CONMON'S PROFILE

I make mods for Doom and make games with RPG Maker 2000, 2003, and VX Ace!
DEEP SOULS
Delve into the Tomb of Ghalung-Korrid, and defeat the two Dark Half-Gods!

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Remastered RTP Music?

Hey, I was just wondering if any of you guys have tried remastering RTP music from any of the RPG Makers. Not a request or anything, I just wanted to hear what you guys might've cooked up!

As for myself, I'm pretty proud of my most recent one - it's the only one that's turned out really good compared to my other attempts.

Are there examples of a battle system where max HP/MP decreases?

That's actually a very interesting idea. The only JRPG I can think of with decreasing max health is Demon's Souls or Dark Souls 2, the former halves your health when you die (until you kill a boss and regain your human form I think), and the latter just chips away at your max health the more you die, unless you revive yourself into human form.

That's the closest example I can think of, but those games lack the rest of the ideas you've got. I feel like the "fatigue" thing might get annoying if it can only be remedied at inns, so you could consider like an energy drink item (or whatever fits the atmosphere of the game... energy flask or something). If it's realism you're going for, I think that could squash those kinds of complaints, but then you might consider having camps you could set up that act as mini-inns. Maybe they clear fatigue, but they lack whatever extra bonuses sleeping in a nice comfy inn bed would give you.

I mean, this is all just wild ideas since all I know about your game is the battle system!


EDIT: Damn, then again, having one place (or one type of place) to clear your fatigue might help streamline the gameplay.

DEEP SOULS

author=Darken
Game is a little too basic. Didn't feel like playing that far into it past the first boss. But I do have some thoughts:

(Thoughts)

Spoilers-ish:
All good points. I wanted to make a Dark Souls-esque game in Rm2k3 for a while, and my lack of hardcore event scripting aside, the engine just has too many limitations for a Souls game spin-off/knock-off/whatever-off. The closest thing I came up with is this (perhaps bland) combination of roguelikes, traditional RPGs and the Souls RPGs. Why kindle those souls into healing items, when you can buy them for cheap from merchants? The idea was that the further you get into the dungeon (in a way like Dark Souls) the madder things become. NPCs you may have breathed a sigh of relief at after a bunch of corridor battles might be gone forever, or others might go insane and you'll have to fight them off.

As for the battles themselves, it wasn't meant to be inconsistent - in retro roguelikes there were lit rooms and unlit rooms (represented by "." and "#", respectively, since it was all ASCII-based). I kept that idea - there are lit and unlit rooms, and in unlit rooms there were random encounters, and in lit rooms your were completely safe as long as no enemies were present.

As for the resource management comment, well I have no idea what that means, and I don't know if I want to know! If it's about the redundant undead enemies, we're in agreement, and I've got more varied sprites I can use now. If it's about enemy variety, it's already something I've addressed for later demos.


At any rate, I do appreciate you playing the demo and giving feedback, because this stuff does matter to me.

modeseven.png

Could something like this render walls, or is it just meant to simulate mode 7?

EDIT: I seemed to have failed to notice that LandTraveller uses this same engine...!

Post your Music

author=Housekeeping
@Conmon: I like writing in Dorian from time to time, though I tend to do that in proggier stuff instead of embracing the medieval angle. I don't love the fire sounds in Old Tavern, though; one thing you might do (if you put this in a game) is make a BGS of the fire and have that play underneath it in certain situations. I like the track as a piece, but it has moments--like the choir--that feel a bit off for a tavern. Given the right setting (like the tavern seeming like a "church" to the people), then it'll work. I liked Petrichor quite a bit; lots of energy there.


Ooh, I'll actually have to try my hand at prog-style music. As for Old Tavern, it's not meant for a video game, I just wanted to write a medieval-esque song where you could close your eyes and actually feel like you're in a tavern. On the flip-side, I also wanted to sneak in a bit of extra medieval influences, like the organ and choir, which is outside of a tavern... but uh... I dunno, maybe the church is right next door!

Every once in a while I'll hit a wall where I can't imagine myself writing a song better than my last one, which is where I'm at with Petrichor. I'm not trying to sound conceited, it's just that I reach a peak of musical writing ability, where stuff is just flowing straight from my head onto a sequencer, and afterwards, even if I write a dozen more songs, I'll never feel like I can surpass that one (even though there are a gazillion songs out there that are better than it). I haven't written anything in a couple weeks, and it's always just a brief phase, but I'm hoping I can write something better, if I decide to open up FL Studio anytime soon.

Zombies Attack

Hey, thanks for doing a Let's Play, I didn't expect any kind of review!
I mean, at least not so soon! I've got some things I'd like to say, of course.

You made an interesting point about the FDA at the beginning, so I went ahead and edited the intro a little bit and made it a little clearer (it's hard remembering what players will know or not when you're already immersed in the lore). Also, the SHIFT button does make you run faster at the beginning, so I'm not sure why your guy wasn't moving fast. Sprinting wasn't disabled in the script or the map.

Also, WHOOPS. I meant to change "Connor" in that beginning menu part to "Survivor" or "????", since that hero name thing comes up later. Regarding the repeated painkiller bug, I accidentally put down SELF-SWITCHES, not control switches, so individual events don't repeat, but walking over a new one does.

Thanks for admiring some of my design choices, haha. I made the tilesets myself (I compiled stuff by Celianna and Drakator), the buildings and floors and stuff all came from Doom and various Doom mods. Same with the enemies and battle animations, they're from Doom mods, usually edited to look like zombies or raiders; and the backdrops are basically screenshots from maps I've made. Also, I chuckled to myself when you were like, "There he is... sigh... just read the journal."

Lastly, thanks for some of the pointers. I fixed the player touch event, am about to add a "skip intro" option, or maybe a "quick-intro," so you still get a morsel of the storyline before it jumps right into the scene where you first meet Cain. I encourage you to keep playing, though, because I like to think the game becomes more interesting, or at least more eventful, as it goes on.

Post your Music

Petrichor

Inspired by Celtic music!

Old Tavern

Inspired by medieval music, and an experiment in writing in Dorian mode.

DEEP SOULS

author=sinnelius
The artstyle is simply fascinating!

Will this be finished anytime soon?


I'm working on it whenever I'm not bored of it!

author=Macheman7
Subbing it.
Tilesets from Pixel Dungeon, hrm? That was a good game, you'll do it justice I'm sure.


I loved Pixel Dungeon, and I thought it was fitting to make a chipset using some of its tiles! I hope I can do it justice, since that game is arguably put together a lot cleaner than this one.

DEEP SOULS Review

Wow! That was a much higher rating than I expected for such a buggy demo!

First of all, thank you so much for taking the time to review this (especially with all the screenshots and captions and everything. Awesome! Secondly, you'll be happy to know that I am still working on the project, although due to my inability to work on projects for long periods of time before I start going crazy, it has been on the sidelines for a while.

Seriously, I'm working on about eight different games right now.

Needless to say, it's still in development, and I've been trying to iron out all the bugs:
- How stupidly easy it is playing as a Thief
- Impossibly high encounter rates
- Overpowered enemies, underpowered classes
- Getting past Lvl. 5-7 and becoming unstoppable
- And more!

That, and I've been trying to incorporate more lore into the game, but in a clever and masterful way, like in Dark Souls. Also, as for the "single party member" bit, I thought about adding in more characters, but as the game is designed for a solo run, I just don't think it would work - unless I took another page from the Dark Souls playbook and made "summonable" characters, like some of the NPCs you encounter in the dungeons.

Anyway, I can say that much love went into the making of this game, and it is sloppily put together in some parts, but that's half of its charm (unless I fix the issues, of course). I am very pleased with your review, and thanks again!

Post your Music

author=Corfaisus
I've got a three second test track that I can't re-access because I'm using the demo of FruityLoops. Someday, I will make a full song.

Want me to export it for you?

EDIT: Whoops, re-read your predicament and I can't help. When you decide to buy it, make sure you get the version with a lot of the plug-ins unlocked, too. (Ones like Sytrus, Harmless, Soundfont Player, etc etc.)