AVEE'S PROFILE
Avee
5794
I started to design games at age 5, drawing maps and sprites with felt pens and paper. Then I began writing stories and game scenarios. I've been working with Rpg Maker 2000 and 2003 mostly, as soon as they came out.
I favor RPGs, Action RPGs and Fighting games. My favorite styles are Fantasy, Horror and anything dark or gothic. I also appreciate cute and funny content.
I make a lot of pixel art and some digital art (concept, promo, fanart, etc.)
I also compose 8-bit music.
Don't be shy and send me a message if you want to commission my work ;)
Other games I worked for:
Makerscore Clicker
http://rpgmaker.net/media/content/users/15964/locker/Makerscore_Clicker.rar
A Maned Lioness
https://rpgmaker.net/games/11191/
bio-Synthetica
https://rpgmaker.net/games/12250/
https://store.steampowered.com/app/2258840/bioSynthetica/
Blackmoon Prophecy 2
https://rpgmaker.net/games/5722/
Izrand Allure
https://rpgmaker.net/games/12395/
Little Avenger
https://www.148apps.com/app/988172424/
Onyx
https://rpgmaker.net/games/29/
Penumbra Crystallis
https://uprc.itch.io/penumbra-crystallis
https://rpgmaker.net/games/78/
Red Balloon of Happiness
https://rpgmaker.net/games/9333/
Requiem of the Shadows
https://rpgmaker.net/games/10441/
Second Death
https://rpgmaker.net/games/6972/
Super Mimi Souls
https://rpgmaker.net/games/9400/
Twell
https://rpgmaker.net/games/7931/
https://store.steampowered.com/app/2342860/Twell/
π (Pi)
https://rpgmaker.net/games/4904/
I favor RPGs, Action RPGs and Fighting games. My favorite styles are Fantasy, Horror and anything dark or gothic. I also appreciate cute and funny content.
I make a lot of pixel art and some digital art (concept, promo, fanart, etc.)
I also compose 8-bit music.
Don't be shy and send me a message if you want to commission my work ;)
Other games I worked for:
Makerscore Clicker
http://rpgmaker.net/media/content/users/15964/locker/Makerscore_Clicker.rar
A Maned Lioness
https://rpgmaker.net/games/11191/
bio-Synthetica
https://rpgmaker.net/games/12250/
https://store.steampowered.com/app/2258840/bioSynthetica/
Blackmoon Prophecy 2
https://rpgmaker.net/games/5722/
Izrand Allure
https://rpgmaker.net/games/12395/
Little Avenger
https://www.148apps.com/app/988172424/
Onyx
https://rpgmaker.net/games/29/
Penumbra Crystallis
https://uprc.itch.io/penumbra-crystallis
https://rpgmaker.net/games/78/
Red Balloon of Happiness
https://rpgmaker.net/games/9333/
Requiem of the Shadows
https://rpgmaker.net/games/10441/
Second Death
https://rpgmaker.net/games/6972/
Super Mimi Souls
https://rpgmaker.net/games/9400/
Twell
https://rpgmaker.net/games/7931/
https://store.steampowered.com/app/2342860/Twell/
π (Pi)
https://rpgmaker.net/games/4904/
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Sounds like you had a hard time. Sorry about that ^^
I acknowledge the second boss might be the toughest to beat because of his speed.
Level 6 is more than appropriate to face him. Try running around until he appears close to you, and than rush towards him and use fast normal strikes. Don't bother using charged attacks.
I acknowledge the second boss might be the toughest to beat because of his speed.
Level 6 is more than appropriate to face him. Try running around until he appears close to you, and than rush towards him and use fast normal strikes. Don't bother using charged attacks.
Crystalis: Sonata of the Far-Away Sky
Alright, thanks for the pointers! You're being a big help :)
I as well feel like the story and screenplay lack quality in this first demo. I didn't put a lot of effort in it as opposite to gameplay and level design. Hopefully it'll get more interesting later on once the plot really sets itself and with the introduction of Velyagun's Finest Four (the main antagonists).
As an interesting fact for everyone I would mention that enemies' behavior are designed with consideration of the elemental charged attacks: for any given type of enemy, some charged attacks are more likely to land a hit than others. For instance, the Fly enemy in the swamp can easily be killed by carefully timing your charge to release a LV2 wind shot right when it gets 1 square away diagonally from Misae.
Therefore some charged attacks that may seem less useful right now could become the best assets against later foes.
I as well feel like the story and screenplay lack quality in this first demo. I didn't put a lot of effort in it as opposite to gameplay and level design. Hopefully it'll get more interesting later on once the plot really sets itself and with the introduction of Velyagun's Finest Four (the main antagonists).
As an interesting fact for everyone I would mention that enemies' behavior are designed with consideration of the elemental charged attacks: for any given type of enemy, some charged attacks are more likely to land a hit than others. For instance, the Fly enemy in the swamp can easily be killed by carefully timing your charge to release a LV2 wind shot right when it gets 1 square away diagonally from Misae.
Therefore some charged attacks that may seem less useful right now could become the best assets against later foes.
Infection
Adneos
Crystalis: Sonata of the Far-Away Sky
I knew about all of these issues when I tested the game myself. I will try to fix them as best I can for a future release. Here are the explanations for now:
1) Projectile appears in the upper left corner of maps: The Move Event command is in fact written before the Graphic Change command, but I noticed that it needs at least 0.1 seconds of Wait between the two commands for the Graphic Change to take place after the projectile had been moved to Misae's location. I didn't add Wait.
There is a second issue with this. If at anytime an enemy character stands in that corner while the charged shot is activated, it will take damage. I designed maps and enemies in order for it not to happen.
2) Enemy sprite lingers after death: I believe this is caused by a Change Graphic event directed at the enemy happening at roughly the same time as it suffering the finishing blow that reduces its HP to zero or below. I'll look further into this. Maybe a simple graphic change to a blank sprite would fix this.
3) Gem counter doesn't update: I really tried to fix this yet wasn't able to. It might happen anytime a counter's variable is updated. I had this happen with MP at the red save points and with treasure chests that hold Gems.
However although the counter (actually the images) doesn't update, the variable does. So the next time any other variable is updated, HP damage for instance, all of the other counters will update.
4) No projectile when releasing the attack key after a charge: It happened to me whenever I pressed and held the attack key too soon (like 0.1 second) after a first charged attack. In order to avoid this, you currently have no choice but to make a normal slash again after your charged attack, if you see what I mean.
5) Item use during boss battles and MP use: This would be the only issue I would rather not change right now. I think there are 3 red MP-recovering save crystals in the demo and I will always put one before a boss battle. Regarding the MP wasting LV3 charge issue, I'd rather have the players polish their skills and staying focused on the charge gauge and level to avoid unnecessary use of the LV3 shot. Since LV1 and LV2 charged attacks don't cost any MP, players can always release the attack key before reaching LV3 if their and the target's location would make the shot miss.
Yet I'm glad that you shared your experience about this and I will definitely consider changing it if it becomes an issue for many players (when I think about that all I have to do is post a second version of the game that includes the desired changes. Yeah, why not ^^).
6) Unable to get away from "death spots": This is what happens with Collision with Hero-activated damage. I just had an idea on how to fix this for direct contact with enemy sprites... I'll try and report back.
7) Will do. That should be easily fixed with an equipment check.
Thank you very much for this in-depth report, Kazesui. What did you think of the game in itself?
1) Projectile appears in the upper left corner of maps: The Move Event command is in fact written before the Graphic Change command, but I noticed that it needs at least 0.1 seconds of Wait between the two commands for the Graphic Change to take place after the projectile had been moved to Misae's location. I didn't add Wait.
There is a second issue with this. If at anytime an enemy character stands in that corner while the charged shot is activated, it will take damage. I designed maps and enemies in order for it not to happen.
2) Enemy sprite lingers after death: I believe this is caused by a Change Graphic event directed at the enemy happening at roughly the same time as it suffering the finishing blow that reduces its HP to zero or below. I'll look further into this. Maybe a simple graphic change to a blank sprite would fix this.
3) Gem counter doesn't update: I really tried to fix this yet wasn't able to. It might happen anytime a counter's variable is updated. I had this happen with MP at the red save points and with treasure chests that hold Gems.
However although the counter (actually the images) doesn't update, the variable does. So the next time any other variable is updated, HP damage for instance, all of the other counters will update.
4) No projectile when releasing the attack key after a charge: It happened to me whenever I pressed and held the attack key too soon (like 0.1 second) after a first charged attack. In order to avoid this, you currently have no choice but to make a normal slash again after your charged attack, if you see what I mean.
5) Item use during boss battles and MP use: This would be the only issue I would rather not change right now. I think there are 3 red MP-recovering save crystals in the demo and I will always put one before a boss battle. Regarding the MP wasting LV3 charge issue, I'd rather have the players polish their skills and staying focused on the charge gauge and level to avoid unnecessary use of the LV3 shot. Since LV1 and LV2 charged attacks don't cost any MP, players can always release the attack key before reaching LV3 if their and the target's location would make the shot miss.
Yet I'm glad that you shared your experience about this and I will definitely consider changing it if it becomes an issue for many players (when I think about that all I have to do is post a second version of the game that includes the desired changes. Yeah, why not ^^).
6) Unable to get away from "death spots": This is what happens with Collision with Hero-activated damage. I just had an idea on how to fix this for direct contact with enemy sprites... I'll try and report back.
7) Will do. That should be easily fixed with an equipment check.
Thank you very much for this in-depth report, Kazesui. What did you think of the game in itself?
RMN4 is here!
Dare I say I don't like the front page's new design ?
The top half looks messy and confusing to me. I don't like the idea of putting screenshots next to each other without empty space between them.
The latest game downloads section only features 4 games now instead of 6... I thought the new design would increase game visibility, not reduce it.
The rest looks fine to me though. It's a good job overall. But it appears to me that you guys wanted to fill the front page with too much stuff (it even is twice bigger now).
The top half looks messy and confusing to me. I don't like the idea of putting screenshots next to each other without empty space between them.
The latest game downloads section only features 4 games now instead of 6... I thought the new design would increase game visibility, not reduce it.
The rest looks fine to me though. It's a good job overall. But it appears to me that you guys wanted to fill the front page with too much stuff (it even is twice bigger now).
2k3s Horrible EXP
Yeah. Castlevania SotN uses that interesting system. However the first multiplication is useless. Just make it 1000 right from the start and divide by the hero's level.
Crystalis: Sonata of the Far-Away Sky
Crystalis: Sonata of the Far-Away Sky
@Rolandknight: Yeah I wasn't sure about the world map idea. Making all of the outdoor areas such as the Wind Valley north of Leaf/Reave would have been too time-consuming, and I wanted the players to have quick access to the areas they would typically go in and out of a few times, such as the towns and dungeons. So I came up with that world map and added a few outdoor areas where you can fight, such as the Forest Lab.
@Demicrusaius: I believe I put some quick info about the charged attacks on the booklet sample images in the image section of this page. Your sword slash damage is governed by Misae's ATP (Attack Power) while the charged attacks's damage are governed by MND (Mind). You can look at these values in the upper left area of the menu. So if your wind shots don't damage the slimes, it means that their RST (Resistance) is too high and your Level is too low. So stick to the normal attacks for now.
This is a demo yet I'd be pleased to get reviews. Feel free to do so.
I'm glad you guys enjoy the game so far. Please keep these comments coming :D
You'll reach the Frozen Grotto next. I especially hope you'll enjoy the second Boss fight.
EDIT: Oh yeah, I was wondering if anyone so far had lag issues. I know I have a few myself when I play on my dinosaur computer.
@Demicrusaius: I believe I put some quick info about the charged attacks on the booklet sample images in the image section of this page. Your sword slash damage is governed by Misae's ATP (Attack Power) while the charged attacks's damage are governed by MND (Mind). You can look at these values in the upper left area of the menu. So if your wind shots don't damage the slimes, it means that their RST (Resistance) is too high and your Level is too low. So stick to the normal attacks for now.
This is a demo yet I'd be pleased to get reviews. Feel free to do so.
I'm glad you guys enjoy the game so far. Please keep these comments coming :D
You'll reach the Frozen Grotto next. I especially hope you'll enjoy the second Boss fight.
EDIT: Oh yeah, I was wondering if anyone so far had lag issues. I know I have a few myself when I play on my dinosaur computer.













