New account registration is temporarily disabled.

FARKASURDUNG'S PROFILE

Search

Filter

Ara Fell Review

author=Jparker1984
I've played far worse games on this site MUCH more deserving of that score.

Don't take it personally, but if you consider bad as average, there's something seriously wrong here.

Ara Fell Review

author=BadLuck
For the story having a message, I wonder what you might be looking for. Elven pride is a theme, the conflict between Nash and Lita not being between good and evil but just opposing ideology, coming of age story for Lita, Doren and Talani betraying the elves and the conflict between them and Asari/Dian... Baramon's wish to end suffering by ascending to what he believes is godhood, elven pride in saying they knew what was best for everyone in Ara Fell... saying it's better that all life end than the Sunstone fall into the hands of what they perceive as evil... the subversion of the "chosen one" trope with Lita not actually being chosen but just being unlucky...

I kept looking out for these small details, but they are just barely there in the game, overshadowed by long dungeons and boring fights such as the one in which you have to beat Nash about 5 times consecutively.

It is not clear to me why Nash ended up fighting Lita in the end when his goal was to stop being a vampire and what Lita's team wanted to do is save Ara Fell from the vampires and destruction. Nash could easily have been an ally.

I was very interested in the conflict between Doren and Dian, which came so late in the game and was never really resolved. It was introduced, but went nowhere, so it is like it was never there in the first place.

Talani came off as being a so-called breaking the fourth wall shopkeeper who gets tied to the main conflict at the end in a desperate attempt, so that she is not completely forgotten once the player finishes the game.

Then there is Baramon. He occasionally emerges and the most common line he gets it "...". I would have liked to learn of his background, motivations, thought process, but the only things I remember him by is him saying nothing. None of what you listed about what you wanted him to be is reflected in the game, which is why I wrote what I wrote about him.

So, what you had intended is different to what is in the game. It is a real shame, because I liked Ara Fell as a demo. However I can say I still do now despite its flaws, since it is not a bad game. Were it horrible, I had not bothered playing it through, then spending a few extra hours writing a review.

Ara Fell Review

author=Euphoniac
While I can understand your opinion, FarkasUrdung, I think you seem to have absurdly high expectations. Surely there isn't a well-polished RPG Maker (2003) JRPG comparable to Ara Fell that you would rate higher than 2.5 out of 5 stars, is there?

author=Euphoniac
I can't take such a low score seriously. Maybe the game just wasn't for you. Let's move on.

I would appreciate it if you hadn't scolded me for having an opinion different to yours and dismissed my review with "the game just wasn't for" me and "let's move on."

The game is average, hence the 2.5 out of 5. It has good maps and graphics, but that's all. The story has no message and doesn't make me think. It just designates a person to be evil.

[RMVX ACE] Modifying the battle system

author=pianotm
2) You know what, I can't find this one, but I would imagine it's somewhere in the BattleManager script, or Scene_Battle.


Thanks, I found it by searching for 'Vocab:'. Battle manager line #244 '$game_message.add(sprintf(Vocab::Defeat, $game_party.name))'.




(Thread can be locked now.)

[RMVX ACE] Modifying the battle system

I want to remove two things from the basic battle system of rmvx ace.

1) The ability to guard
Don't ask why, just please tell me how I can remove this option entirely from the command menu. I want only the enemy able to use this.

2) Defeat message
I'm using a script which calls a common event in case of game over. It'd look better if there was no defeated message popping up, the battle immediately ended. Is this possible without also removing the battle win message?

Screenshot Survival 20XX

author=Milennin
Alright, so for the prison I made this new version:


The stairs are 2 tiles tall, but the wall next to them is 1 tile tall. Either edit the stairs so that their bottom is only half tile stairs, half tile ground or have 1 tile tall stairs.

rpg maker mv is a large step backwards

So it happened to Batman as well. I originally found this image linked in a Might and Magic Heroes 7 official board. People were very displeased with it since there were (and still are) fatal issues including the game not starting for the majority of users, online disconnecting and random crashes.

The official English 2k3 version is out!

Btw, why is it that fullscreen just stretches the screen to fit your current resolution instead of switching to 320*240?

British English speakers of RMN, I need your help! How do I write a 'British' speaking character?

some words/expressions:

cheeky
bloody
bloody hell
flippin'
mate (=pal)
rubbish (=garbage)
dust bin

"I was wondering if..."
"Would you mind..."
"I'd rather you..."
never use "can" when asking for a favour
shall, shan't (shall not)

New Developer Mapping Help Thread

LightningLord2, there's a common error new mappers make and that is making everything too large. They create big maps and leave a lot of empty space. I see insides of small houses so big a simple room takes up the whole screen. Since starting from VX the basic style was changed to accomodate 1 tile tall characters (from the 1.5 tile tall default used in 2003), it is more easier to make this error.

In this style everything is intended to be small and simple. The VX and VX Ace sample maps had 1 tile tall buildings for regular houses (which was poorly done because the top of the character's head always touched the roof when it auto-moved into the entrance) and those are the proportions this old-school style suggests. You can see this in the old NES final fantasy games or the earlier dragon warrior games. The dungeon wall was only 1 tile tall in them for instance.

In the case of making wilderness maps you are very limited. Everything if a square shape lazily put into auto-tiles. Even if you make the trees less straight you'll end up making them diagonally placed blocks which doesn't solve the problem. You are always making generic artificial dungeons, even if you wish to create a forest or a village. This whole style is incapable of making something feel natural. At least that's the way I see it. My best advice is to stick to simple and small shapes as intended.

As an extra, let me provide a few examples that show how heavily limited this whole thing is. (This might get off-topic, so don't read if you're not interested.)

In this I tried to create a secret basement which continues underground. There's a regular square shape for the artificial part. For the cave itself I tried giving it more variety, yet it doesn't come close to a natural cave and it never will. Everything is too blocky.



This one is a forest. Either you use the auto-tile trees which equal to dungeon walls with forest wallpaper stuck on them, or you place the same trees to form a wall (the last time I saw this was in a 15 years old rm2000 game which used the rtp chipset for a forest).



I made this, but it looks horrendous even to me. Here's the same dark forest, but with "1.5 tall character" style (tileset is a REFMAP edit btw):





As it can be clearly seen, this style is suited for making wilderness maps that look natural. The style of VX/VX Ace/MV is only good for drawing blocks. Deviating from that is doomed to result in failure.
Pages: first 123 next last