BRADY'S PROFILE

Brady
Was Built From Pixels Up
3134
Eclipse
Concept Game: Comic meets "Choose your own Adventure" in game format!

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Colonist

@Bill:
Glad you think so. The current demo is very short, but if you're a fan of this type of game it might be better off to wait until we release a proper demo rather than playing the testing stage that is very rough around the edges.

@kumada:
Thanks for taking the time to send the feedback; I've been getting a lot of the same things mentioned, so everything should be fixed.

In response to you, and for anyone else who might want to test it and find any problems, I'll quickly go over some of the mentioned stuff:

Title screen is just stock; not had anyone to make up a screen for it yet, nor have I had anyone to make art for the region map, which was done fairly quickly to get the idea across; I didn't want to spend too long on a placeholder.

I should mention that it is there for testing more than demo purposes to catch any problems and make sure the basic game works fine, so we know what to improve to advance; much of the dialogue and instructions will be getting vastly changed, as they're extremely basic right now. (this includes the quest, where I obviously put the wrong name xD)

The tool cycle is an issue I'm having trouble with due to the ABS. The weapon itself will change, but the icon it draws doesn't update; this is the same reason the health bar doesn't always go down when it should; I need to ask Khas' if there's a script call to update the hud/icon drawing from the common events that run them.

The brown rock is supposed to be too strong for tools to break and requires the Drill Gun; however, since no damage counters appear above them I can see the confusion, and none of us have noticed (since we're already in the know!). Fresh eyes is exactly what we needed; there will be a better instructional on that map and I'll make sure it covers those rocks.

The middle objective never clears as human error, I've obviously made a mistake in the script call that completes it.

I'm not sure what you mean by "main map". Do you mean the exploration/forest maps around the caves? It's possible they will be changed or edited, or at the very least the next section of exploration/caves will be different than them; they're intended to be larger, if nothing else.

About the game over, I'm not sure either actually, I must have set the exhaustion checker wrong, as the game is, as you say, never meant to actually have a game over. That will definitely need to be fixed.

You're the first person to mention a problem with being stuck in a cave, so I'm not sure what that issue is, but will look into it and hopefully have it resolved.

I think that's everything. Again, cheers for taking the time to give feedback, it's exactly what we needed to get the improvements it needs :)

Alpha Demo for open testing and fun times! :D

Night doesn't stop you from doing anything, but there will be a feature added to allow you to pass time so you can choose to go out when it's bright.
The time will serve more of a function later on, for now it's mainly just to determine how bright it is and as story flesh.
The weapon cycles were originally intended to pop up just above the characters head, but I can't ever seem to get pictures working for the life of me, so need to keep going over that until I can suss it, somehow.

Cheers :)

Colonist

Just read through your notes and will be taking a lot of it into consideration. I have noticed a couple of the same errors after i uploaded it (including that the village tileset hasn't been double-checked for passability) and I've clearly forgotten to notinmap the weather system.

A lot of the dialogue will be getting revamped; we were just wanting to get the content there so we could get some tests on the gameplay before going too in-depth with dialogue; there's plans for deeper character development as well, since they'll be the only characters in the game.

Cheers for takin' the time to send me the notes :)

Alpha Demo for open testing and fun times! :D

I'm not one to complain at help. I've gone through it and found no major issues so hopefully the only things said will just be improvement ideas rather than bugs.

Although I have noticed that the wheelbarrow on the Village is passable. In fact a lot of the random items in the villages are; tents, boxes, crates, etc. Obviously completely forgot to double check the village tileset!

NaGaDeMo

Aye, was good numbers for it, that's a lot of demos and games released this month, excitin' stuff!

NaGaDeMo

edit: latency (& impatience) + forums = double-post

NaGaDeMo

Lookin' forward to that "something special"!

Couple more days to the big reveal!

Mapping for an entire project before putting in events? That's ambitious, although a very good sounding idea; I must try it for my main project :)

"NM" is looking good so far; tileset art looks fresh at least, if not perfect, and I'm curious about these mech battles. Keep it up, but don't dare name it "Nightmare"! Way too cliche for a big reveal ;)

The Dungeon Crawler

Whoops! I updated the wrong profile; the latest profile/blog updates were actually intended for another game; "Colonist" which can be found here.
http://rpgmaker.net/games/4198/

TDC has no updates and is a complete mini-project.

Dance of the Immortals Review

Thanks for taking the time to review it, glad to hear the critique. :)

The ABS bosses are a bit bland for now mainly due to me being not only new to ABS but new to VXA as a whole and am trying to not do too much at one time; I'd rather the earlier sections be basic and correct than attempt too much and screw it up altogether. The plan is that as I learn more, such things will improve with me.

I can't help but agree about the jumping section, and don't plan on having that again.

The Surr/Cheef are from books I read where such things were shouted with enthusiasm and typically phonetically, which I just loved; saying "surr" feels more like a loud-shouting army private to me, much more so than "sir" which sounds more formal and office-y. Wildness was just down to a "that's what the people call it", but I understand seeing that as an error since it was surrounded by otherwise common english usages.

The lag did get explosive after the ABS was made, which was a shame considering how exciting it feels when it runs fine. I never really accounted for other computers running it and have been planning to keep that considered from now on.

Either way, I'm glad you approve of the story, as that is the most important part of the game. By the scratching head moments, I'm hoping at least it remained interesting, as the story is planned ahead of time, not being made up as I go along :)

If it helps encourage you, the second chapter is looking to be an improvement. The boss battles haven't been set in yet, but the regular areas are; it's more free-roaming and open-ended, letting you choose the order of things to be done, while still having the flavour at the sides. Here's hoping you agree once it's out :)

Cheers~