THE SCREENSHOT TOPIC RETURNS
Posts
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Why does Doubtful Blow have a chicken leg as its icon? Or do I not want to know?
Regarding the random speech, dead characters probably shouldn't say random things mid-battle, and when you win with three people dead the last surviving person probably shouldn't say "Let's fight something harder!"
In other news I continue to love your gameplay to death and hate your maps to death
Regarding the random speech, dead characters probably shouldn't say random things mid-battle, and when you win with three people dead the last surviving person probably shouldn't say "Let's fight something harder!"
In other news I continue to love your gameplay to death and hate your maps to death
It's a club; the video is a little blurry. There are four types of Phys attacks denoted by Sword/Club/Gun/Spear icons.
The victory speech is the default shit that I haven't changed yet; I'll make sure dead men don't speak when the Abyssal Favor swaps out.
The victory speech is the default shit that I haven't changed yet; I'll make sure dead men don't speak when the Abyssal Favor swaps out.
@Felipe_9595: Not bad at all, I quite love what you did with it. Don't care for the voice, but what're ya gonna do.
author=CrazeThere's something so creepy yet so inviting about that place. Hands down the best battle system I've seen in VX/Ace game so far. It looks like it has so much depth to it.
The boss is still a little too difficult, and one of the Lepiota's attacks heals Vaunea instead of draining HP from her. Whoops!
@Felippe - Thanks, I think so to.

The outside of the train.
Double post -_-
@Tau: I noticed the last inner train map looks really good, my only complaint would be the panorama, you wouldn't see the height of tree lines passing by on a train!
@Tau: I noticed the last inner train map looks really good, my only complaint would be the panorama, you wouldn't see the height of tree lines passing by on a train!
That seems to be a very well evented battle system! it looks fun enough... Are those creatures part of your fixed party or you can recruit various kinds of monsters along the way to help you to fight? Can they be set up to follow specific kinds of behaviors?
Anyway, some HUD choices seem a bit odd to me. To begin with, the health bars to the left should be more compact, they currently take too much space vertically. But more importantly, the jigsaw puzzle theme. I don't quite get it. You may as well be using lego pieces, or cards, or crystals for all it matters. I mean, jigsaw puzzles are supposed to form a figure when solved, right? If for example, you had to combine a sword piece with a fire piece to execute a fire elemental attack the theme would make more sense, but here the pieces just fall into place and you seem to have little control over what piece comes next... Probably not a big deal, just something to think about.
Anyway, some HUD choices seem a bit odd to me. To begin with, the health bars to the left should be more compact, they currently take too much space vertically. But more importantly, the jigsaw puzzle theme. I don't quite get it. You may as well be using lego pieces, or cards, or crystals for all it matters. I mean, jigsaw puzzles are supposed to form a figure when solved, right? If for example, you had to combine a sword piece with a fire piece to execute a fire elemental attack the theme would make more sense, but here the pieces just fall into place and you seem to have little control over what piece comes next... Probably not a big deal, just something to think about.
author=alterego
Are those creatures part of your fixed party or you can recruit various kinds of monsters along the way to help you to fight? Can they be set up to follow specific kinds of behaviors?
I intended that you can recruit some of them. Not sure about the total amount but if I have like 15-20 different monster types in my game I will definitely make the player recruit 5-8 of them. Right now they don't have any special skills, not sure if they ever will as they are intended to act as tanks.
Right now there are settings for 4 different behavior patterns: offensive (attacks blindly, what you see in the video), defensive (only attacks monsters if the hero does and tries to maintain some kind of distance) and two to protect the other two heroes respectively by positioning between them and the closest monster.
author=alterego
Anyway, some HUD choices seem a bit odd to me. To begin with, the health bars to the left should be more compact, they currently take too much space vertically. But more importantly, the jigsaw puzzle theme. I don't quite get it. You may as well be using lego pieces, or cards, or crystals for all it matters. I mean, jigsaw puzzles are supposed to form a figure when solved, right? If for example, you had to combine a sword piece with a fire piece to execute a fire elemental attack the theme would make more sense, but here the pieces just fall into place and you seem to have little control over what piece comes next... Probably not a big deal, just something to think about.
Yeah, I might consider changing the health bars, maybe I also change the color to green so it's easier to distinguish from the HUD-background.
Don't worry: the jigsaw puzzle theme is completely not random. The whole gameplay and story will revolve around them. Ever considered what the red/yellow pixels are, floating around my heroine? That's a swarm of floating jigsaw puzzle pieces that will form the weapons and spells you are using.
There is a limited choice of controlling which puzzle piece will come next. You will assign up to 8 out of 25-30 skills to form a custom deck of puzzle pieces. Some of them are more likely to appear next in the order. Stronger spells like healing have slim odds. You are also able to just have only 1 puzzle piece on your deck. So you know what's next! But do you really want to only use your Sword Strike? You will also lose the capability of gainging combo points (the smaller puzzle pieces you can occasionally see in the lower right of the bigger pieces).
So it's the player's choice to balance between control (knowing about what piece comes next) and power (ability of gaining combo levels and having a larger range of spells at the cost of unpredictability).
Here's a video of the new game I'm working on. This mouse system script I'm working with is pretty awesome.
Itaju
There is a limited choice of controlling which puzzle piece will come next. You will assign up to 8 out of 25-30 skills to form a custom deck of puzzle pieces. Some of them are more likely to appear next in the order. Stronger spells like healing have slim odds. You are also able to just have only 1 puzzle piece on your deck. So you know what's next! But do you really want to only use your Sword Strike? You will also lose the capability of gainging combo points (the smaller puzzle pieces you can occasionally see in the lower right of the bigger pieces).
So it's the player's choice to balance between control (knowing about what piece comes next) and power (ability of gaining combo levels and having a larger range of spells at the cost of unpredictability).
This sounds really, really, really cool.
Wow, Craze, I love the look and feel of that game. Really reminds me of SMT Strange Journey for some reason. I guess that's because it's the most recent SMT game I've played.
And Tau, that train looks sweet. Though I'm also a big fan of the background you've got going there. =P
Some screenshots of DF Heroes of Tsufana. Posted these on a few other forums as well, so I decided to throw them on here, too.
Exploring the world for hidden treasures. They're everywhere. Literally. There's going to be so much to do and find, and a TON of exploration to be done. I want to make it a real adventure, so the world will have much more to offer other than the main quest.
Stumbling across a hidden village tucked away in the mountains.
It was pointed out to me already that Serpent was spelled wrong. For some reason the proper spelling of that always eludes me! Gah. Anyway, this is the only shop in the game that sells relics/accessories that resist status ailments, etc.
GREAT AND HELPFUL NPCS. Where would we be without them?
Full-party battle against a group of wild monsters out in the desert! Phew. They'll certainly need a drink or two after this skirmish.
Tiny little village. Though then again, almost all of the villages and towns in this games are small. This is due to the walking speed. Also, I based the town and dungeon sizes off of those found in Dragon Warrior II.
And Tau, that train looks sweet. Though I'm also a big fan of the background you've got going there. =P
Some screenshots of DF Heroes of Tsufana. Posted these on a few other forums as well, so I decided to throw them on here, too.

Exploring the world for hidden treasures. They're everywhere. Literally. There's going to be so much to do and find, and a TON of exploration to be done. I want to make it a real adventure, so the world will have much more to offer other than the main quest.

Stumbling across a hidden village tucked away in the mountains.

It was pointed out to me already that Serpent was spelled wrong. For some reason the proper spelling of that always eludes me! Gah. Anyway, this is the only shop in the game that sells relics/accessories that resist status ailments, etc.

GREAT AND HELPFUL NPCS. Where would we be without them?

Full-party battle against a group of wild monsters out in the desert! Phew. They'll certainly need a drink or two after this skirmish.

Tiny little village. Though then again, almost all of the villages and towns in this games are small. This is due to the walking speed. Also, I based the town and dungeon sizes off of those found in Dragon Warrior II.
@BluePeriod: I love the feel of your game! Is that mouse using a patch for an actual mouse or is it simulated by using the arrow keys? I'd like to see more of the playable maps but the one you did show was impressive in terms of interactivity.
@Ephiam: Always loved your screens and the retro feel of the early DQ and FF games. I'd love to see that beauty in action!
@Ephiam: Always loved your screens and the retro feel of the early DQ and FF games. I'd love to see that beauty in action!
Alright, the time has come. A special thanks to Lockez, NewBlacks and just about everyone who gave some much appreciated feedback on this piece.
So before:
After (light effect and edit):

So before:

After (light effect and edit):

@Creation - Cool save icon. I only see one issue with it, the top left where the ladder goes up, the roof and the height of the wall makes no sense.
Forte(WIP)

Forte(WIP)

























