public view. I am literally subscriber #1. Every thing that's happened on your page I received a notice for. If there was someone saying something out-of-line, I would have been the first to say something on your behalf.
As far as I'm concerned, you haven't been on the receiving end of anything but a few nuisance C&Cs like... hell, me with my fuss about how Liona looks too much like Rune.
If you want to see what trolling looks like, try this.
I wish I could link you to yuna21's Phantasy Star IV fangame. It was being torn apart by just about everybody who visited it.*
And fuck, Clyve hasn't even visited your project.
Slashphoenix had some good points for you, but apart from that, the only other advice that can be offered is that its time to harden the fuck up.
*As a heartwarming success story, yuna21 trashed her PS fangame and went on to make Enelysion, one of the site's most popular games.
As far as I'm concerned, you haven't been on the receiving end of anything but a few nuisance C&Cs like... hell, me with my fuss about how Liona looks too much like Rune.
If you want to see what trolling looks like, try this.
I wish I could link you to yuna21's Phantasy Star IV fangame. It was being torn apart by just about everybody who visited it.*
And fuck, Clyve hasn't even visited your project.
Slashphoenix had some good points for you, but apart from that, the only other advice that can be offered is that its time to harden the fuck up.
*As a heartwarming success story, yuna21 trashed her PS fangame and went on to make Enelysion, one of the site's most popular games.
Made a very short game for Mother's Day. It's too short to make a page for it here, but I'll post the link to it~ :)
First Demo Release
I played through the demo too. I can tell you have something grand in mind, story-wise, but the gameplay elements are falling flat.
-Hit and Hack. There's no reason for both of them, as the characters can only ever use one or the other. It's one thing if you're going to make the strategic distinction between Slash and Stab, like with a sword, but it's pointless here, and only slows down the action. You're better off simplifying them to just 'Attack'.
-The mapping is horrendous. Towns are laid out in perfect grids. Doodads are dropped haphazardly. You even used countertops as walls in some indoor areas. This aspect of your game desperately needs attention. Fortunately, RMN has tools available like Archeia_Nessiah's Dos and Don'ts of Mapping series, the screenshot topic, and the ability to flag screenshots for feedback in the Development thread. For a starting point, I'd recommend checking out other VX Ace games that use graphics like yours, seeing how they did it, and simply copying.
-Storyline items progressed a little TOO quickly. Elyn and Kel started falling in love unconvincingly fast, especially when you consider the racial taboos they would have to first overcome. You also don't need to drag out all the king's royal spies at once as a plot device. One reasonably strong one should be sufficient.
Nitpicks
-For some reason I can dash on the world map, but not in the towns. Normally its the other way around (though world map dashing is handy for grinding).
-When using Heal on the map, it should NOT eject you from the menu. Players tend to do their healing in bulk. This a definite no-no.
-Heal missed ~_~ It only missed once on me, but regular heal spells aren't supposed to miss. That's reserved for the quirky heals that cost less MP or are early full-party targeting.
-I think this is the first RM game I've played where the player is blocked by chairs. These are normally flagged as passable.
-I needed 500T as a plot device. It'd be one thing if it was some piddly sum, but 500T is substantial at this point in the game, and I burnt most of my money on food for the orphanage. It didn't take long to grind back up, but foisting grinding on the player is generally a bad idea.
Anyway, I'm sorry if I'm coming across as harsh. I can tell something interesting is at work here and I'd like to see it continued.
-Hit and Hack. There's no reason for both of them, as the characters can only ever use one or the other. It's one thing if you're going to make the strategic distinction between Slash and Stab, like with a sword, but it's pointless here, and only slows down the action. You're better off simplifying them to just 'Attack'.
-The mapping is horrendous. Towns are laid out in perfect grids. Doodads are dropped haphazardly. You even used countertops as walls in some indoor areas. This aspect of your game desperately needs attention. Fortunately, RMN has tools available like Archeia_Nessiah's Dos and Don'ts of Mapping series, the screenshot topic, and the ability to flag screenshots for feedback in the Development thread. For a starting point, I'd recommend checking out other VX Ace games that use graphics like yours, seeing how they did it, and simply copying.
-Storyline items progressed a little TOO quickly. Elyn and Kel started falling in love unconvincingly fast, especially when you consider the racial taboos they would have to first overcome. You also don't need to drag out all the king's royal spies at once as a plot device. One reasonably strong one should be sufficient.
Nitpicks
-For some reason I can dash on the world map, but not in the towns. Normally its the other way around (though world map dashing is handy for grinding).
-When using Heal on the map, it should NOT eject you from the menu. Players tend to do their healing in bulk. This a definite no-no.
-Heal missed ~_~ It only missed once on me, but regular heal spells aren't supposed to miss. That's reserved for the quirky heals that cost less MP or are early full-party targeting.
-I think this is the first RM game I've played where the player is blocked by chairs. These are normally flagged as passable.
-I needed 500T as a plot device. It'd be one thing if it was some piddly sum, but 500T is substantial at this point in the game, and I burnt most of my money on food for the orphanage. It didn't take long to grind back up, but foisting grinding on the player is generally a bad idea.
Anyway, I'm sorry if I'm coming across as harsh. I can tell something interesting is at work here and I'd like to see it continued.
Will I eating up rmn's bandwidth?
If I recall correctly back to when I was an RPG Crisis regular, I downloaded Hero's Realm via kentona's link which was to his RMN gamepage. So I think linking to there is acceptable.
Beta_Version_03.png
The Legend of Jak (Demo Available)
I just played through the demo. It's enjoyable at its core, but needs some significant polishing.
I mentioned the font issue in one of the screenshots. If you find out what it is, and it doesn't turn out to be one of those annoying copyrighted commercial fonts, feel free to include it in download. Installing a new font is the norm in newer RPGMakers.
Otherwise, I made a small list of stuff.
-Items could use more creativity in their naming. Rum is great as a health restorer, but Magic Potion and Antidote are not pirate'y at all.
-The area names (when I enter) start with the first few letters off the left side of the screen. For example, Training Grounds became 'aining Grounds'. This might be related to the font issue though.
-A CMS would be a good idea. Some of the stats are irrelevant and don't belong on the status screen (eg. agi). Also, having Formation blacked out is completely pointless.
-A few maps have exits hidden by the character stat bars/tool boxes. It's a minor nuisance the way its been handled so far, but it'd be a bum deal for a player to walk through a dungeon over and over, only to find the next area in the bottom right corner, hidden by his bombs.
-The card game needs an explanation. I figured out the gist of it, but it looks like there's a lot I'm not getting.
-Is the first slash supposed to be useless? I only ever seem to do any damage/knockback with the 2nd and 3rd.
-I know you intended for the mine to be dark, but I have a viciously bright monitor and I still had to lean and squint from time to time. Might want to tone it down just a tad. Alternatively, add more lamps with larger fields.
-I accidentally skipped over the mine boss' explanation on how to throw bombs and couldn't figure out how on my own. Is it not supported yet?
-Minor nitpick : When Jak attacks, his bottom left portrait shuffles left a pixel. It's not a severe distraction; just noticeable.
I have a hard time believing that pirates would go around playing nerdy card games, but whatever, I'm a nerd and I liked it. Looking forward to seeing what comes of this.
Also, subscribed.
I mentioned the font issue in one of the screenshots. If you find out what it is, and it doesn't turn out to be one of those annoying copyrighted commercial fonts, feel free to include it in download. Installing a new font is the norm in newer RPGMakers.
Otherwise, I made a small list of stuff.
-Items could use more creativity in their naming. Rum is great as a health restorer, but Magic Potion and Antidote are not pirate'y at all.
-The area names (when I enter) start with the first few letters off the left side of the screen. For example, Training Grounds became 'aining Grounds'. This might be related to the font issue though.
-A CMS would be a good idea. Some of the stats are irrelevant and don't belong on the status screen (eg. agi). Also, having Formation blacked out is completely pointless.
-A few maps have exits hidden by the character stat bars/tool boxes. It's a minor nuisance the way its been handled so far, but it'd be a bum deal for a player to walk through a dungeon over and over, only to find the next area in the bottom right corner, hidden by his bombs.
-The card game needs an explanation. I figured out the gist of it, but it looks like there's a lot I'm not getting.
-Is the first slash supposed to be useless? I only ever seem to do any damage/knockback with the 2nd and 3rd.
-I know you intended for the mine to be dark, but I have a viciously bright monitor and I still had to lean and squint from time to time. Might want to tone it down just a tad. Alternatively, add more lamps with larger fields.
-I accidentally skipped over the mine boss' explanation on how to throw bombs and couldn't figure out how on my own. Is it not supported yet?
-Minor nitpick : When Jak attacks, his bottom left portrait shuffles left a pixel. It's not a severe distraction; just noticeable.
I have a hard time believing that pirates would go around playing nerdy card games, but whatever, I'm a nerd and I liked it. Looking forward to seeing what comes of this.
Also, subscribed.










