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Oh GTFO.

  • Puddor
  • 03/16/2010 11:36 AM
  • 1997 views
CC Demo Vers2.2 is currently pending.

LAST ONE! I HOPE! NO BUGS! *grin*.

NOW TO WORK ON THE ACTUAL GAME!

Posts

Pages: 1
edchuy
You the practice of self-promotion
1624
SorceressKyrsty,

I have played your 2.2 demo twice already which took me about 30 minutes each. Keeping in mind, that I haven't really have a chance to read the comments (sorry if I repeat something has already mentioned) or your blog for this game and I have only played a couple of hours of FF VII when it came out for PS (I have never played FF VIII, FF IX nor any RE), here is my feedback, mostly observations and comments as I played along, regarding the demo:

For those playing the demo: WARNING, CONTAINS SPOILERS!

- Did you actually implement the choice of music in this demo? I supposedly choose FF VII for the first playthrough and FF VII for the second one. I didn't feel the difference, but maybe it's just me, probably being familiar with some FF VII music and having heard many FF rips on many RPGs, that all others probably not resonate with me as related to that series of games.
- It would be nice if you if you could put a little arrow below the dialog when you want the player to press enter to move the text forward
- The speed of the text showing up for the dialog at the beginning of the game appears and changes to quickly. I suggest you either have the player press enter to go from one part of the dialog to the next or slow it down, so that players who might be slow readers might actually have a chance to read it.
- What was your intention was to include the screenshot (a 3D says Game Online) at the middle of the initial scene? It seemed to me a bit out of place.
- After the first fight and my party was left by itself, I checked on the bodies that mostly lay around. Searching the leftmost girl (or woman) and infantry (standing to the left of her), gave me unlimited Energy Drinks. I found some quirks depending which way I was facing when doing action. For the girl, if you did it from the right, her sprite morphed into one of the fallen infantry guys (with blue hair); from top, her sprite disappeared altogether;
from left, it actually stayed the same; from bottom, it morphed into something that had a grey pyramid base with a short white stick connected to some round hollow golden circle that has a smaller golden circle in it, right on top. If you did it with the standing infantry guy, he turned to face you (he stayed in place if you did it from below, obviously!).
- In testing the menu, you had no Config options.
- Also, it would be nice to have a tutorial right after the first fight regarding Materia and Magic. Having access to Magic is very useful (although, probably not necessary) to beat the boss at the end of the demo.
- I did notice the nice detail of using of multiple shadows that change as you are moving with relation to light sources, which is probably the first time I have seen it in a RM game.
- It would be nice if you had some arrows pointing where exit points to the next screen are. First and second screen, can you imagine I couldn't quite remember where they were? That was because they were not in the expected places.
- In the second screen, I could get as many Iron Bangles from a box as well as the nearby wall which has 01 written on it.
- I found it strange under Equip option that you had to move over from Weapon, down a couple of lines with no information whatsoever to reach the Arm. line to equip the Iron Bangle. Will you enable these lines to equip something in future demos?
- I found enemies a bit slow since you can get a couple of turns with Zane and one with the other characters, before they it is their turn to attack. Same thing with the boss.
- I found if you used the cellphone to rearrange your party members' order, in battle the sprites are in the right order, but the status box keeps the characters in the original order. This could be somewhat confusing for players.
- I didn't understand why and what it meant that after a character took his turn his time bar would start red to later become yellow, although sometimes it remained red.
- In the third screen, there are a couple of barrels to the right, one in front of another. I found that you can actually walk into the one in the front.

- In the part of the inverted "T" in which you can walk towards Biggs to talk to him, there a couple of graphical artifacts at some points that block part of the face of the sprite of your party leader as well as Biggs: there is the black wire that goes from when you enter the screen to just before the intersection, restarts at the intersect past Biggs; this also happens when there is a gray horizontal tube of the railing. How Biggs looks shows clearly the problem. It is an issue of putting these elements in the background or making sure that the sprites are in the foreground.
- I found the boss the animation of the laser attack more reminiscent of a thunderstorm. I found that except for casting Bolt which did damage comparable to Kumo's melee attack, all other Magic attacks (I tried did not more damage than any regular attack of the other characters. I just did the melee attacks for them unless needing to heal or defend, because there was a chance of getting a critical hit.
- I probably had about 3 min to spare at the end.
- It is good that you mention the demo has ended and that you bothered to put that ending credits with screenshots. I can tell you it's awkward when the demo just ends and you get taken to the title menu.
- I am happy to say that I found no game-breaking bugs in the demo. Also, a couple of health bars I found didn't have the issue mentioned earlier with the Energy Drink and Iron Bangle.
- This whole demo kind of reminded me of the mission at the beginning of FF VII.

You chose you're battle music at the start, not the gameplay the gameplay music is off mostly every Final fantasy. :)

Also can we have an easy switching charactor for like when you equipt materia rather than pressing Q and W, it would be good to have there names in a list up the top going sideways and you have to click enter to enter that persons materia profile thing.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Yeah, I have to change up the damage calculations for magic vs. attack because right now it's way out of whack.
There is intentionally no arrow in the dialogue box, in all FF's featured in this game there were none.
The text speed is intentionally relatively quick but you don't need to hit Enter immediately. Hitting Enter once displays all text and Enter again exits the dialogue window.
Unfortunately I don't know how to remove Shield/Head armour slots so right now they're wasting space. You can only equip a Weapon, an Armour, and an Accessory in this game. I'll be looking into it again but last time I tried removing the slots I broke my game.
And with the soldier graphics...they're probably the most non-careful thing I put in. I was pretty careless with them.
The T intersection is a tileset passability error since that fence was meant to be below the player. I'll be fixing that soon.
I suppose I should add a tutorial after the first fight. Yeah, I think I'll do it. Shouldn't be too hard :D. Initially I didn't because my audience was directed at returning FF players.
Yeah, the cellphone...I need to figure out what code controls that. I want to disable that menu completely until about 2 and a half hours through.
Initially, the boss was a bit stronger and faster, but I got complaints from my testers. In fact one had 3 gameovers, but maybe she's just bad at RPG's. The time is for that same reason, too. Usually I complete it with about 2min+ to spare, but usually Zane isn't in your party. And sorry about the unlimited items.
Thankyou for the compliments, I worked hard to make sure it seemed like the demo ended properly.
And this demo is intentionally meant to be like the FFVII intro/demo (the Reactor was the FF7 demo) with a slight FF8 demo flavour.
Thankyou for playing and posting your feedback ^^.
At Vanisher, I don't know why the Materia system is like that. This is a compilation of scripts, all I've done is do some compatibility testing and editing.


edchuy
You the practice of self-promotion
1624
Thanks for your reply. As a consequence of your response and Vanisher's suggestion I thought about a few more things I would like you to consider:

-Regarding the music choice, it would be nice if you mentioned it's only for battle music. Perhaps you can incorporate something the Config menu eventually that allows to change on demand.
- You have no icons next to the weapons in the menu (at least have something for the sake of consistency).
- If you are unable to remove the Shield/Head armour slots, you might as well keep them. But don't leave the description of the slot blank (its just unusual). In any case, since it's nice to be able to see all the equipment slots I suggest you use here the rectangle at the top you used materia menu, rather than the two separate smaller rectangles. Having to toggle down to even see the Arm. and Acc. slots is annoying, if you ask me.
- For the materia menu, it's good that you show the effect on stats (although I would prefer raw numbers rather than %s) having a particular materia equip in a slot, all that active and potential skills that you can get from that one, at what level you are with that particular your are, whatever AP is (my guess is attribute or attack points) and what the next level (is this of AP?) is.
- Switching characters in the materia menu, using the A and W works for me, as long as you mention it when introducing materia (in some sort of tutorial) to the player. I know that you can use the left and right arrows, since you are already using to move around the materia slots.
- Also, while your intention of gearing the game to FF fans, you still have to assume that some non-fans might be interested in playing your game. You might have to do things slightly differently than in FF to make it player-friendly.

I look forward to seeing what comes out of your project in the future (particularly what will you do about zombies!) and I'll make sure to take a more in-depth look at all that it has gone through here in RMN.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
The window at the beginning of the game says 'Choose Your Battle Musics' ;).
I find I can achieve my enviroment/scene better with using the broad range of FF musics available to me than trying to fit 3 different sets of music into every scene.

Currently the config menu is defunct but hopefully I should have something up soon. It was originally for Battle Speed and those sorts of configurations.

AP points are how a materia levels up. In the top left corner of the 'stats' window when in materia, you can see a list of available skills. As you gain AP, the materia levels up and more powerful spells become available.

Last night I made a materia tutorial, the player now has the option of displaying it once materia becomes available to equip. I'll consider adding an actual battle tutorial during the first fight, explain magic, item, attacking, that sort of thing.

As with menu design, the scripter who made the Equip menu for me made it like that for some strange reason. I'm not sure exactly why.
As all the credits listed in the ending say, I had barely any part in making these scripts. I have scoured the net for these and carefully compiled them, with edits here and there to make the scripts comply with one another.
I know this isn't an excuse and I'm going to do my best to try and get the menus right but like I mentioned, I've broken my game once before. I have a lot of back-ups but it's not really a risk I want to take.
The main thing I need to fix is the battle HUD, which needs an extra window to display Character names.
That's all I need it to do but I haven't successfully made my own code or found someone who could do it for me.
I really wish I had some more RGSS experience but I don't, I've tried really hard. I'm playing around with the script a bit now, but so far I haven't been able to do anything other than cause the Shield/Helm to overlap the other two slots (doesn't scroll now though, ha.)
You don't need to make a battle tutorial, most people know how it works Automaticly but people who haven't played FF7 are gonna need the Materia tutorial. :D

I wish you all the best with you're scripting, maybe some Youtube tutorials would help. ;)
edchuy
You the practice of self-promotion
1624
It's seems you have your work cut out for you. I now understand why you had to cut down your ambitions for the game (a matter of quality vs. quantity). Since I just play the games but don't make I'm sorry I can help you with the particular issues you are facing. Perhaps you can get some help from some other RMN members if you post in the forums. I guess using somebody else's scripts puts you at the mercy of what they did, without the understand of how they work. Good luck on getting your project forward!
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