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Since I haven't heard back from anyone whose actually downloaded it. I thought I'd throw in this recent tech demo I made. It's very short, roughly 5 to 10 mins, I think?
http://rpgmaker.net/games/5147/
I'm trying to make a series out of these, but the idea is to encourages users who are still using rpgmaker2003 to carefully examine the techniques found within certain 16bit rpgs and apply these principles and techniques to their own game.
It's basically a study or a frame of reference.
I'm lamenting whether or not I should add more to this one, make it a bit more detailed or descriptive and enable the game's profile page so users can leave comments under the making of section of each scene - (Which I personally I think is a terrible idea.)
…Or I can just leave it unfinished because no one in there right mind would care enough to actually study from this. Because after all this is rpgmaker 2003.
Now, there's two versions:
One is a barebones attempt at recreating the original SNES intro of the game for rpgmaker2003.
The other one, The RMN version is nearly identical to the first. except the text is changed in certain parts and it has an avi file that plays the outro credits… It's-whatever… no comment. Don't ask me about it, please...
But, If nothing else I'm curious to see whether or not the avi will actually play on another person's computer. (there's a problem with a particular codec if you have it installed, which will make the movie go out of sync. But again I don't know since I haven't heard back from anyone whose actually played this)
Ideally after downloading any one of these versions you should check out the making of pages, on the game's profile page to see how they were recreated in rpgmaker2003:
http://rpgmaker.net/games/5147/Scene_2/
I obviously didn't want to add too much more information to this, as explaining the process in step by step detail with pictures would just be too much work for something people couldn't really careless about. But I still want to give out just enough information so that it will encourages users who are still using rpgmaker2003 to start challenging themselves, creatively with the maker.
There's no special gimmicks or coding required. It's just looking at rpgmaker2003 in a different way;
If after playing this game you find yourself saying "Huh, this is interesting! Maybe I could do something like this for my own game!"
Then I've done my job. If not, please tell me what I can do to make this more clear for other users. Maybe I should add a video of the original SNES intro to the front page to give users a better idea of what this demo is about? I dunno.
At it's worst, it's probably too boring, uninteresting and not very clear to give anything of any significant value to other users.
Either way, let me know what you think.
http://rpgmaker.net/games/5147/
I'm trying to make a series out of these, but the idea is to encourages users who are still using rpgmaker2003 to carefully examine the techniques found within certain 16bit rpgs and apply these principles and techniques to their own game.
It's basically a study or a frame of reference.
I'm lamenting whether or not I should add more to this one, make it a bit more detailed or descriptive and enable the game's profile page so users can leave comments under the making of section of each scene - (Which I personally I think is a terrible idea.)
…Or I can just leave it unfinished because no one in there right mind would care enough to actually study from this. Because after all this is rpgmaker 2003.
Now, there's two versions:
One is a barebones attempt at recreating the original SNES intro of the game for rpgmaker2003.
The other one, The RMN version is nearly identical to the first. except the text is changed in certain parts and it has an avi file that plays the outro credits… It's-whatever… no comment. Don't ask me about it, please...
But, If nothing else I'm curious to see whether or not the avi will actually play on another person's computer. (there's a problem with a particular codec if you have it installed, which will make the movie go out of sync. But again I don't know since I haven't heard back from anyone whose actually played this)
Ideally after downloading any one of these versions you should check out the making of pages, on the game's profile page to see how they were recreated in rpgmaker2003:
http://rpgmaker.net/games/5147/Scene_2/
I obviously didn't want to add too much more information to this, as explaining the process in step by step detail with pictures would just be too much work for something people couldn't really careless about. But I still want to give out just enough information so that it will encourages users who are still using rpgmaker2003 to start challenging themselves, creatively with the maker.
There's no special gimmicks or coding required. It's just looking at rpgmaker2003 in a different way;
If after playing this game you find yourself saying "Huh, this is interesting! Maybe I could do something like this for my own game!"
Then I've done my job. If not, please tell me what I can do to make this more clear for other users. Maybe I should add a video of the original SNES intro to the front page to give users a better idea of what this demo is about? I dunno.
At it's worst, it's probably too boring, uninteresting and not very clear to give anything of any significant value to other users.
Either way, let me know what you think.
Hmm...I noticed my short little game for the Arcade Hero contest didn't get much attention.
A Wizard's Quest.
Then again, it's not like I advertised I made a gamepage for it anyway.
A Wizard's Quest.
Then again, it's not like I advertised I made a gamepage for it anyway.
Amerk, your review has been submitted and is pending. Just posting to show you guys that I'm still here. I've spent a lot of time on this one...You'll see in the review.
Anyway, moving on!
Anyway, moving on!
author=Aegix_Drakan
Good Luuuuuuck. ;)
Lemme know what difficulty you're playing at. :P
Playing on intermediate, or Knight. Enjoying the game so far! But I won't say much else until the review. ;)
author=Fidchell
Playing on intermediate, or Knight. Enjoying the game so far! But I won't say much else until the review. ;)
You'll survive then. :P
Thanks, just read through your review and added in a comment. I appreciate the details of your review. I sort of knew going in, being my first real project, it wouldn't make the full cut, but it's at least good to know there were some things that I did that came out okay.
Ah yes, I forgot to mention that the dialogue from the party's journey to Borez and onward has been completely rewritten. That has nothing to do with the version you're playing, but I thought I'd mention it in case you found the dialogue was getting a little wonky near the demo's end.
Also, the "no random encounters for the complete version" thing is still up in the air. Haven't really decided yet. I'd like the see what you have to say about the encounter rate and such and factor that into my decision.
Also, the "no random encounters for the complete version" thing is still up in the air. Haven't really decided yet. I'd like the see what you have to say about the encounter rate and such and factor that into my decision.
author=Ephiam
Ah yes, I forgot to mention that the dialogue from the party's journey to Borez and onward has been completely rewritten. That has nothing to do with the version you're playing, but I thought I'd mention it in case you found the dialogue was getting a little wonky near the demo's end.
Also, the "no random encounters for the complete version" thing is still up in the air. Haven't really decided yet. I'd like the see what you have to say about the encounter rate and such and factor that into my decision.
The thing about random encounters, no matter the rate, is that it usually causes the player to become more tense, since they have to be able to navigate a dungeon level with utmost awareness to avoid too many battles.
If a dungeon is very complex and has random encounters, there is usually going to be much rage to follow.
That's what is stopping me from implementing touch-encounters or something similar. The game's layout and map design just don't allow it. The dungeons are fairly short, with narrow hallways and no real way for the player to truly get lost. So I don't think they'll be a too big of a problem because of this. If it weren't for that, then I'd definitely do it. But if I went ahead and did it as things are, well... they'd pretty much be mandatory battles. Hahaha =P
So now that I've really thought about this myself, I'm certain random encounters will be staying.
Anyway, now that that's been decided, I can't wait to hear what your thoughts are on the game! I hope you enjoy what little there is.
So now that I've really thought about this myself, I'm certain random encounters will be staying.
Anyway, now that that's been decided, I can't wait to hear what your thoughts are on the game! I hope you enjoy what little there is.
author=Ephiam
That's what is stopping me from implementing touch-encounters or something similar. The game's layout and map design just don't allow it.
Not to throw this anumore off topic, but something I've thought about recently was allowing for weak random encounters on the world map that drops gold instead of EXP. And using touch-based within the dungeons themselves that drops EXP and maybe body parts that can be sold for gold.
I'm certain that DFR was so overwhelmingly bad that it completely obliterated any motivation he may have had for this. I apologize, kind people. =B
author=Ephiam
I'm certain that DFR was so overwhelmingly bad that it completely obliterated any motivation he may have had for this. I apologize, kind people. =B
Just took a long-ass break! I'll get back on it soon.
Mayhaps one of you fellas would be interested in doing a review or LP/LT or whatever it is you want to do for my game?
http://rpgmaker.net/games/3758/
Just a few notes for those that are interested in it:
*If you get the music, and can't decide between 500 MB worth of music for the full flavoring, or just one pack so it's only 250 or something MB, Vanilla Pack is all that's needed (the game gives you an option to switch between Vanilla and Extended Music if you so desire).
*The gameplay is roughly 30-40 hours, give or take, if you decide to tackle the entire beta. Game is only 50% done, mind you, and there may be bugs here and there that I may have missed.
That is all. If you inquire more details, just PM me or whatever and I'll let you know. Hope that one of ya'll picks it up~ ^^;
http://rpgmaker.net/games/3758/
Just a few notes for those that are interested in it:
*If you get the music, and can't decide between 500 MB worth of music for the full flavoring, or just one pack so it's only 250 or something MB, Vanilla Pack is all that's needed (the game gives you an option to switch between Vanilla and Extended Music if you so desire).
*The gameplay is roughly 30-40 hours, give or take, if you decide to tackle the entire beta. Game is only 50% done, mind you, and there may be bugs here and there that I may have missed.
That is all. If you inquire more details, just PM me or whatever and I'll let you know. Hope that one of ya'll picks it up~ ^^;
Ephiam, I finished your game. Well, by "finished" I mean I gave up. Regardless of how short you claim your game is, I didn't get too far before outright quitting. I have to move on. Let me break it down to you why Dragon Fantasy is not high on my recommendation list.
Aesthetics/Map Design
(+) I've seen a lot of the chipsets that are used in this game, but I do appreciate the mapping. It's usually compact and well-detailed in the geography department. You've used them mostly to good effect.
(+) Plenty of life around the locales I suppose. There are your standard villagers, guardsmen, and various animals clowning around. I do appreciate this specific attention to detail.
(+) I don't know where the facesets are from, but I recognize them from somewhere. They don't particularly look astounding, but they mostly fit the sprites they parent.
Music/Sound
(+) The music in the game is comprised of MIDIs, but they complement each other well. I really don't have much to complain about the music. I guess some sound a bit generic.
(+) There are some custom sounds used, so that is a clear plus! I particularly liked the UI sounds.
Gameplay/Mechanics
(-) This game is a bare bones, down to earth traditional RPG. I wholly expected the style of gameplay it has, but that was the issue. The game greatly lacks anything interesting about its gameplay. You visit towns, go to a dungeon, fight monsters...there's nothing much else to do, leading me to my next point.
(-) Dragon Fantasy could use a serious touch-up in the variety department. As of right now the game has little to offer that is interesting in the slightest. I got bored very quickly with this one.
(-) On that point, I gave up around the section where I'm sent out to stop the evil dude. I go into these caves (Road to Old Yur) and I encounter a STARTLING difficulty jump what with enemies that can double attack (goddamnit I hate that fucking ability). Seeing as how I was getting bored to tears, I just was not motivated to "hack" into the editor.
Story/Literacy
(+) The literacy is good! I really don't have much to complain about in this aspect. Good grammar, good spelling, good stuff.
(-) And now the not so good stuff. My first impression with this game was not that great. Dragon Quest in itself is not a hugely impressive name. It might as well have been called Legend of the Tale of the Chosen One: Quest to Stop the Bad Dude.
(-) That having been said, I assume you can foresee how I feel about the story itself. It's very bland. I mean VERY bland. It's the same stuff you see in most other RPGs. You have your Chosen One. You have your Bad Guy. You have your Friends with Benefits. There is absolutely nothing special here and I'm sad to say the story actually contributed to my boredom.
(-) Dialogue is not impressive either. Even with good literacy, everything felt like a low drawl and conversations were not engaging in the slightest. NPCs don't say anything worthwhile either.
I've got some tidbits and things I've noticed in the short duration of my attempted playthrough.
- In the beginning I have to go in these caves to prove myself or something. Is having really flimsy equipment a part of the test? I literally had a fucking STICK as a weapon. Was gramps not concerned of his baby girl's well-being and health in case things went to shit?
- I wasn't wearing "Clothes" before I went into the caves! Holy shit! If the game felt the need to call your first suit of armor "clothes," then I start...thinking of things.
I feel lame, I'm sorry. I don't have much to say about this game, seriously. It is a bare bones RPG with a fantasy story that has been told millions of times already. It is a very BORING BORING game with little meat and needs some serious touch-ups to stand out at all. I'm not going to call it bad; it's just very stale and uninteresting. By all means, Ephiam, keep going with the game. I know there's some people who might be interested in something like this, but if you don't add much else to your game, I don't expect my opinion to change about the finished product.
Aesthetics/Map Design
(+) I've seen a lot of the chipsets that are used in this game, but I do appreciate the mapping. It's usually compact and well-detailed in the geography department. You've used them mostly to good effect.
(+) Plenty of life around the locales I suppose. There are your standard villagers, guardsmen, and various animals clowning around. I do appreciate this specific attention to detail.
(+) I don't know where the facesets are from, but I recognize them from somewhere. They don't particularly look astounding, but they mostly fit the sprites they parent.
Music/Sound
(+) The music in the game is comprised of MIDIs, but they complement each other well. I really don't have much to complain about the music. I guess some sound a bit generic.
(+) There are some custom sounds used, so that is a clear plus! I particularly liked the UI sounds.
Gameplay/Mechanics
(-) This game is a bare bones, down to earth traditional RPG. I wholly expected the style of gameplay it has, but that was the issue. The game greatly lacks anything interesting about its gameplay. You visit towns, go to a dungeon, fight monsters...there's nothing much else to do, leading me to my next point.
(-) Dragon Fantasy could use a serious touch-up in the variety department. As of right now the game has little to offer that is interesting in the slightest. I got bored very quickly with this one.
(-) On that point, I gave up around the section where I'm sent out to stop the evil dude. I go into these caves (Road to Old Yur) and I encounter a STARTLING difficulty jump what with enemies that can double attack (goddamnit I hate that fucking ability). Seeing as how I was getting bored to tears, I just was not motivated to "hack" into the editor.
Story/Literacy
(+) The literacy is good! I really don't have much to complain about in this aspect. Good grammar, good spelling, good stuff.
(-) And now the not so good stuff. My first impression with this game was not that great. Dragon Quest in itself is not a hugely impressive name. It might as well have been called Legend of the Tale of the Chosen One: Quest to Stop the Bad Dude.
(-) That having been said, I assume you can foresee how I feel about the story itself. It's very bland. I mean VERY bland. It's the same stuff you see in most other RPGs. You have your Chosen One. You have your Bad Guy. You have your Friends with Benefits. There is absolutely nothing special here and I'm sad to say the story actually contributed to my boredom.
(-) Dialogue is not impressive either. Even with good literacy, everything felt like a low drawl and conversations were not engaging in the slightest. NPCs don't say anything worthwhile either.
I've got some tidbits and things I've noticed in the short duration of my attempted playthrough.
- In the beginning I have to go in these caves to prove myself or something. Is having really flimsy equipment a part of the test? I literally had a fucking STICK as a weapon. Was gramps not concerned of his baby girl's well-being and health in case things went to shit?
- I wasn't wearing "Clothes" before I went into the caves! Holy shit! If the game felt the need to call your first suit of armor "clothes," then I start...thinking of things.
I feel lame, I'm sorry. I don't have much to say about this game, seriously. It is a bare bones RPG with a fantasy story that has been told millions of times already. It is a very BORING BORING game with little meat and needs some serious touch-ups to stand out at all. I'm not going to call it bad; it's just very stale and uninteresting. By all means, Ephiam, keep going with the game. I know there's some people who might be interested in something like this, but if you don't add much else to your game, I don't expect my opinion to change about the finished product.
Ah, so you're still alive! Regardless of the project failing to leave any kind of positive impression on you, I'm glad you took the time to play as far as you did and give us such a lengthy review of your experience.
I agree that (as of now, we'll see how things turn out in the future) the gameplay is fairly bland. But that's mainly because I don't want to change things up TOO much from the original game; after all, this IS a remake. I want it to be familiar to those who have played the original, and not some foreign project completely with a few nods here and there. I've even had people question why I was "upgrading" the graphics! Hahaha. The difficulty is still wonky though, I'll admit.
The story strays from what you might EXPECT to happen early on, but even that's beyond the demo's length and will not be evident until the full game is released.
Anyway, thanks again for taking the time to do this! I'll definitely have to look into various ways of spicing up the gameplay once I get the script written and out of the way. =)
I agree that (as of now, we'll see how things turn out in the future) the gameplay is fairly bland. But that's mainly because I don't want to change things up TOO much from the original game; after all, this IS a remake. I want it to be familiar to those who have played the original, and not some foreign project completely with a few nods here and there. I've even had people question why I was "upgrading" the graphics! Hahaha. The difficulty is still wonky though, I'll admit.
The story strays from what you might EXPECT to happen early on, but even that's beyond the demo's length and will not be evident until the full game is released.
Anyway, thanks again for taking the time to do this! I'll definitely have to look into various ways of spicing up the gameplay once I get the script written and out of the way. =)
author=Ephiam
Anyway, thanks again for taking the time to do this! I'll definitely have to look into various ways of spicing up the gameplay once I get the script written and out of the way. =)
Yeah, sorry if I was a little harsh, as I understand what sort of game you're trying to make here, but I just was not impressed! If you just try to balance out the difficulty (I'm not sure if you expected people to grind before that area or not) and maybe even add some mini-games here and there, I think it would definitely improve what you have! I personally don't believe you should stick too close to the roots. There's always a way you can improve the game without tarnishing its original image.



















