BIGGREENCREATURES'S PROFILE

I am a 30 year old criminal defense attorney. I'm also in a band called FIGHT BACK MOUNTAIN. So far, games I've made include: Trash Planet, Super Maria RPG, and Hellbound.

I am working on , which I am announcing on January 2nd, 2023.

I like:
90s anime, criminal law, bad 80s movies, weird video games.
DIRT EMPIRE
Dystopia. Mutants. Friends. Lobsters.

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Workin' on Super Maria RPG. Almost done, should be coming out pretty soon. Maybe before the end of the month?

author=Craze
it'sa-ma, maria?


Pretty much, yeah

HELLBOUND Review

Hey, thanks for the review!

HELLBOUND

author=Novalux
I'm having lots of fun playing this game. It reminds me of ''Cthulu saves the World'' for some reason, which is a good thing.
Btw, do you know about how long the game takes to complete/ Just curious.


Thanks for the compliment!

It takes like 5 hours if you don't grind too much, like 7 if you grind a bit, and like 4 if you're me and you know exactly what to do.

Pokémon RMN Version

This game is awesome! Can't wait for the full thing.

HELLBOUND

author=Ratty524
The Obedience song was the best. xD


It's from a kid's Christian karaoke CD called "ACTION SONGS," which I found at Goodwill or something like that. I heard it and I knew it had to be in the game somewhere.

HELLBOUND

author=Ratty524
I gave this a shot. So far, it's kind of in that zone of neither being bad, nor that good, either. I find the plot hilarious, but it the game does have some flaws. Here are my thoughts:

> Your passability settings for the tilesets you use are kind of all over the place and don't really make sense. I can't walk behind a stop-sign, for instance, even though it's graphic is less than half the width of a standard tile, and while one tree is impassable at every corner, there is another tree, of the same graphic on a different map, that I can walk behind like what's normal in RMVX games. It makes movement a bit clunky in general, and I do have a personal peeve for invisible walls. This isn't too big of a deal, but fixing it would help in polishing.

> While the battle system itself isn't bad, and I'm having a pretty smooth experience so far, I find that you didn't really cover your overall system that much, nor did you really clue that you can use the shopping mall to buy supplies until you get to your first crystal. If I didn't know what you could use the mall for prior to that point, I probably would have been screwed upon entering that crystal, especially with the boss. Maybe if you hinted it earlier it might get people to know that that's why the mall is there? Maybe you shouldn't lock off areas at the beginning with that in mind.

> Caught plenty of spelling mistakes in my playthrough so far. "Cyah" is not a word, and I think I saw many instances where "um" was used when an "erm" would work better. You might also want to distinguish your onomatopoeias as well ("Snicker... Snicker...") so that they don't blend in and confuse the reader into think they're actually saying "Snicker" instead of snickering.

> Check your item descriptions in that regard, too. One of the first MP-restoring items describes MP as "PP" while others use "MP" and whatnot.

> Your map design tends to fluctuate between being okay to poor. The quality especially drops on the forest pathway to the church. Never leave your map edges empty unless you intend for the player to walk over it to cross to a new map, because otherwise you muddle up the direction the player's suppose to follow. Functionally, it makes navigating through the game a chore because the pathways where you are suppose to travel aren't clear enough. Aesthetically it kind of looks haphazard; lacking in deliberate "design." I'm not sure if you are willing to go back to this game to do additional reworks at any point, but either way you should work on mapping like a designer; thinking about how your maps interact with players and presenting information in a clear, deliberate manner.

> To expand on this, are you familiar with shift-mapping? There are some roads in your first town that kind of curve inward in an awkward manner, but shift-mapping remedies that to make your stuff look seamless. Here's a tutorial: https://www.youtube.com/watch?v=-xrhg70MXnQ

> LOL this music. I don't know about it. It's not bad but some tracks call attention to themselves when they probably shouldn't, feeling "distracting" in a sort of way, like the "obedience" song that plays in one of the cutscenes. I also find it hard to believe that you got the composer of "Secret of Mana" to okay your inclusion of his/her music in your game, but the use of rips in general isn't that big of a deal for me in a free game; the game itself matters more.


I might have more when I finish this game.


I'll go back and fix things like spelling errors, goofs and gaffes, but most of the intrinsic things you brought up (map making, collision detection) I'll just have to improve with over time, and make better for my next game. I will say that the music was a stylistic choice, and was intended at times to be humorous.

Having a little trouble uploading HELLBOUND. I'm putting the entire .exe file (zipped, or whatever, like RPGMaker exports them) to the "downloads" section. It keeps saying the connection is reset. Is there something I'm doing wrong?

author=Liberty
If the file is over 400MBs it won't upload because that's the site file size limit.


Okay cool. I just deleted all the pointless RPGMaker stock stuff (battlebacks and music) and now it should be just fine for upload. Thanks!

burningshit.png

author=BigGreenCreatures
author=Ratty524
I think the building needs to be less flat, and maybe have a more distinguishable border so that it stands out. There is something that needs to offset the perspective of it a little, because yeah it kind of flattens everything out.
Or I could just omit those walls? I was trying to section it off, like a wall around a small graveyard, but I think it might just make sense to get rid of the walls totally.


In this screen shot, it kind of gives the weird illusion of a building, but all I really wanted were some walls. I think it'd look better without them, though.

burningshit.png

author=Ratty524
I think the building needs to be less flat, and maybe have a more distinguishable border so that it stands out. There is something that needs to offset the perspective of it a little, because yeah it kind of flattens everything out.


Or I could just omit those walls? I was trying to section it off, like a wall around a small graveyard, but I think it might just make sense to get rid of the walls totally.

Screenshot_20160407_085405.png

author=InfectionFiles
Images like these outside look decent but then I feel your inside/interior maps suffer :(


2/3 of the interior map screen shots, the bloody hospital one and the one with the guy talking about Hentai, I have on here are from the old version of the game (the one that's currently on Game Jolt). I'm working on updating those maps and others now.