GHOST'S PROFILE

Game Project:
http://www.rainfall-game.com

Personal blog:
http://vibrantsea.tumblr.com

Contact: Karim@rainfall-game.com

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Assembling the Void

Hi,

Just dropping by to pass off a few words. This game always sort of popped out to me. Felt like a 2005ish game you'd see in the English, but most likely German / French community. That statement wasn't really a diss haha. It's just that people around that time spent more time going beyond the limits of rm2k3. It's kind of unheard of to see people do that nowadays. But low and beyond, I'm happy it's on the front page as I probably would have missed it

Anyways I wrote a wall of text and for the sake of everyone I'm going to put it in a tag lol.


I was skeptical with the pixel art in general, I mean the concepts were really good just some of the art could look a bit better with some practice. This did not really hurt my image of your game. You were right when you said the game looked better in motion for instance. I don't know, action games are hardly done right and I wanted to see how your game would look in motion.

You don't really have to talk to express your ideas as I understand a lot of the design decisions you've made simply by watching the LP video.

Rm2k3 is a tile-based editor with a lot of limitations (patches + scripting things help I guess). Point is, a tile-based game with no pixel movement will ALWAYS feel clunky.

There are ways to get around that but it's almost always too much effort and not really an effective solution. Still, I really liked how you setup your battles. You had the heroine position herself around the enemy by detecting where the enemy is present. From there the character strafes and it appears you can then even pick the direction the character is faces during the strafing. This is brilliant and a really creative way to get around the tile-based limitation. If you wanted to do a pixel based movement it would obviously be smarter to use a different engine.

Another thing that impressed me was your 2nd and 3rd character's A.I. They are actually MORE intelligent then the Secret Of Mana A.I which is a game some people compared your game to.

The caterpillar system is great, the characters lag behind a bit unless you're walking slow and not running. It really looks like Chrono Trigger caterpillar system which is phenomenal.

I really liked how the fairy keeps her distance and uses projectiles while the brown melee imp is a bit more aggressive which is fine for a melee champ. He essentially acts as a tank as well by doing this. At first I thought there was an aggro system but the enemies seem to lock onto allies within a certain distance. I could be wrong.

I absolutely love how the enemies fall when you hit them, this is a lot like Secret Of Mana.

Still this is some really creative work, keep it up man. The game looks aesthetically pleasing too, the leaves falling was a nice touch. It really looks likes a polished game with some minor flaws. I skimmed over the story, I actually thought the game was more about putting the world back together. I was kind of disappointed it wasn't that lol but yeah, the story still has a lot of room for character development and good scenario writing.

Some of my thoughts for improvements:

- When your cast members die, they should stay dead until all the enemies are cleared. This is needed for attrition, if there are no penalties then there aren't many risks. The game becomes easy mode. It's even more weird that they get up (after that bar fills up) with like 2 hp and die two seconds later.

- It's nice that you're limiting the amount of enemies on the field, the more events the more likely the game will lag. Lag absolutely destroys real-time games...

However, make the battle maps bigger, tight maps aren't good for action-based battle systems. Seiken Densetsu 3 (snes game) did this and it was impossible to avoid hits. The player should be able to avoid hits if they are good enough.

- Battle animations are good, I can at least tell what's going on. Maybe make the spell animations a bit clearer.

- The LPer mentioned the skill system, don't make magic overpowered.

- You could probably even go a step further and make it so your heroine has to position herself on the map to avoid projectiles etc. This could be great for boss battles and their respective patterns, this is often seen in online games but they make it really gimmicky lol.

- I really laughed when you said you could map the controls for the second character. It's a bit clunky in rm2k3 but it's still option haha! It's strange I was actually going to do something similar for my game.



Anyways, that was probably longer then it had to be but I was just tipping my hat and giving you some feedback. Keep it up, this game is on my playlist, I'll play it it sometime when it's out. I'm overdue for some LPs and reviews myself so I won't make anymore promises like that lol.

Caroline & Alexander

Thanks, I still would like to make short entries in the future. I thought of returning to finish this up but I didn't really have it in me to come back to this.

Post your Music

test9.png

There's a design flaw here. The sprite designs are fine but the pillow shading make them kind of dull. This wasn't an issue in the more simplistic city screens earlier.

The design flaw with this map is that the tileset is too busy. The characters are always supposed to pop, be noticeable. As I mentioned, the shading of the sprites prevent that. If you couple that with the fact the contrast is super high on the tileset and also the fact that they are overly complicated... It has become too overbearing.

A normal player will look at this and will not know where to draw focus with their eyes. This design flaw sort of effects everything occurring in the screen.

The hp bars become less noticeable. It's noticeable here because their huge but the color choices and shading isn't the best (they're dull).

The puzzle pieces are cool, I thought that was an interesting concept. Again, they look rather dull and don't stand out.

I appreciate you are doing your own art though keep it up. Just dropping my two cents.

cafe.png

Good concept, maybe you can diversify the pot plants or maybe have less of them. Sometimes less is more. The two city shots have a lot going for them as you don't often see modern cities.

Post your Music

It's interesting as I said last time. Definitely not the stock music you tend to hear online or in a lot of games.

I actually like where you went with it in general, not just the first 25.

Why rm2k3 is terrible for action games

author=Overload
I'm wondering if this was the cause of why people wanted to make an action game.



If you're wondering why the comments were disabled on that video, I disabled it because the comments and my inbox were filled with infinite messages asking such things like:

"Can I haz script?"

"I am Son_Goku235832759 the leader of Brazil community rpg(something). I can am request vid event download script??

and various other messages. That video was a love and thing for me but it's really popular so at least people got to see that dude's work.

Why rm2k3 is terrible for action games

Real-time action battle systems require precision. Using rm2k3 will automatically limit you or will require you to spend infinite amount of time going around the limits of the engine. Regardless, you can use just about anything else and be better off. RMXP will most likely lag in a heartbeat. With VX / VX Ace I don't know I guess you can script something in, I still haven't seen anything that great done with those engines yet (action battles, I've seen a few...).

Construct, Gamemaker, maybe even Engine001? I don't know, when you want to make something you pick the most suitable engine or create your own.

Energy Breaker Translation 100% COMPLETE

You're not living under a rock. Well maybe you are but it's not because of what you noticed. Energy Breaker is like one of the VERY few games where you can explore isometric maps.

Yeah, I agree it feels amazing experiencing a snes game that was made near the end of the console's life for the first time. Each new map is a joy to explore basically, has a lot of charm.

Energy Breaker Translation 100% COMPLETE

Somethings you might want to know if you're going to play the game. Make sure you interact with the environment around you as you can usually pick up items.

Characters learn abilities based on how you allot points. After you level up you can increase 4 colored bars, allotting these points determine what skill you learn. For instance if you put 3 points in the fire red bar, you'll learn "Shot".

You'll find in game items such as Grimoire that tell you that give you the number setup to learn a move. Grimoire aren't the only item that tell you these though so keep a look out.

One last thing I should say is that battles are v tightly organized. For example, most battles you can straight up lose if you run out of turns. Most battles require you to win in X amount of turns otherwise it's gameover.

Besides this limit, there's also a move limit. Both your movement and attack (or any action you make like healing etc) use the same resource system. The more you move the less turns you have to attack.

One final thing I should mention, Gulliver is an interesting character haha. Use him wisely, actually I made a video that shows how you can use him. This video shows that sometimes you have to outsmart your enemies, the enemy robots take almost no damage from basic attack, old guy's "Shot" ability I learned does 6 damage... and the old guy takes a shit ton of damage if he's hit by the bat.


This is how I ended up beating them instead, by following the conditions. You can actually use pathing in the game to block paths like I did in the video, that's just one example.

One last thing, Enemies won't target the robot. He'll basically never draw aggro as he personally cannot cast any attacks. However, if you learn "Shot" ability (and I assume other moves later down the road)... You can command him by simply learning "Shot" with on the old guy's (Leonardo) turn or the female protagonist's turn (Mayra).

All in all... This game is a lot of fun and is a gem to dive into. I also made another video below that shows the first boss and some additional scenes. Have fun trying things your own way.