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[RM2K] Need some testers for Final Tear remake

Introduction

Hi, Final Tear is a game I made in the year 2000 and was one of the few fully finished one man self-made free RPG games at that time. In the course of 10 years I also made Final Tear 2 and 3. And recently in the year 2020… I decided to remaster the first Final Tear. I have been working hard on the game last few months and I have a beta version ready today. Before I want to release the game to the public, I think it is wise that a few people can play and go through the game as a tester.

So I’m searching for a couple of people that are interested and play through the game and report back to me when they find bugs, errors or other problems. You can also give tips and improvements, those are very welcome as well.

I’m also searching someone who can improve the script. Even though I don’t think I speak bad English by any stretch of the imagination…it is still not my native language. My aim at the moment is to get around 6 testers and 1 more proof reader




Requirements:

• Having reasonably amount of free time coming weeks to play and test the game the more time you have for it, the better.
• Registering at the Final Tear forums and post your findings there. You can report everything at the boards and I will update there too with the new changes.
• Some experience in gaming and especially roleplaying games. Though this is not necessary, it makes testing a bit easier.
• You don’t have to test the whole game, testing a part of the game is also very welcome. Though the best thing would be if you could test the whole game.

What do you get out of it:

Seeing this is a free project and even though I value your time….. I can’t pay you money for testing the game. What I do want to offer is to add you to the credits of the game with the name of your choice as being part of the project as a tester. And of course let’s not forget the fun you hopefully will have in playing the game and helping me.

I want to help and test the game!

That is good to hear! You can send me an e-mail to scm.vandelaar@gmail.com and tell me from which boards u responded and we will arrange everything from there. If you have any questions you can also mail me.




Searching for people that can improve my script of my 3 Final Tear games

Hi, I was wondering if there are people here who would like to improve the scripts of the Final Tear games. My native language is not English and that’s the reason why my script needs a lot of improvement. So if you are a good English writer and you want to help me I would be really grateful.

If you want to help me let me know and we arrange something. Thanks in advance!

RPGmaker 2000/2003 battle defeat/victory case

Hi, I dunno if it is a bug or not but when I make an victory and defeat case after a battle (a unwinnable) the game still goes game over sometimes even though this should not be the case (even with full heal after the battle). This is completely random sometimes it proceeds and sometimes it just goes game over with no reason at all.

Is there any way to solve this?

Final Tear 3 improvement topic

Introduction:

As people might know or not I decided to give this site another chance. I already posted this the Final Tear 3 game page but that one is deleted because it was a fake upload…Anyway, I’m going to make a fresh new start and I’m open for constructive critics that can improve my game. Trolling or general rudeness will be reported immediately

I already searched the website and the forums for critics and I found a great deal of them. I especially want to thank Liberty to give those critics even though they are not all correct.

The new version:

Soon a new version (3.04) will be released with a lot of improvements. The biggest issues will be solved and a lot of smaller ones as well. Even though this is great news, I’m still open for new suggestions. You can post these suggestions in this topic and I will look if I can arrange something.

The changes that are already implemented are mentioned below:

Temporary changes list v 3.04


Because of some complaints, some systems are adjusted. New changes will come soon.

Characters can finally run now

A change that a lot of people wanted, there will be a button to switch between walking and running, bear in mind that encounters will come faster if u run and that each save point will revert to walking speed. Keep in mind that new bugs may appear due this change. If so, they will be removed in a later version.

Vulgarity toned down.


A change that a lot of people wanted, there was a lot of swearing in the game this is toned a lot, there can still be some left. If that is the case please report it so that I can remove that as well.

Text speed maximized


A change a lot of people wanted too, I think that all know what this change does ;)

Teleporter added when traversing back after dies to skip the Petunia plains

People didn’t like the long back track over the large plains, though you only needed to traverse around 25% of the way back due the jump of the cliff, it still is a long way.

Increased orb magic resistance on every monster in the game.

Beause orb magic is overshadowing the other attacks in the game it has been nerfed a bit. This change will take care that monsters have a slightly better defense against magic. The stronger the monster the better the magic defense increase will be. In average orb magic will do 10 to 11% less damage.

Severly buffed attack


Normal attacking has been buffed quite a lot, characters will do 25% more damage with attacking in average. Because the orb magic is nerfed, attack becomes a valid option again.

• Removed the bug that the treasure chest in the secret shack can be reopened.

• Removed the bug that the captain in sunken tooth blocks the way when he’s gone.

Liberty list:

I also decided to comment on the critics list that Liberty provided.
Okay, so I'm just gonna note down the things I noticed during my 5 hours.

- The characters were not too bad, all things considered. The plot moves them along, I guess. I got a pretty good idea of Jessie's character, not so much of Lances and some from Dies. Those three are the basic main characters at the moment. Well, Dies is more a main NPC, but at least he has character. The rest of the cast are rather boring. Then again, I didn't really get to meet many more cast members.


This is intentional; you will not know Lance better for a very long time. This has to do with the plot.


- The story itself (from what I've seen so far) seems your typical 'outsider/insider world-saver' plot, but the way it's presented leaves a lot to be desired. There are a few scenes I thought worked okay - the main one being the 'flash' in the church where the dead bodies suddenly appeared. That interested me. I wanted to know more. I'm thinking there may be a touch of time travel here mixed in with the planetary travelling. The story didn't really drive me much. It was pretty straightforward, though I did get lost at one point, wondering where to go from the church. I soon found out, so that was okay. I also liked the small scene with the dwarf and the small flashback to that when talking to Dies.

It’s good to hear that you do like some of the parts of the story. That the story seems simple in the beginning is intentional. If you see the whole picture at the end you understand why this is. Sorry cannot tell anymore because of spoilers.

- I think the way he uses RM to accomplish things is very unwieldy. The CMSs are mostly maps, the interaction with pushing a gravestone is really strangely done (Hold enter, then press, press, press the direction) and the battle monster targeting/skill usage/damage algorithm/summons skill are overly complicated when they don't need to be. Messing with the targeting is silly when there's no difference between it and the default. Same goes with the damage numbers and skill usage. Summons skills are broken or at least very had to get to work. I never got to use a summon at all.

The grave is fixed in 3.03 you only have to walk now to move it.

You’re absolutely right about the targeting system. The problem is however that I cannot use the DBS for that even if I wanted. All the damage is done variables and there is no way target a in the DBS in combination with the orb magic system. In the beginning I though even that making the orb system would be impossible. I happily managed to solve it this way. It’s not perfect but you will get used to the system eventually all people who did come far did.

I don’t understand why you think the summon system is broken. But I will look for a way for a better tutorial to make it easier understandable.


- That said, the added content was pretty nice. I like the ideas of having these kind of boosts to the battles and thought they were cool - until I actually had to use them. I liked the idea of upgrading orb spells by using the skills to level. I wish the end of battle results were displayed in a way that was faster/easier on the eyes. I liked the idea of quoting the holy book to cast buffing skills, though I thought it could have been implemented better with the default skill commands. I liked levelling up your Summon. I liked the summon Aura skill. I liked books and increasing your base statistics by upgrading them. I liked the spells, I liked the skills, I liked a lot of the systems added. I didn't like the ways they were implemented or explained.

The orb level up menu is sped up in v3.03, I don’t use the default skill system the whole system is based on variables.

I would like to hear from you how some of those systems can be better so that I can improve them.


- Tutorials could be broken up to when they become relevant. Given in a block at the beginning is really not a good way to teach the player. Also, having them skipable with perhaps some sort of note book item to peruse when you get confused would be a great idea. Not everyone has awesome memory skills and remember all that they're told.


Good idea, I will certainly do this in 3.04


- Music is well done, except in a few instances where the looping is off a lot or it cuts out strangely in the loop.

- There was nothing to engage you whilst exploring. Sure there were a few treasure chests scattered here and there, but that was it. No cliffs to climb, no real interaction or anything like that. Just walk through a map and reach the end, grabbing a chest here or there. It would have been nice to be able to interact with the environments a bit more. A lot of technical stuff went into the battle system, but nothing into the rest of the gameplay. It feels off-balance. Even the log bridge could have been turned into a small jumping game with a few paths. It's very linear, really. The exploration wasn't fun, thanks in part to both large maps and slow walking speed.

Sorry, the game is meant to be linear of the biggest part. There are a lot of events and mini games some later in the game so I think the interaction is not bad. Though I will add something in the plains in 3.04 to make things more interesting. The slow walk speed will be addresses in 3.04 as well ;)

- No chance to escape from monsters, which is annoying as you'll be fighting a lot, thanks to the slow walk speed and high encounter rates.

You can escape, the command is below items.


- One dungeon took me 1 1/2 hours to get through. It was one map long. We have to travel all the way back through it thanks to the story. This dungeon was set right after another and the trip to and back through has no place to rest or recover.

In version 3.04 there will be a teleporter that teleports u to the foot of the plains after dies.

That you cannot recover is not true, there are 3 save points in the plains on all which you can recover. Besides of that there is a merchant on the foot of the plains. Maybe you played an older version in which the merchant was not there.


- The mapping is odd. At points it's not that bad, but at others it's pretty terrible. Most maps are overlarge. I remember this one spot in the forest where you're going over a log bridge and there are tree tops sticking out of the water. No trunks or anything, just the tops. It looked pretty bad. The maps are large, bare and lack details and things to make them look alive. I will admit I thought the plains weren't too badly mapped but they took far too long to get through. There are also a LOT of mapping errors.

If you can specifically address those mapping errors I will fix them in 3.04


- I liked the very start of the introduction where the characters in the town are all talking to each other about things. It soon deteriorated.

- Battles are strange. They're both balanced but boring. It's so odd. The monster health suffers an absurd jump from boss to boss. The first boss had about 10x the health of the monsters in the same area, while your character does about .075% damage with their strongest attack - meaning a lot of turns. A lot, a lot of turns. Seriously, I was doing 15 damage tops to a monster that had 200 HP. This was the first boss, in a forest filled with monsters with around 5-15 HP.

You can easily kill bosses faster with using aura’s, sermons, summons pray etc. Also in version 3.03 HP is reduced for all the monsters in the game.

- There's a lot of grammatical and spelling errors. A hell of a lot. They're littered through the dialogue. There's also a lot of unnecessary swearing (and you guys know how much I swear!) and just odd terminology. Also a few sentences that run off the message box.

Swearing will be toned down in 3.04, dialogue is improved in 3.03 and a bit more in 3.04

- I like the idea of using books to upgrade your stats. I really like it. But the menu used to do so needs reworking. It's just awkward to have to teleport to another map and choosing the character doesn't look good. Even a simple choice command would be fine, instead of the pseudo targeting thing that is currently used.

This is nearly impossible to do with a choice menu because later in the game you can have different members in your team. It would be programmable wise very insufficient to make a choice menu for every possible team combination. So I’m not going to change this sorry.

- Most of the custom menus are pretty ugly and difficult to use. Using proper CMS' would be a great idea. As is, it's pretty annoying to use them. The information is pretty hard to find straight up and they look a mess with only one character. I can't imagine when we get others.


I would really like to hear what I can do to improve that.


- The voices at the start and end of battles are so bad. I don't mind the small noises so much, like 'Ha!' and 'Ya!' but things like: "Oh my God! What the FUCK is that?!" is just...


Those are improved in 3.03, you can turn them of with the 5 button. Though it is in the manual of the game it is never mentioned in the game itself. So I will add that notification in 3.04.

- The best thing about battles is that you can use the Guard command to restore a small bit of health and skill points. By small I mean, 2 SP for Lance, 1 SP for Jessie. It takes a looong time to restore all SP. Even if one or two more points were added it'd be worth using more often.

The guard command is a percentage of your max MP/HP it will increase as you become stronger. Increasing it will make it too good. It is already on the brink of being a bit too good.



- Graphics are a hodge-podge of different styles, rips and customs. I've been told that at one point Flare's original graphics from Romancing Walker were used as summons. Personally I frown on this a lot. Rips, not so much, though they really didn't mix well with the other sets used - Mack, Chrono Cross, Mana series, Breath of Fire, Theodore are all used willy-nilly. I mean, I don't mind a bit of cross over style-wise, but the light hearted Mack and Mana chips should never be used with Theodore. That said, the world map chipset is pretty damn sweet. Wonder where it came from? XP

Those are improved in 3.03, you can turn them of with the 5 button. Though it is in the manual of the game it is never mentioned in the game itself. So I will add that notification in 3.04.


If you still have some critcs please post them here and I will look if I can arrange something
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