RELEASE SOMETHING! DAY IX: SOMETHING ABOUT CATS: DISCUSSION THREAD
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post=116916
Re Quest - GAH! Instantaneous screen transitions HURT! I literally cringed the first time I moved from one map to another. Anyway, this seems like it's in its very early phases. The mapping was pretty nice, and I fought the zombie mission, but there didn't appear to be any way to hurt him (what looked like my attack did nothing to him). The fight reminded me of my own project, but it still needs some work. Mission 4 crashed the game, so I can't comment on much else.
Ops, I seem to have forgotten a few things there. There was rather much to fix, so I'm not surprised though. you're actually not supposed to talk to the guy for the sake of the missions, he was only my mean of debugging the missions before I implented them. You're actually supposed to check the book on the table to get the mission menu displayed. The zombie mission works there, and most of the others as well.
actually meant to change the transition back after having played with them as well, but guess I forgot that as well.
Thanks for the feedback though
from NicoBUmm...what did you release? There's nothing in the release thread from you, and you aren't on kentona's list.
Hey, don't forget me!
There were also some games I didn't play because I couldn't find them on the site (and I am very lazy).
Forever's End demo, I didn't post it on the release thread but I did release it a few days after the official day.
Forever's End - This is a solid but typical RPG. It reminded me a lot of FF4 story-wise, and there are a lot of RPG tropes and clichés used. The dialogue sounds natural and flows nicely; I didn't notice any grammatical errors. However, the main character's inner turmoil was implemented too heavily. I could've done with about half as many reminders that he isn't happy with what he's doing. People get annoyed of emo characters at a rate proportional to how much they show it, and I felt it was too much here. Otherwise, the gameplay was solid, I found nothing broken, and I can tell it was put together with care. I played up until the sewer dungeon (not because it's a sewer, but because I'm lazy).
So, there you go.
*crawls back under rock
So, there you go.
*crawls back under rock
I didn't recognize you did a mini review of my game hali, thanks.
The problem with the hit detection is that by default, RM has a tile-based movement. Events move every square, not every pixel. The click of the action button tends to rely on whether the tile of the player and the tile of the event are precisely next to each other, and since the events for the enemies in my game are constantly moving, it makes them hard to hit. I've always had thoughts on improving it myself, but it will require a load of restructuring the events. Despite how it looks, this game was definitely not easy to program with RPG Maker with events. There are only about 4 scripts used in this game, and they are only for window/title/picture editing.
Other than that, I can understand that the challenge greatly decreases after you collect all those stars. I can try to think of something.
The problem with the hit detection is that by default, RM has a tile-based movement. Events move every square, not every pixel. The click of the action button tends to rely on whether the tile of the player and the tile of the event are precisely next to each other, and since the events for the enemies in my game are constantly moving, it makes them hard to hit. I've always had thoughts on improving it myself, but it will require a load of restructuring the events. Despite how it looks, this game was definitely not easy to program with RPG Maker with events. There are only about 4 scripts used in this game, and they are only for window/title/picture editing.
Other than that, I can understand that the challenge greatly decreases after you collect all those stars. I can try to think of something.














