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New download is up.
Gibmaker- 08/28/2011 05:07 PM
- 2326 views
YET ANOTHER UPDATE. So I still won't have Internet for another week apparently. >:( But hey moar bugs are reported so there is time to fix them. (:>
UPDATE TO BUG REPORT. I have investigated and fixed these bugs but I can't upload a new version until I get Internet set up at my new apartment. BTW, don't drop any "stackable" items either because they blow up the game too.
ATTENTION. Bugs have been reported having to do with dropping items. Never drop more than two or three items in any room, and NEVER drop the "Common Room" keycard item once you get it, or the game could crashz0r.
Well, it is pending at the moment. But it will be up soon.
Thank you for all the very nice and encouraging comments that people made on my last journal. :) Like Gabe Newell, every time I post a blog I get about 50,000 comments, and while I don't have time to respond to them all, I do read them all.
I did get some people's suggestions about ways to improve the interface, but sadly I didn't have time to implement them all. Such as being able to use items directly out of containers without first having to clear a space in your inventory. I didn't actually add chapter 3 to this release either. Because it would have taken another month, and I am about to take apart my computer to move to a new apartment.
There are still potentially game-crashing bugs squirreled away, I'm sure. Feel free to turn on developer mode by inputting this top-secret sequence of keypresses: F5-F6-F7-F8-F5-F6-F7-F8-F5-F6-F7-F8. It lets you save anytime you want.
Anyone who makes it to the end of the demo, please let me know because I'd have some questions about your choices and yeah. And of course please report any bugs that happen.
And thanks lots and yeah. :3
UPDATE TO BUG REPORT. I have investigated and fixed these bugs but I can't upload a new version until I get Internet set up at my new apartment. BTW, don't drop any "stackable" items either because they blow up the game too.
ATTENTION. Bugs have been reported having to do with dropping items. Never drop more than two or three items in any room, and NEVER drop the "Common Room" keycard item once you get it, or the game could crashz0r.
Well, it is pending at the moment. But it will be up soon.
Thank you for all the very nice and encouraging comments that people made on my last journal. :) Like Gabe Newell, every time I post a blog I get about 50,000 comments, and while I don't have time to respond to them all, I do read them all.
I did get some people's suggestions about ways to improve the interface, but sadly I didn't have time to implement them all. Such as being able to use items directly out of containers without first having to clear a space in your inventory. I didn't actually add chapter 3 to this release either. Because it would have taken another month, and I am about to take apart my computer to move to a new apartment.
There are still potentially game-crashing bugs squirreled away, I'm sure. Feel free to turn on developer mode by inputting this top-secret sequence of keypresses: F5-F6-F7-F8-F5-F6-F7-F8-F5-F6-F7-F8. It lets you save anytime you want.
Anyone who makes it to the end of the demo, please let me know because I'd have some questions about your choices and yeah. And of course please report any bugs that happen.
And thanks lots and yeah. :3
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This is great news :D
I'm currently working hard on trying to get my event game finished in time for the deadline but as soon as I get a chance I'll have to remind myself to play this.
I'm currently working hard on trying to get my event game finished in time for the deadline but as soon as I get a chance I'll have to remind myself to play this.
This game looks amazing ! Just passing by to report a bug : when I drop too many items in the same room (four items in the first trident room) I get
Script 'Z - Game_Event' line 464 : NoMethodError occured.
undefined method 'gain_display' for "bulk":String
I reproduced it once in the trident room, but it didn't happen elsewhere.
Edit : it happened again when dropping some medicine in Common Room 7
I'll avoid this and continue my playthrough.
Also, dropping the common room key and picking it up again blocks the game, anywhere (more precisely, all keys stop responding, although sounds and visual effects continue to happen)
(oh and by the way, there's an "all ready docked" instead of "already docked" in the dialog right after having retrieved the environment suit. I'll try to keep track of any typo I notice, if it may be of help. Edit : "all ready" again in the log "Missing U" in Common Room 7. Is this intentional ? or maybe i'm mistaken, as I'm not a native english speaker)
Edit again :
Script "Z - Zap Preset (etc)" line 120
comparison of String with 12
while fleeing into the room where we find the power cell
Unable to find file
".../Monsters/Zombiewrap/Arifleflinch.png"
Script 'Z - Game_Event' line 464 : NoMethodError occured.
undefined method 'gain_display' for "bulk":String
I reproduced it once in the trident room, but it didn't happen elsewhere.
Edit : it happened again when dropping some medicine in Common Room 7
I'll avoid this and continue my playthrough.
Also, dropping the common room key and picking it up again blocks the game, anywhere (more precisely, all keys stop responding, although sounds and visual effects continue to happen)
(oh and by the way, there's an "all ready docked" instead of "already docked" in the dialog right after having retrieved the environment suit. I'll try to keep track of any typo I notice, if it may be of help. Edit : "all ready" again in the log "Missing U" in Common Room 7. Is this intentional ? or maybe i'm mistaken, as I'm not a native english speaker)
Edit again :
Script "Z - Zap Preset (etc)" line 120
comparison of String with 12
while fleeing into the room where we find the power cell
Unable to find file
".../Monsters/Zombiewrap/Arifleflinch.png"
Silly Kent On A. And thank you for all the reports. Sadly I cannot act on them for a few days. And thank you for soldiering on even after all that! :O And also thank you for figuring out that it was the keycard that causes that weird freeze-up. It happened to me once but I never figured out why! GOODIE
YOU KNOW, I AM NOT KEEPING TRACK OF TESTERS VERY WELL, BUT LET'S MAKE SURE YOU GET FORMAL ACKNOWLEDGEMENT FOR THIS>
YOU KNOW, I AM NOT KEEPING TRACK OF TESTERS VERY WELL, BUT LET'S MAKE SURE YOU GET FORMAL ACKNOWLEDGEMENT FOR THIS>
After having lost some progress due to a crash (I hadn't used the super-dev-mode-cheat-code to save everywhere, alas), I took ten days to recover, but I finally reached the end of this demo.
Right now this game is just like a lunar rover : futuristic, awesome, and oh so very buggy. With the notable difference that it takes us into a heavy (and nicely crafted) atmosphere. The pure, "hypnotic" immersion may be somewhat disrupted by the turn-based mechanics, the fact that there's time for planning and strategic thinking and everything, but it really got me tense a few times. Usually not too long before a game over screen. Actually I like the fact that there are some quieter moments, as I have a hard time enjoying very stressful games (I couldn't stand the likes of Half-life or Bioshock more than an hour, although I like games where you need to be cautious like Thief - but there's a gap between cautious and downright anxious).
However if your intended audience are the survival-horror fans, maybe you should boost the difficulty a bit, especially by making ressources scarcer. It would be less pleasant for me, but I guess I would survive (anyway they were already getting less available in the second area, so the game is probably following this trend smoothly enough that players like me can follow, which would really be a feat if you manage the slope properly). Maybe someday a difficulty slider could do the trick for those who want some extra challenge - although I for one didn't find your game lacking in this respect.
How long did you plan this game to be in the end, actually ? I'll be sure to review it in due form when it is finished, but I intend to force everyone I know to play this demo already, as soon as you publish fixes for the major bugs.
Getting to the main points of this pre-review :
1) I really, really like your choices in terms of game mechanics. Even the more unusual aspects, such as the exploration system, become quite natural (and interesting whenever the team gets separated and different things happen at once), and I felt they worked very well. I could hardly be more pleased, as I tend to be a sucker for originality (over gigantism or polish) in videogames.
2) However this game is obviously not lacking in the polish department. It has poles aplenty, and very attractive ones at that. (I should stop trying to make lame sci-fi puns.) Even without the bugs it could easily pass for a commercial game. Your graphic talents are put to an excellent use (the beauty and number of facesets is extremely impressive), the audio does a great job in thickening the atmosphere, and the interface is neater than almost anything of its kind that's ever been done with RPG Maker. This feels like a labour of love, and both the quality and the quantity of effort involved are stunning.
3) The setting and story thus far are not the least cliché ever but the obvious inspirations are well worth taking inspiration from, and good amateur sci-fi RPGs are almost unheard of (as for the commercial ones, we all know of one or maybe two good series, but they're standing in the middle of a thematic and/or qualitative desert), which makes it even easier to shine - although you really didn't need it in the first place.
Overall, I'm far more than impressed. This could easily become one of the greatest RM games around, and a brillant "game game" as well, to paraphrase melly-tan, even without taking into account the conditions of its making (especially the single-handedness of it all).
You and Deltree have successively blown my mind. You seem to have a surprising number of traits in common, from the originality of your game design styles to your attention to details and aesthetics, and I adhere almost unanimously to what both of you are doing with your current games*. This is potentially zeitgeist-defining material - I can imagine a new generation of amateur (or "indie", since that's the current buzzword) RPGs headed by the likes of IMTS and Set Discrepancy. Honestly, I would love that. Now if only another mysterious overtalented meister-gamemaker from the shadows would take some interest in the third significant subgenre of sci-fi, the one with all the "-punks" in it, and fill the void left by Lys86, then my life would be perfect.
(* a single less fanboyesque comment : in both cases I would like to find a narrative as original as your game mechanics, and while your writing is very good, the plot in itself isn't what's keeping me on the edge of my seat. But this is far from being enough to turn me away from your games.)
One last comment : if you're worried about the possibility of earning some money from your games, I really think you could. I'm quite fond of the ethics and aesthetics of distributing your creations for free, but I would gladly contribute from my purse for the final version of Set Discrepancy if that could help you in any way, and I'm quite sure that I wouldn't be the only one. This is clearly the kind of games you could sell, or use to sell yourself. Or at least set a donation account for while distributing it freely - this actually works quite well sometimes, and I wouldn't hesitate a second to thank you in a slightly less immaterial way for those hours of entertainement.
(Edit : Okay I've just realised that I've been somewhat longer than I thought. I could edit part of this comment and post it as a preliminary review if you think that would be helpful in drawing some attention to your game.)
Right now this game is just like a lunar rover : futuristic, awesome, and oh so very buggy. With the notable difference that it takes us into a heavy (and nicely crafted) atmosphere. The pure, "hypnotic" immersion may be somewhat disrupted by the turn-based mechanics, the fact that there's time for planning and strategic thinking and everything, but it really got me tense a few times. Usually not too long before a game over screen. Actually I like the fact that there are some quieter moments, as I have a hard time enjoying very stressful games (I couldn't stand the likes of Half-life or Bioshock more than an hour, although I like games where you need to be cautious like Thief - but there's a gap between cautious and downright anxious).
However if your intended audience are the survival-horror fans, maybe you should boost the difficulty a bit, especially by making ressources scarcer. It would be less pleasant for me, but I guess I would survive (anyway they were already getting less available in the second area, so the game is probably following this trend smoothly enough that players like me can follow, which would really be a feat if you manage the slope properly). Maybe someday a difficulty slider could do the trick for those who want some extra challenge - although I for one didn't find your game lacking in this respect.
How long did you plan this game to be in the end, actually ? I'll be sure to review it in due form when it is finished, but I intend to force everyone I know to play this demo already, as soon as you publish fixes for the major bugs.
Getting to the main points of this pre-review :
1) I really, really like your choices in terms of game mechanics. Even the more unusual aspects, such as the exploration system, become quite natural (and interesting whenever the team gets separated and different things happen at once), and I felt they worked very well. I could hardly be more pleased, as I tend to be a sucker for originality (over gigantism or polish) in videogames.
2) However this game is obviously not lacking in the polish department. It has poles aplenty, and very attractive ones at that. (I should stop trying to make lame sci-fi puns.) Even without the bugs it could easily pass for a commercial game. Your graphic talents are put to an excellent use (the beauty and number of facesets is extremely impressive), the audio does a great job in thickening the atmosphere, and the interface is neater than almost anything of its kind that's ever been done with RPG Maker. This feels like a labour of love, and both the quality and the quantity of effort involved are stunning.
3) The setting and story thus far are not the least cliché ever but the obvious inspirations are well worth taking inspiration from, and good amateur sci-fi RPGs are almost unheard of (as for the commercial ones, we all know of one or maybe two good series, but they're standing in the middle of a thematic and/or qualitative desert), which makes it even easier to shine - although you really didn't need it in the first place.
Overall, I'm far more than impressed. This could easily become one of the greatest RM games around, and a brillant "game game" as well, to paraphrase melly-tan, even without taking into account the conditions of its making (especially the single-handedness of it all).
You and Deltree have successively blown my mind. You seem to have a surprising number of traits in common, from the originality of your game design styles to your attention to details and aesthetics, and I adhere almost unanimously to what both of you are doing with your current games*. This is potentially zeitgeist-defining material - I can imagine a new generation of amateur (or "indie", since that's the current buzzword) RPGs headed by the likes of IMTS and Set Discrepancy. Honestly, I would love that. Now if only another mysterious overtalented meister-gamemaker from the shadows would take some interest in the third significant subgenre of sci-fi, the one with all the "-punks" in it, and fill the void left by Lys86, then my life would be perfect.
(* a single less fanboyesque comment : in both cases I would like to find a narrative as original as your game mechanics, and while your writing is very good, the plot in itself isn't what's keeping me on the edge of my seat. But this is far from being enough to turn me away from your games.)
One last comment : if you're worried about the possibility of earning some money from your games, I really think you could. I'm quite fond of the ethics and aesthetics of distributing your creations for free, but I would gladly contribute from my purse for the final version of Set Discrepancy if that could help you in any way, and I'm quite sure that I wouldn't be the only one. This is clearly the kind of games you could sell, or use to sell yourself. Or at least set a donation account for while distributing it freely - this actually works quite well sometimes, and I wouldn't hesitate a second to thank you in a slightly less immaterial way for those hours of entertainement.
(Edit : Okay I've just realised that I've been somewhat longer than I thought. I could edit part of this comment and post it as a preliminary review if you think that would be helpful in drawing some attention to your game.)
Thank you for your comment. :) Yes. It is encouraging and reminds me why i throw away so much of my life with RPG Maker. And yes, this game is to be entirely turn-based. It undermines the potential for jump scares, but that's okay, that wasn't what I was going for. As for difficulty balancing, that won't be until VERY late in the process, at least after the entire game has been built. For now I don't mind if it's on the easy side so that playtesters don't get discouraged. GAME-CRASHING BUGS SURE ARE DISCOURAGING THOUGH, and I'm glad you managed to avoid them. (The item-dropping bug is fixed all ready but I can't upload a new version yet until my Internet provider sends someone over to hook it up at my new place.) And yes Deltree is awesome.
author=Hasvers
After having lost some progress due to a crash (I hadn't used the super-dev-mode-cheat-code to save everywhere, alas), I took ten days to recover, but I finally reached the end of this demo.
Right now this game is just like a lunar rover : futuristic, awesome, and oh so very buggy. With the notable difference that it takes us into a heavy (and nicely crafted) atmosphere. The pure, "hypnotic" immersion may be somewhat disrupted by the turn-based mechanics, the fact that there's time for planning and strategic thinking and everything, but it really got me tense a few times. Usually not too long before a game over screen. Actually I like the fact that there are some quieter moments, as I have a hard time enjoying very stressful games (I couldn't stand the likes of Half-life or Bioshock more than an hour, although I like games where you need to be cautious like Thief - but there's a gap between cautious and downright anxious).
However if your intended audience are the survival-horror fans, maybe you should boost the difficulty a bit, especially by making ressources scarcer. It would be less pleasant for me, but I guess I would survive (anyway they were already getting less available in the second area, so the game is probably following this trend smoothly enough that players like me can follow, which would really be a feat if you manage the slope properly). Maybe someday a difficulty slider could do the trick for those who want some extra challenge - although I for one didn't find your game lacking in this respect.
How long did you plan this game to be in the end, actually ? I'll be sure to review it in due form when it is finished, but I intend to force everyone I know to play this demo already, as soon as you publish fixes for the major bugs.
Getting to the main points of this pre-review :
1) I really, really like your choices in terms of game mechanics. Even the more unusual aspects, such as the exploration system, become quite natural (and interesting whenever the team gets separated and different things happen at once), and I felt they worked very well. I could hardly be more pleased, as I tend to be a sucker for originality (over gigantism or polish) in videogames.
2) However this game is obviously not lacking in the polish department. It has poles aplenty, and very attractive ones at that. (I should stop trying to make lame sci-fi puns.) Even without the bugs it could easily pass for a commercial game. Your graphic talents are put to an excellent use (the beauty and number of facesets is extremely impressive), the audio does a great job in thickening the atmosphere, and the interface is neater than almost anything of its kind that's ever been done with RPG Maker. This feels like a labour of love, and both the quality and the quantity of effort involved are stunning.
3) The setting and story thus far are not the least cliché ever but the obvious inspirations are well worth taking inspiration from, and good amateur sci-fi RPGs are almost unheard of (as for the commercial ones, we all know of one or maybe two good series, but they're standing in the middle of a thematic and/or qualitative desert), which makes it even easier to shine - although you really didn't need it in the first place.
Overall, I'm far more than impressed. This could easily become one of the greatest RM games around, and a brillant "game game" as well, to paraphrase melly-tan, even without taking into account the conditions of its making (especially the single-handedness of it all).
You and Deltree have successively blown my mind. You seem to have a surprising number of traits in common, from the originality of your game design styles to your attention to details and aesthetics, and I adhere almost unanimously to what both of you are doing with your current games*. This is potentially zeitgeist-defining material - I can imagine a new generation of amateur (or "indie", since that's the current buzzword) RPGs headed by the likes of IMTS and Set Discrepancy. Honestly, I would love that. Now if only another mysterious overtalented meister-gamemaker from the shadows would take some interest in the third significant subgenre of sci-fi, the one with all the "-punks" in it, and fill the void left by Lys86, then my life would be perfect.
(* a single less fanboyesque comment : in both cases I would like to find a narrative as original as your game mechanics, and while your writing is very good, the plot in itself isn't what's keeping me on the edge of my seat. But this is far from being enough to turn me away from your games.)
One last comment : if you're worried about the possibility of earning some money from your games, I really think you could. I'm quite fond of the ethics and aesthetics of distributing your creations for free, but I would gladly contribute from my purse for the final version of Set Discrepancy if that could help you in any way, and I'm quite sure that I wouldn't be the only one. This is clearly the kind of games you could sell, or use to sell yourself. Or at least set a donation account for while distributing it freely - this actually works quite well sometimes, and I wouldn't hesitate a second to thank you in a slightly less immaterial way for those hours of entertainement.
(Edit : Okay I've just realised that I've been somewhat longer than I thought. I could edit part of this comment and post it as a preliminary review if you think that would be helpful in drawing some attention to your game.)
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