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Kill the Cutie

author=Mirak
We really need an event focused on the concept of scaling back


An event where you are only allowed to use sample maps :P

Luke Daimont: Absolute Mayhem Review

Hey there, thanks for the review! Glad you liked it!

Trials of MZ

Np!

The skill just remained greyed-out no matter what and I couldn't use it with Brie. Worked fine for the wolfman.

Trials of MZ

author=Marrend
@Beregon

Oh, yeah, I imagine doing it entirely through event-commands would be pain. Like, if you read this blog, I was tearing my hair out, getting the Wand of Blasting to work. Of course, I had the benefit of being able to use scripts at my disposal to help keep track of what's actionable, and what isn't, and stuff. Whereas you did not.

So, yeah, your game does something I admire and respect, and I'm probably convincing myself a little more toward voting for your entry as I type this. XD


@Marrend
It wasn't really hard to figure out how to do it, I actually implemented that mechanic over the course of the last two days. It was mostly just tedious, making sure to put in the right things into the parallel event for each enemy.

I was paying attention primarily to the jumping mechanic and making sure you couldn't get stuck somewhere :D That's also why the mapping is horrendous (well that and the fact that the default RTP isn't really made for sidescrollers).

One thing I am particularly proud of that 'Fake Gameover' mechanic. Not sure if you ever triggered one, since in its current state, the game is really easy (aside from that motorbike stage).

My biggest regret is not being able to finish the planned "event-based random encounter trigger", because the default Event Touch of RM is wonky for this type of thing. It would definitely be possible, I have a similar setup in the motorbike stage, but I wouldn't be able to finish in time and the current default one works good enough, especially if the player keeps moving.


author=JustAShyDoge
author=Beregon
Thanks for playing my game, Avee, Marrend and TRA!

@Marrend
There's a parallel event on each map that compares the location of the projectile event and every single enemy event on the map. It got really annoying, since every enemy needed its own entry :/


Anyway:

@JustAShyDoge - The Game With No Name
Nice basic RPG, especially since you had to comply with the stricter requirements of the other event. I like the prologue with the kids, although it would've been nice if it were a bit longer. There's so much stuff you can pick up in town like weapons, potions etc. if you talk to everyone, but it's pretty much useless in retrospect. I only got to fight 1 Crow when I backtracked to the town to check for more things, since those hooded men looked like a boss fight was coming up. The mine cart rides were nice.

I couldn't finish it though, because the puzzles in the mine were my bane...

Criticism: I chose the Treasure Hunter class for Brie and she could never use the Strangle skill for some reason. The wolfman had the same class, but could use the skill just fine.

The encounter rate seemed to be a bit too high.

The area with the minecart puzzle should really have been devoid of random encounters.

The mine cart puzzle seems to be... maybe bugged? When I push the green lever, it detaches the tracks, making it look like you would now be riding to the north, yet the mine cart still turns to the left despite no connection between the tracks. On the other hand, when I connected the tracks again, the mine cart suddenly went north... I really can't wrap my head around how this is supposed to work, some instructions would be nice. Also, it would be nice if we could see the whole track area, it's difficult to solve something like this when you can only see one part of it at a time. Like, I know the Red Lever changes SOME track, but I can't see which one, since it seems to be one beyond the edge of the screen...

Backtracking back to town for potions etc. is very annoying because of the invisible walls and floors. If you intend to develop this further, maybe once you find the right way, it gets marked on the map (Event Touch events with graphics on Self Switch A for example) and as such, it's less of a pain. Or maybe allow teleportation between save crystals.

It seemed weird to me how in the starting town, the main character says that the hunters have a rule not to fight each other and even recruits a guy because he honored it, yet when they come to the Temple of the Void, the main character immediatelly attacks the hunters that beat them to the treasure. I think there should be an explanation of the main characters motives and if this is some sudden hypocrisy or how this situation is different.
Ah yeah the minecart ^^' I apologise so much for it due to one of the event error that prevented its image from going back. It's been fixed inn the updated version.

As for the invisible walls/floor >.> you can use the mouse controls for MZ to auto route, but yeah I get your point of the annoyance I did on purpose.

Encounter once again I apologize as well, because the default encounter really is a weird thing. Truth is, I had zero encounters during my testplay, so I was legit curious what was going on.

Sorry about the equipment issue, I... ._. suck at balancing.

and for the hunter thingy, well, its more of a in-joke that they're heroes, not hunters.Thanks for the notifying me about it, I'll see what I can do about changing the story a bit.


@JustAShyDoge
Due to the nature of RNG, the default encounter system can be very frustrating indeed :D

For the story, thought it might be something like that, but it could use some clarity, especially since this "Hunter Rule" gets reiterated about 3 times if you talk to everyone in the starting town. Maybe once they see Reid and his party, Brie says the same things as now, the Reggio guy asks her why she would attack them, when that rule says hunters shouldn't fight each other etc. and she could be like "they are heroes, not hunters, so they are free game" or something like that.

Trials of MZ

Thanks for playing my game, Avee, Marrend and TRA!

@Marrend
There's a parallel event on each map that compares the location of the projectile event and every single enemy event on the map. It got really annoying, since every enemy needed its own entry :/


Anyway:

@JustAShyDoge - The Game With No Name
Nice basic RPG, especially since you had to comply with the stricter requirements of the other event. I like the prologue with the kids, although it would've been nice if it were a bit longer. There's so much stuff you can pick up in town like weapons, potions etc. if you talk to everyone, but it's pretty much useless in retrospect. I only got to fight 1 Crow when I backtracked to the town to check for more things, since those hooded men looked like a boss fight was coming up. The mine cart rides were nice.

I couldn't finish it though, because the puzzles in the mine were my bane...

Criticism: I chose the Treasure Hunter class for Brie and she could never use the Strangle skill for some reason. The wolfman had the same class, but could use the skill just fine.

The encounter rate seemed to be a bit too high.

The area with the minecart puzzle should really have been devoid of random encounters.

The mine cart puzzle seems to be... maybe bugged? When I push the green lever, it detaches the tracks, making it look like you would now be riding to the north, yet the mine cart still turns to the left despite no connection between the tracks. On the other hand, when I connected the tracks again, the mine cart suddenly went north... I really can't wrap my head around how this is supposed to work, some instructions would be nice. Also, it would be nice if we could see the whole track area, it's difficult to solve something like this when you can only see one part of it at a time. Like, I know the Red Lever changes SOME track, but I can't see which one, since it seems to be one beyond the edge of the screen...

Backtracking back to town for potions etc. is very annoying because of the invisible walls and floors. If you intend to develop this further, maybe once you find the right way, it gets marked on the map (Event Touch events with graphics on Self Switch A for example) and as such, it's less of a pain. Or maybe allow teleportation between save crystals.

It seemed weird to me how in the starting town, the main character says that the hunters have a rule not to fight each other and even recruits a guy because he honored it, yet when they come to the Temple of the Void, the main character immediatelly attacks the hunters that beat them to the treasure. I think there should be an explanation of the main characters motives and if this is some sudden hypocrisy or how this situation is different.

Trials of MZ

author=JustAShyDoge
author=Beregon
So, as someone not that familiar with twitch (mostly watched youtube streams) is there a chat log there? I don't see any. Or are those comments on discord?
There's an expand button on the top right of the video that will expand the history chatlog.


Alright, thanks!

Trials of MZ

Ok thanks! I was looking at the old stream, I guess there's no chat backup? If not, that's ok.

Anyway, I only played one game so far enough that I can share some impressions:

@Gurkengelee - From the Light

So, first the good:

I like the atmosphere, the inspiration is obvious, but there's enough uniqueness to stand on its own.

I definitely think this Dark Souls/Diablo esque inspiration has a lot of potential, so definitely keep working on it!

It's pretty cool how the encounters keep changing as you keep getting stronger. So if you lose 600 Light to a bug like I did, it's not THAT big of a loss.

The Skills are pretty good so far, as is the combat. I particularly like how you tried to differentiate weapons, although I am not sure what's the difference between the starting mace and the axe you get by defeating the bear boss, besides the fact that the mace can stun (and does it pretty often) and the axe has like, 2 more attack. So far, the axe seems like an obvious downgrade. Maybe there's something I'm missing?


Now, the areas where I feel it could be improved:

The random encounters are pretty weird. They are both too many and too little? Sometimes you can walk around for minutes without triggering any, other times you get three in a row and when I say in a row, I mean it literally. You finish a random encounter and before you can even move, you immediately get thrown into another one. You don't even seem to have to move to trigger random encounters. I guess you are using some sort of evented way to call the random encounters? One time, I got a random encounter, defeated them, before I could even move I got another one, defeated them too with a Prism, then got ANOTHER random encounter right after before I could even move one tile... seriously, this is extreme.

You should remove the shadows at Mount Eldras. The cliffs project the shadows onto the parallax background and it looks ugly.

The rock pushing puzzles in the cave are annoying, since the random encounters aren't disabled in the area. They also seem to be bugged? I mean, after getting past one and pushing it against a wall, I then moved towards it from the upper side and it somehow moved to the right, trapping me with no way back the way I came. Thankfully, there was a way forward afterwards that included a shortcut to the starting area, but you should definitely look at those moveable rocks one more time, since that wasn't a one-time occurence. And maybe add a Wait: 60 Frames to that event so you can't just keep triggering it as long as you hold the button. That only leads to obnoxious sound effects overlapping and no actual movement. I was holding down the movement key at the boulders and it never moved, only overlapped sound effects. Of course, everything worked once I just pressed the arrow key.

Once I got to Mount Eldras, it started snowing. So far so good, but then I found a rope I could climb down to the starting area and the snowing continued there. In fact, it was snowing constantly, even indoors and inside the cave. I doubt that's intended.

I died to 4 Crows on top of Mount Eldras with around 600 Light saved up. Once I returned to the spot I died at, the light pickup was not there and I was obviously not happy :D Seriously, make sure to perfect this part, otherwise people will just ragequit.

Trials of MZ

author=Liberty
Streams are being added to the OP when done, so if you don't have the time/inclination to play every game, you can watch the streams in order to vote, too!

The first stream included (in order):
- pianotm's Tomorrow's Child
- CarlosDavilla's An Essay in Insidipity II
- seacliff217's Attack of the MZ RTP
- TsunamiJurai's Awakening The Past
- SoulRain's The Legend of Solstice


If you want to catch the streams I do them 12pm AEST (which is about an hour from this exact time!!!) on weekdays (not weekends). If you want to know about a stream first, join the RMN Discord! I tend to post there about event streams and a lot of chatting about events happens there in the dedicated room! Here's a Link!

I'll be streaming more games today on my channel.



So, as someone not that familiar with twitch (mostly watched youtube streams) is there a chat log there? I don't see any. Or are those comments on discord?

Trials of MZ

author=coelocanth
Elevator

I was expecting a space invaders / falling rubble type level in the elevator using the "up" shot to shoot things out of the air, but it was funny as it is with the goons running away.


For timing, you could use a parallel event on the map that looks like
* Control Variables TIME += 1
* wait 60 frames
And get a time for the level by reading that variable at the end.
You wouldn't get the on screen display of the timer function though (not sure if you can easily pause the timer without a plugin though)

Elevator:
Yeah, that's exactly what it was originally supposed to be, but I was running out of time, so I just turned it into a joke cutscene pretty much :D I think I will keep the cutscene and add the proper elevator level immediately afterwards.


As for the timer, I think I could just use the Stop Timer event command, so that's not as much of an issue (well, maybe it is, haven't looked into it yet). Dunno if it should stop during the active time progress battles, haven't decided yet. Maybe I could just slightly raise the score you get from those if I don't decide/find a way to stop the timer.

Trials of MZ

author=coelocanth
author=Marrend
*Edit: Reloading the gun should be possible with a "Guard" action. Having a separate "Reload" action/skill just didn't make sense to me.
Ah, I didn't notice any reload when guarding...
May be a case to rename the guard command so it's more clearly a guard + something extra.

@Beregon - Luke Diamont Absolute Mayhem

Liked: Writing and character design match the 1980s action movie aesthetic well.
The whole thing is a romp best experienced by moving forward aggressively rather than carefully shooting everything

Improvements:
I got stuck at the very start, because although the game said to turn off auto dash, it wasn't obvious that vertical jumps would be higher when holding dash.
The motorbike stage I was also struggling with controls.
Maybe add a time bonus for finishing stages quickly as a risk/reward thing for players trying to get a high score.

Thanks for playing the game! To your suggestions:

1) There's a signpost in the first level that informs you of the controls. The second textbox says this:

"Press Q to jump in the direction Luke Daimont is facing (right, left, up, down).
Hold Shift and press Q to jump a longer distance."

The controls are also listed on my gamepage. Tbh. it was a conscious choice to require a shift jump at the very start, so that you learn about it at the very start and don't think any of the latter levels are unplayable. Do you think I should make the Shift jumping clearer somehow? The whole game is basically meant to be played with shift pressed most of the time.

2) Heh, don't worry about that, I only managed to get through the entire motorbike level 2 times so far without losing score. :D I think I made the stage too densely packed. :D Or was there anything in particular that you think could be improved? It takes only a minute and there's no gameover in the game, so atleast it doesn't impede progress.

3) Yeah, I planned that, but the timer kept counting down during the turn based battles and I wasn't sure if that should be a feature or not. It would make the turn based battles even more punishing for your Score and I am not sure if that's the route I should go. I think I will add a timer to the stages for bonus score (I guess like 500 Points if you manage to beat the timer), just not sure if I should pause it if you get into a battle or not.

Any level you particularly liked/disliked? Myself, I think the Mountains level is the best, while Mountaintop Lair shows a bit too many signs that I was running out of time and thus is a bit more barren than it probably should be(Elevator doesn't count! :D).