LEVIATHANICE'S PROFILE

Just a old RPG Fan! Final Fantasy 4 anyone?

I love playing and reviewing games, let me know if you want yours reviewed!

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Japan: Jubei's Vengeance I+II+III Complete Edition

author=kukenstragames
Hey ! I can't get past the bit where you have to buy a boat in a village! I try pulling the boxes from the dead monsters down from the rooves but it activates a bomb and then just gets stuck!?


I'm stuck in the same spot. I need to get a boat from Genshin, but I can't get enough money, plus there is 1 spider I can't kill... GARG! (Upper right corner)
Also, unless this guy gives me like 14,500 I'm sunk, I don't have any cash.. ^_^;




Actually I figured out that the Katanas at the shop lady are 5 ryo, and they sell back to her for 7, so I just bought and sold until I had enough.

The Blight Review

Yeah it was a good lil' game. I was sad I had to go to bed and finish it the next day. As you learn more you'll make better games. The fact you're willing to do something out of the ordinary (and on your first game!?) gives you an advantage.

Do graphics matter?

Original RTP graphics are fine when used right. I've seen chairs inside of walls, missing floor pieces, etc... so please make sure they at least look appealing.

Mapping in this community is controversial. A lot of oldies will yell at you if your maps are too big. Honestly I think it really depends on how fast your guys are moving, rate of random battles, and how much 'go here and do that' you gotta do. Since joining I've cropped a lot of my maps down, and they started to feel better. There's also the 3 square rule, which means for natural things (like forests, rivers, etc) it's gotta change. Most of the time this applies, but not always.

In my opinion, big maps aren't the worst thing, it's usually spelling, event mistakes, and battle systems that aren't adjusted to the right pace. (too hard, too easy etc) Clean them up and shrink them if you don't have to move too many events is probably the best I can tell you.

Characters reach X state in battle = game over

Dang it! It was the span the whole time!! The one thing I didn't change! gah!

Characters reach X state in battle = game over

So, I figured this would be easy, but apparently it's not as straight forward as I thought.

I have a state called 'Souless' and it's pretty much like death with no cure, and the only way to be healed is by running away or defeating the enemy. I got the state to work the way I want, but I can't get the battle to end if everyone is in that state. You just have to sit and wait until the creature kills everyone... :sigh:

I set up conditional branching in the troops section that does this, and I tried various forms and combinations, but nothing seems to activate it. Any ideas on what I'm doing wrong? Here's a small sample of one of many tries for just the main character. It still doesn't activate.


Any help is good help =)

The Screenshot Topic Returns

So I have a similar problem, I have a 55x55 map that scrolls both side and top/bottom. The point is that it's a desolate swamp that you're supposed to get lost in, and not find your way in (unless you have an item). I thought about breaking it down into a bunch of little maps, but they're still going to look the same as the main map; because they all have to seem endless and it can't be memorable too much because you're supposed to feel lost. Does anyone have any ideas on how to make a desolate place desolate and not boring?

A few words on game submissions.

It sucks that you kill off all of the bad games, I need examples of what not to do. Is there a forum around here on what not to do? I just get worried I'm going to spend 5,000 hrs on a game (I'm already at 3 months of labor) and have everyone hate it.

I need of a volunteer!

How long of a game is it and when do you need this done by? I don't want to commit to 40 hrs of spell-check in a story based game... but I know how you feel. When I'm doing lots of text I have to always copy and paste into Word or Open Office... whatever has a spell-check. It gets old reading the same things over and over. But new things aren't so bad!

Hidden Items?

If done right, it gives the player motivation to wander around your maps and explore. It also helps keep pace. I hate spending 3 hours building a town, and then realizing the player is going to spend less than 2 minutes in it. Otherwise its just tedious and no one cares. For Example: Pots in town that contain everyday items in Final Fantasy 4 = Awesome. Having to roam the caves looking for 15 tails hidden randomly in FF4 After Years Edward's story = Tedious and annoying. I think if you give your player a pattern to follow, its a good idea, like always where the shadow looks weird, or always in the corners of the room... pots... water, whatevz. The game I'm working on is old-fashioned and filled with item holding pots sprinkled in between lots of empty pots.

I would never do it with items required to advance the game unless you're specifically told you gotta go find something. like "I dropped the key to the door! The key is around here somewhere... lets go look for it!" Personally it's a game playing deal-breaker if you have to click randomly on every tile of every map forever. Remember Milan's Secret Castle? yeah... sad face.

Followers Control

Yeah I figured it out. There's no space... problem between keyboard and chair =D
But still, sooo happy this exists. Thanks for sharing!