RELEASE SOMETHING! DAY IX: SOMETHING ABOUT CATS: DISCUSSION THREAD
Posts

..:: December 21st, 2009 ::..
oto iz in ur rmns, poastin ur lame joakes
This is the thread wherein we discuss the releases from the release thread! Crazesez gogogo.
For the releases, go here.
-----------------------------
Now that's it's been 24+ hours since the start I am officially closing Release Something! Day IX: something about cats. A total of 16 releases were released, which is pretty good considering the shorter notice (intentional!), Game Chill 2009 and the restriction of no full games allowed.
Keep discussing them, however! And more people should play and review them (the second part of RS!D is the playing!).
halibabica - Super Porygon 3D demo
Racheal - Ethereal Dreams Early Tech Demo
outlander145 - Sweet Home: The Second Coming SUPER Early Techstration
Deacon Batista - The End Of The Way - 3 Different Endings Hide The Truth (Review)
Bandito - Final Paradise
Ephiam - Dragon Fantasy: Venaitura 2
DE - Maps from Akropolis
Shinan - The Assassination of Michael Gower
Kazesui - Re Quest
Illustrious - Angels of Exodus - Scrapbook
Ratty524 - Tina of the Stars new demo
VideoWizard - Dragon Kingdoms V for RPG Maker VX
pantsman9 - Autus
Billwilliams - Druman Action
kentona - Hellion: Rad Sunglasses Mappack
kentona - Porkygon 3D RS!D IX review
kentona
post a screen and a link to the gamepage
halibabica, A screen... not TWO screens. ;-)
I found out 2 things about your game though and I don't know if they are intended or not.
1. the Porygon stops while shooting (which means it can't run and shoot at the same time)
2. when you die and got teleported back to the start things keep as they were (e.g. if you die in the boss fight and you had hit him 2 times, those 2 times still count when you fight him again)
How many more hours do we have?
I'll close it tomorrow morning when I get in. That being said, I no longer have the ability to lock topics so it might be open indefinitely!
from Deacon BatistaYes, Porygon is supposed to stay still while firing. It would make things waaay too easy if he could keep moving.
1. the Porygon stops while shooting (which means it can't run and shoot at the same time)
2. when you die and got teleported back to the start things keep as they were (e.g. if you die in the boss fight and you had hit him 2 times, those 2 times still count when you fight him again)
Also, no, boss HP comes back if you fail to beat them. The only things that stay the same are the number of triangles you have and the tower switches you activated.
from Deacon BatistaFixed.
A screen... not TWO screens. ;-)
Pretty slick game there, Slick! Porkygon 3D is fun to play (and dare I say it, more fun than Pokemon Hunter).
Porkygon 3D
I simply don't have the patience for traditional RPGs these days, and really haven't since about 1997, so I tend to gravitate towards straightforward arcade games. Luckily, that's what Super Porygon 3D is! More specifically, it is a top-down shooter/puzzle game. I am also assuming that a porygon is some sort of pokemans, but I could be wrong.
This edition of Super Porygon 3D is a quick two-level demo released for Release Something! Day IX.
Gameplay: 3/5
Super Porygon 3D is a top-down 2D shooter/puzzle game wherein you navigate your Porygon in an infected computer, collect triangle-weapons, shoot green pokemans, and flick switches. The game is made in RM2k, which means that the hit detection can be a little off (due to no fault of halibabica's!) but with the way enemy AI is designed and the way shooting is handled it's not as big an issue as you'd think.
The level and enemy AI design is good. The levels are clean and free of superfluous effects and the layouts are well made. The AI difficulty progressed at a good rate, too, and was challenging enough that I did die a few times. I did have some navigation problems - I had no idea that some of the alcoves on the side were in fact doors leading to other areas - but everything else is clearly indentifiable.
Atmosphere: 3.5/5
You play as your porygon whom you sent into an computer infected with evil porygons. As your porygon you must kill all the rest of 'em. At least, that's what I got out the intro. It works, it was quick and interesting and you don't even need to be aware of Pokemans Hunter 4 to play this game (though I assume that would give this game more meaning).
The music was great and fit the game well. The sound effects were standard RTP, however, but I didn't mind. Plus, the ceiling tiles were nice. ;)
Fun Factor: 3.5/5
As far as it goes (2 levels), Super Porygon 3D is a fun game. I played for a good 20 minutes before writing this review (hey, it's a short game! Plus that's more time than I give most RPGs I play). I look forward to seeing how the rest of the game plays out and what other little clever level design and gameplay ideas halibabica throws at us.
Overall: 3.5/5
Good demo, halibabica!
I simply don't have the patience for traditional RPGs these days, and really haven't since about 1997, so I tend to gravitate towards straightforward arcade games. Luckily, that's what Super Porygon 3D is! More specifically, it is a top-down shooter/puzzle game. I am also assuming that a porygon is some sort of pokemans, but I could be wrong.
This edition of Super Porygon 3D is a quick two-level demo released for Release Something! Day IX.
Gameplay: 3/5
Super Porygon 3D is a top-down 2D shooter/puzzle game wherein you navigate your Porygon in an infected computer, collect triangle-weapons, shoot green pokemans, and flick switches. The game is made in RM2k, which means that the hit detection can be a little off (due to no fault of halibabica's!) but with the way enemy AI is designed and the way shooting is handled it's not as big an issue as you'd think.
The level and enemy AI design is good. The levels are clean and free of superfluous effects and the layouts are well made. The AI difficulty progressed at a good rate, too, and was challenging enough that I did die a few times. I did have some navigation problems - I had no idea that some of the alcoves on the side were in fact doors leading to other areas - but everything else is clearly indentifiable.
Atmosphere: 3.5/5
You play as your porygon whom you sent into an computer infected with evil porygons. As your porygon you must kill all the rest of 'em. At least, that's what I got out the intro. It works, it was quick and interesting and you don't even need to be aware of Pokemans Hunter 4 to play this game (though I assume that would give this game more meaning).
The music was great and fit the game well. The sound effects were standard RTP, however, but I didn't mind. Plus, the ceiling tiles were nice. ;)
Fun Factor: 3.5/5
As far as it goes (2 levels), Super Porygon 3D is a fun game. I played for a good 20 minutes before writing this review (hey, it's a short game! Plus that's more time than I give most RPGs I play). I look forward to seeing how the rest of the game plays out and what other little clever level design and gameplay ideas halibabica throws at us.
Overall: 3.5/5
Good demo, halibabica!
Maybe it's because I don't play these types of games very often, but it took me a few minutes to figure out I had to "Use" the door to enter buildings in tAoMG. Sounds silly when I type it like that.
Edit: I managed to finish the game. It was short, but enjoyable. One thing I have to wonder though, and I might go back to test, was there multiple endings?
Edit: I managed to finish the game. It was short, but enjoyable. One thing I have to wonder though, and I might go back to test, was there multiple endings?
I couldn't beat the 2nd level in that Porygon game (the one with all the green plant stuff). Can I destroy the Safcon Metapod with shooting or not?
That Kill RON Guy Game -
Aliased text like this is terrible. It's troublesome to read (and impossible at native resolution). Please redo this image so the text stands out more and it doesn't blend in with the background color. If size is an issue maybe it could be a two page note?
I like the attempt at a simplified interface (instead of the bajillion commands Ye Olde Adventure Games used to have) but this really needs some polish. For example, clicking the rope does nothing (Had to 'Use' Rope) but for the Toy Shotgun I could left click to use with another item just fine. Or plenty of times I wanted to use/look/talk to something but the default left action command was WalkTo. I like the context sensitive actions but most of the time they just weren't there.
BUGS 
You can clip through the apartment building if you stand near Davy Jone's locker and then use the Apartment door to enter it. Sir Murderer will walk through the apartment (but if you walk past it, he'll walk properly around the building). I got this to happen again leaving the casino room when the desk was between Sir Murderer and the window.
I don't know if this is an engine issue or not but I alt-tabbed during the intro and all the text just flew by when I went back to the game to the point that I would notice the text was there it was already gone. (this happened later on when I was writing this post and all text became like this until I restarted the game)
I walked into the bedroom and Sir Murderer's head appears on top of the wall above the door.
Taking the Fire Extinguisher moves Sir Murderer in front of the Yahtzee guy instead of anywhere close to it.
Like the page says, it is lacking a lot of polish. I did beat it but I never managed to get rid of that letter
Aliased text like this is terrible. It's troublesome to read (and impossible at native resolution). Please redo this image so the text stands out more and it doesn't blend in with the background color. If size is an issue maybe it could be a two page note?
I like the attempt at a simplified interface (instead of the bajillion commands Ye Olde Adventure Games used to have) but this really needs some polish. For example, clicking the rope does nothing (Had to 'Use' Rope) but for the Toy Shotgun I could left click to use with another item just fine. Or plenty of times I wanted to use/look/talk to something but the default left action command was WalkTo. I like the context sensitive actions but most of the time they just weren't there.


You can clip through the apartment building if you stand near Davy Jone's locker and then use the Apartment door to enter it. Sir Murderer will walk through the apartment (but if you walk past it, he'll walk properly around the building). I got this to happen again leaving the casino room when the desk was between Sir Murderer and the window.
I don't know if this is an engine issue or not but I alt-tabbed during the intro and all the text just flew by when I went back to the game to the point that I would notice the text was there it was already gone. (this happened later on when I was writing this post and all text became like this until I restarted the game)
I walked into the bedroom and Sir Murderer's head appears on top of the wall above the door.
Taking the Fire Extinguisher moves Sir Murderer in front of the Yahtzee guy instead of anywhere close to it.
Like the page says, it is lacking a lot of polish. I did beat it but I never managed to get rid of that letter
The Isometric Dreams RMVX Game -
Not much to say. It looks pretty (but some of the head graphics really bug me but its all WIP so v
v ). Talking to NPCs with each character sounds more like a chore in theory (talking to everybody five times for each character?
nevermind all the writing.) but maybe in practice it'll be better.
I never found the fight test. Where is it?
Not much to say. It looks pretty (but some of the head graphics really bug me but its all WIP so v


I never found the fight test. Where is it?
@GRS: The intention for the full game is that any main story event can be triggered with any character, it's more a, you can choose who you'd rather walk around as and learn more about. (Also later, each character with have a unique map skill, but that's not implemented yet)
The battle test is accessed by talking to Joi (green hair) with Kettill (brown hair, purple poncho.) Talking to her with any other character produces helpful tid bits about the battle system.
The battle test is accessed by talking to Joi (green hair) with Kettill (brown hair, purple poncho.) Talking to her with any other character produces helpful tid bits about the battle system.
I finally submitted an update to Tina of the Stars. The Download is still pending.
And Racheal, are you and your team performing a revamp of that game? It's looking fantastic.
And Racheal, are you and your team performing a revamp of that game? It's looking fantastic.
Antony's Paradise Finale -
The speaker and the dialog look exactly the same. It looks like somebody is saying
"Guy in black robe. Thank you, stranger". Use some characters or a different font color around the name to show the difference.
The battle animations look good but after Anthony's attack there's a half second pause. Probably the animation has some frames after the battle animation isn't visible
Mapping issues!: There should be some walls by the exit so the tiles don't go straight from roof to floor. The table shouldn't have the carpet bend around it, it looks like it is part of the floor instead of resting on it (like the cupboard next to it). If you copy+paste carpet tiles (like the tiles that only have the carpet border on the top) you can draw the carpet so it doesn't bend around the table.
*later notice* Oh the black roof is a border too, which isn't there for the fields north of the beach. These borders are inconsistent in where they are and aren't. There's even a house that has part black borders and part roof around it. Never mind that the same house doesn't even have a complete border around it and the walls are from two completely different tilesets.
During the fight with Rachel on the boat, she says something like "why would you kill me who took you in when you were a homeless child", four lines line, but spread across two messages. I'd suggest getting it all in one Window (Rm2k might not let you add one because there is an empty line already at the bottom, check that if you can't add a fourth line)
There's a few tile issues with chairs on the ship and beds in the first inn with stuff appearing on top of other things.
I quit when I got the quest to find the cat. I skimmed where to find the cat so I talked to he mayor to doublecheck who said nothing useful to help me. I think he said check the beach but that involved going through a boring field again to fight nothing but monkeys again for a fetch quest that will not directly advance the story of the game. The mapping needs to be improved so maps are at least consistent within themselves (don't mix RTP and SD3 rips please, consistent borders and mapping style) and some places are just big boxes with little boxes inside the big box for rooms. The writing is bad (but I'm not in any way qualified to tell how to improve it, oh except your punctuation is also inconsistent). Battles are boring because there's only one enemy to fight in the first area and the only thing you can do is attack.
I'd suggest finding some good polished games and trying them out and seeing what they did. Look at how they made their maps, how they showed the player where the exits were, and how they made fights not completely boring. Learn how to improve your game!
The speaker and the dialog look exactly the same. It looks like somebody is saying
"Guy in black robe. Thank you, stranger". Use some characters or a different font color around the name to show the difference.
The battle animations look good but after Anthony's attack there's a half second pause. Probably the animation has some frames after the battle animation isn't visible
Mapping issues!: There should be some walls by the exit so the tiles don't go straight from roof to floor. The table shouldn't have the carpet bend around it, it looks like it is part of the floor instead of resting on it (like the cupboard next to it). If you copy+paste carpet tiles (like the tiles that only have the carpet border on the top) you can draw the carpet so it doesn't bend around the table.
*later notice* Oh the black roof is a border too, which isn't there for the fields north of the beach. These borders are inconsistent in where they are and aren't. There's even a house that has part black borders and part roof around it. Never mind that the same house doesn't even have a complete border around it and the walls are from two completely different tilesets.
During the fight with Rachel on the boat, she says something like "why would you kill me who took you in when you were a homeless child", four lines line, but spread across two messages. I'd suggest getting it all in one Window (Rm2k might not let you add one because there is an empty line already at the bottom, check that if you can't add a fourth line)
There's a few tile issues with chairs on the ship and beds in the first inn with stuff appearing on top of other things.
I quit when I got the quest to find the cat. I skimmed where to find the cat so I talked to he mayor to doublecheck who said nothing useful to help me. I think he said check the beach but that involved going through a boring field again to fight nothing but monkeys again for a fetch quest that will not directly advance the story of the game. The mapping needs to be improved so maps are at least consistent within themselves (don't mix RTP and SD3 rips please, consistent borders and mapping style) and some places are just big boxes with little boxes inside the big box for rooms. The writing is bad (but I'm not in any way qualified to tell how to improve it, oh except your punctuation is also inconsistent). Battles are boring because there's only one enemy to fight in the first area and the only thing you can do is attack.
I'd suggest finding some good polished games and trying them out and seeing what they did. Look at how they made their maps, how they showed the player where the exits were, and how they made fights not completely boring. Learn how to improve your game!
Basically you have to find two cats, one in the beach which triggers filler boss fight and another one in the field near the beach, after talking with the crazy old guy in his house. Also It is pretty easy to avoid fights in the field if you just ignore them dude. ^^
About the other things, I am pretty much agree with everything.:(
About the other things, I am pretty much agree with everything.:(
post=114824
I couldn't beat the 2nd level in that Porygon game (the one with all the green plant stuff). Can I destroy theSafconMetapod with shooting or not?
You can. It just takes a ridiculous number of hits. Its HP is 12, and it heals itself gradually once injured. It's meant to impede you while other stuff tries to kick your butt.
post=114809
Maybe it's because I don't play these types of games very often, but it took me a few minutes to figure out I had to "Use" the door to enter buildings in tAoMG. Sounds silly when I type it like that.
That's actually pretty interesting. And a great example of how unintuitive a GUI can be for a person not used to it.
Edit: I managed to finish the game. It was short, but enjoyable. One thing I have to wonder though, and I might go back to test, was there multiple endings?
I don't think there were multiple endings. I would have to check that. But I think I made the game fairly linear. (so that, for example, you can't be without the letter in the end.)
post=114831
That Kill RON Guy Game -
This stuff has motivated me to try to fix some of the bugs if I can read my old code anymore. And perhaps add some interactions I had hoped to add originally.
I like the attempt at a simplified interface (instead of the bajillion commands Ye Olde Adventure Games used to have) but this really needs some polish. For example, clicking the rope does nothing (Had to 'Use' Rope) but for the Toy Shotgun I could left click to use with another item just fine. Or plenty of times I wanted to use/look/talk to something but the default left action command was WalkTo. I like the context sensitive actions but most of the time they just weren't there.
I tried to make it so that you could walk around while having another command active. Since I've usually been annoyed in games when I've had to click "walk" in order to look at something just outside the screen. I think that usually it'll say in the top bar if you can interact with something or not and if there's not text there (apart from walk, or look or use) it'll default to walk where you clicked. (while having the use/look active so you don't have to click around the GUI more than necessary)





















