RELEASE SOMETHING! DAY IX: SOMETHING ABOUT CATS: DISCUSSION THREAD
Posts
Etherialism - The Dreams Striek Back
Gave the battle a spin and everything works good enough for a single enemy encounter. My biggest issue is when actions came up I had no idea who was doing what due to the huge cluster of faces on the ATB bar and looking at what the action actually did. Some sort of casting animation might be nice. Besides that everything works smoothly enough. Nice job!
Gave the battle a spin and everything works good enough for a single enemy encounter. My biggest issue is when actions came up I had no idea who was doing what due to the huge cluster of faces on the ATB bar and looking at what the action actually did. Some sort of casting animation might be nice. Besides that everything works smoothly enough. Nice job!
Sweet Chops The Second Cooking is missing Main. No I don't have the RTP on this computer I'll probably get it later or something. One way to test RTP independence is to just rename your RTP directory. RM2k(3) won't mind if it actually can't find the RTP, just that the RTP location is defined in the registry. Then you can just play the game and if it crashes from a missing file copy/paste it from the RTP to your game's appropriate directory.
Except music/sounds, Rm2k(3) doesn't care if those are missing and it just won't play them.
Except music/sounds, Rm2k(3) doesn't care if those are missing and it just won't play them.
Super Polygons 3D
What is this elemental porygon nonsense porygon is and always will be a normal type dangnabbit!
That is a suave tutorial
Doors that reseal themselves aren't >:(
Why are plant and bug pokemon in the Air zone?
The 'home in on player, attack' enemies need a handy boost to their AI so they don't run eternally into walls/obstacles that you're hiding behind and pegging enemies with. Hell sometimes I expected that due to my current position enemies would actually move away from the wall to attack me but nope they just really hate obstacles. (ex: Being three squares one square right of an enemy with an obstacle to the right of the enemy. The enemy would keep attacking right instead of moving up to attack me)
Scyther is a tremendous faggot. He can appear in walls (where you can't see him) and attack you and if you dodge you've got to be quick to hit him to actually do damage and it takes about three hits too many to kill him compared to how every other enemy requires almost no effort. I quit when I got in a room with a locked door and two Scythers because fuck that shit.
It's a neat idea but it has issues (hint: tile based action games), Scyther is a fucker, chain rape is possible, and some enemies take forever to kill (the upgrades would help except in the Fire zone I got the third when I didn't need it anymore since I had already killed everything remotely difficult). Maybe change the attack strength from 1->2->3 to 2->3->4? Early enemies wouldn't be such a tremendous pain to fight and upgrades wouldn't be such a huge boost.
ps scyther can suck balls
What is this elemental porygon nonsense porygon is and always will be a normal type dangnabbit!

That is a suave tutorial
Doors that reseal themselves aren't >:(
Why are plant and bug pokemon in the Air zone?
The 'home in on player, attack' enemies need a handy boost to their AI so they don't run eternally into walls/obstacles that you're hiding behind and pegging enemies with. Hell sometimes I expected that due to my current position enemies would actually move away from the wall to attack me but nope they just really hate obstacles. (ex: Being three squares one square right of an enemy with an obstacle to the right of the enemy. The enemy would keep attacking right instead of moving up to attack me)
Scyther is a tremendous faggot. He can appear in walls (where you can't see him) and attack you and if you dodge you've got to be quick to hit him to actually do damage and it takes about three hits too many to kill him compared to how every other enemy requires almost no effort. I quit when I got in a room with a locked door and two Scythers because fuck that shit.
It's a neat idea but it has issues (hint: tile based action games), Scyther is a fucker, chain rape is possible, and some enemies take forever to kill (the upgrades would help except in the Fire zone I got the third when I didn't need it anymore since I had already killed everything remotely difficult). Maybe change the attack strength from 1->2->3 to 2->3->4? Early enemies wouldn't be such a tremendous pain to fight and upgrades wouldn't be such a huge boost.
ps scyther can suck balls
Shinan
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)
(sorry I missed your post on the last page)
I think a better way of handling it would be to have the left click for the mouse be walk and right click could be a context sensitive action. You could walk up to the Baron by left clicking on him or right click to interact with it (in the Baron's case, It'd be 'Talk To'). Item interaction could be the same: When you have an item active left click moves you to where the item is and right click is to 'Use' Item on 'X' (or if nothing is selected, deselect the item)
Funnily enough, a friend pointed out that same issue last night (the not knowing who's doing what), and it's prob mostly the result of WIPness of the game. You might note that the bug girl has a casting animation (among others) and the player has no animations? Yeah, we didn't have time to finish the player animations yet. Thanks for giving it a second whirl :)
Well, GRS, to answer some of your questions...
Thanks for playing, by the way!
from GreatRedSpiritIn my RPGs, I lump Bug, Poison, and Grass all into the same element, and fit it into one of the classic four (fire, water, wind, and earth). Opting out of calling it 'wind,' I went for 'air' instead.
Why are plant and bug pokemon in the Air zone?
from GreatRedSpiritConsider this a small mercy on my part. The early enemies have this problem, but surely you noticed that Beedrill occasionally finds its way around obstacles? Yes, there are tricks I can use with their movement 'AI' to correct this problem, and it will be remedied in the more difficult zones. So, be happy you can own stupid charmanders and bulbasaurs for now.
The 'home in on player, attack' enemies need a handy boost to their AI so they don't run eternally into walls/obstacles that you're hiding behind and pegging enemies with. Hell sometimes I expected that due to my current position enemies would actually move away from the wall to attack me but nope they just really hate obstacles. (ex: Being three squares one square right of an enemy with an obstacle to the right of the enemy. The enemy would keep attacking right instead of moving up to attack me)
from GreatRedSpiritScyther is pretty much the toughest thing in there, but there are some tricks to beating it. For one, it always follows the same pattern (four jumps, a pause, and a strike). It always comes straight for you, but a single step out of its path in any direction will cause it to miss. Also, while it's moving around, it can still be hit by your attacks (even in walls). But it is a bit too hard, so I think I'll increase the time he pauses between movements. Also, in the room with two of them, you only have to kill the Metapod to open the door.
Scyther is a tremendous faggot. He can appear in walls (where you can't see him) and attack you and if you dodge you've got to be quick to hit him to actually do damage and it takes about three hits too many to kill him compared to how every other enemy requires almost no effort. I quit when I got in a room with a locked door and two Scythers because fuck that shit.
from GreatRedSpiritI scaled it this way so things would get incrementally easier. Enemies' HP is always divisible by three, so each upgrade brings them down more significantly. You can get by with just the second upgrade, but the third's high power is a reward for going the extra mile. And the bosses still take a lot of hits, even with all three. On top of all that, even if you die, you still keep your upgrades. The weak start is meant to encourage the player to seek higher power levels before fighting things that are tougher. Take Scyther, for instance. It's 6 hits normally, but one upgrade puts it down to 3, and another to just 2. I think it works pretty well the way it is, especially since fighting isn't required a lot of the time.
It's a neat idea but it has issues (hint: tile based action games), Scyther is a fucker, chain rape is possible, and some enemies take forever to kill (the upgrades would help except in the Fire zone I got the third when I didn't need it anymore since I had already killed everything remotely difficult). Maybe change the attack strength from 1->2->3 to 2->3->4? Early enemies wouldn't be such a tremendous pain to fight and upgrades wouldn't be such a huge boost.
Thanks for playing, by the way!
post=114918
I think a better way of handling it would be to have the left click for the mouse be walk and right click could be a context sensitive action. You could walk up to the Baron by left clicking on him or right click to interact with it (in the Baron's case, It'd be 'Talk To'). Item interaction could be the same: When you have an item active left click moves you to where the item is and right click is to 'Use' Item on 'X' (or if nothing is selected, deselect the item)
The thing about that is if you click the buttons in the GUI with the left mouse button I tend to automatically think that "the magic of the left mouse button" was transferred to what I just clicked on the GUI. (so when I left click on the brush symbol in a paint program I expect that left-clicking on the canvas will use the brush) It's sort of personal conditioning.
One that could be better since I had already stripped it down to Look, Use and Talk. You could easily combine use and talk and then do what later adventure games did which is: right click to look, left click to walk and double left click to interact. (and only have the inventory there at the bottom, or alternatively on a different screen)
Now that's it's been 24+ hours since the start I am officially closing Release Something! Day IX: something about cats Release Thread. 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
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
Hey, sorry to anyone who was looking to play my game (if there is anyone); I couldn't finish it by Release Something but I will release within the next few days and that's a promise.
Hmm... It appears I must have done something wrong. Maybe I released it too late, I'm not sure, the time difference is confusing for me.
post=114974
I know I posted the games name under the rsd signup, was there another thread for the links?
http://rpgmaker.net/forums/topics/5411/
This is the release thread. That's what I based my list on.
Super Porygon 3D is amazing. some hit detection issues as hali's already admitted and I am not a fan of RTP sound effects but it is still very bloody fun.
post=114964I completely missed this. My game is probably as full it'll ever be so should be removed from that list.
and the restriction of no full games allowed.






















