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RMN Map-Design Contest [Winners announced]
Here's the last two:
RMN Mapping Entry (I assume this is Tau's entry): Passability issues! I was walking over cliffs and everything. I'd suggest making the fog more interesting that just being there statically. Even a ripple would help.
Neophyte's Entry: Inconsistant passability issues, likely due to what you can and can't look at. The player can walk over some bushes and plants and others of similar/smaller size you can't. Best example is by the first bend in the path, there's the animated flowers (Oridian) which is impassable and three tiles to the right is a bush that you can walk over. I'd assume this is so that you can tell that you can examine it but its still annoying.
To the left of the same Oridian flowers is the top of another plant, which you can examine. You can't examine the base of the plant though; you can even walk on top of it. This is consistant throughou the map, I think one of us is looking at it wrong.
The top of the trees with no leaves doesn't have the proper transparency colour. There's an opaque colour in the corners that looks like it was supposed to be the transparent colour, except it isn't.
There's a foilage trap after the u-turn. To the right in the corner is a passability issue: I got to walk on a tree trunk!
I'll nominate Paradise/Iamnot (Interesting map and no passability issues!) and Neophyte (a small passability issue).
RMN Mapping Entry (I assume this is Tau's entry): Passability issues! I was walking over cliffs and everything. I'd suggest making the fog more interesting that just being there statically. Even a ripple would help.
Neophyte's Entry: Inconsistant passability issues, likely due to what you can and can't look at. The player can walk over some bushes and plants and others of similar/smaller size you can't. Best example is by the first bend in the path, there's the animated flowers (Oridian) which is impassable and three tiles to the right is a bush that you can walk over. I'd assume this is so that you can tell that you can examine it but its still annoying.
To the left of the same Oridian flowers is the top of another plant, which you can examine. You can't examine the base of the plant though; you can even walk on top of it. This is consistant throughou the map, I think one of us is looking at it wrong.
The top of the trees with no leaves doesn't have the proper transparency colour. There's an opaque colour in the corners that looks like it was supposed to be the transparent colour, except it isn't.
There's a foilage trap after the u-turn. To the right in the corner is a passability issue: I got to walk on a tree trunk!
I'll nominate Paradise/Iamnot (Interesting map and no passability issues!) and Neophyte (a small passability issue).
RMN Map-Design Contest [Winners announced]
author=Little Wing Guy link=topic=1044.msg15921#msg15921 date=1210501467
Wow thanks for playing it, having feedback is always awesome. I did the scripted birds so it felt like they were flying away from the player/ the player scared them, I guess I did it wrong. You can't walk on the edge because then the player could just walk up the back/ side of high cliffs. I won't do the dialogue like that again, I was a little confused on what to do with interactivity. I'll keep that all in mind for next time. Thanks very much. At least it didn't crash again xD
I'll post my thoughts on everyones later, i've got to go out now.
I see what you were trying to do with the birds, but I went right (where the last butterfly shows up later) instead of up (towards the evil spirit) and there were no birds in that area. Then when I was heading towards the evil spirit, all the birds showed up again. That's when I realized that they were all scripted for when they show up and the effect lost most of its impact.
I don't think I was clear on what I meant on how the dialogue was spread out. What I meant was:
"This is a
message box.
I really like"
(new message box)
"cake because it is
delicious."
Trying to fit an entire sentence in a box.
I'll get to the last two later.
RMN Map-Design Contest [Winners announced]
Oops, missed that one, sorry. My ability to read/skim for download links sucks at midnight.
Myersguy's Entry: Holy rectangular forests Batman! Something needs to be done to make this forest look less artificial. More bends, more outcroppings, anything that isn't so square. The foilage also comes from nowhere, shouldn't you be able to see the trunks for the trees
Check the priorities for your tiles, the forest foilage corners appear below the player instead of above.
Also, doublecheck what you're using as reference to the cornberry. What's next to Mr.BlackMage isn't a cornberry.
I also realized I missed Craze's entry (That's what I get for skimming, I miss links hidden in images)
Craze's Entry: ... I don't get it. Is there more to it aside from talking to people? It isn't much of a map on its own. *shrug*
Myersguy's Entry: Holy rectangular forests Batman! Something needs to be done to make this forest look less artificial. More bends, more outcroppings, anything that isn't so square. The foilage also comes from nowhere, shouldn't you be able to see the trunks for the trees
Check the priorities for your tiles, the forest foilage corners appear below the player instead of above.
Also, doublecheck what you're using as reference to the cornberry. What's next to Mr.BlackMage isn't a cornberry.
I also realized I missed Craze's entry (That's what I get for skimming, I miss links hidden in images)
Craze's Entry: ... I don't get it. Is there more to it aside from talking to people? It isn't much of a map on its own. *shrug*
RMN Map-Design Contest [Winners announced]
Helpful hint: Include your names in your submissions. I don't know what submission belongs to who; I just scoured the topic for download links. If I don't have a name, I'm just putting the name of the archive that the submission had. If I missed anyone, scream at me and I'll look at it.
Forest: Please don't have screen tints fluctuate like that. It hurt to look at it and I closed it after a few seconds of looking at that bloody tint.
Paradise: Where the player could walk was too narrow. Too much of it was one tile wide. Plus was there any way to get to the far right corner of the map? I hit the top, left, and bottom edge of the map but never the bottom.
Contest: This one automatically wins! While I was waiting for it to finish I played God Hand, and God Hand is simply fucking awesome. Sorry guys, but God Hand gets every nomination possible. Contest over.
(It's been downloading for an hour, it rolls at ~5kbps then it dies after a few minutes. Over. And over. And over. Please rehost.)
Little Wing Guys' Entry: Please check your tileset passability. There was some stuff, usually a top-cliff edge, that I could walk through and a flower-top that I walked on top of instead of under like the rest. What you can't walk on is annoying at times too; you can't walk on an edge and I kept trying to. Maybe that's just me though. I also hate how your dialogue is spread out. Awesome ambiance though, although I wish the birds weren't scripted.
Blindsight's Entry: I can walk on trees! What you can walk through is also inconsistant; I can walk through big bushes but medium sized ones? Nah. You also have a bird that doesn't move at all
Map Submit: Passages hidden in foilage? Possible to get stuck under it? Argh. Unless it was intentional that there are passages under the foilage that you can't see which gets a double argh. There's a few other odd bits that you can walk through which you think you can't. Butterflies being obstacles is another annoyance.
Summary: Please pay more attention to where the player can walk. I don't give a damn how pretty your map is if I can walk all over it.
I nominate Paradise and, uh, that's it. I really hate passability issues like those experienced in LWG/BS/MapSubmit's maps and Forest just hurt.
(If Contest ever finishes I'll post to make any changes to nominations)
Forest: Please don't have screen tints fluctuate like that. It hurt to look at it and I closed it after a few seconds of looking at that bloody tint.
Paradise: Where the player could walk was too narrow. Too much of it was one tile wide. Plus was there any way to get to the far right corner of the map? I hit the top, left, and bottom edge of the map but never the bottom.
Contest: This one automatically wins! While I was waiting for it to finish I played God Hand, and God Hand is simply fucking awesome. Sorry guys, but God Hand gets every nomination possible. Contest over.
(It's been downloading for an hour, it rolls at ~5kbps then it dies after a few minutes. Over. And over. And over. Please rehost.)
Little Wing Guys' Entry: Please check your tileset passability. There was some stuff, usually a top-cliff edge, that I could walk through and a flower-top that I walked on top of instead of under like the rest. What you can't walk on is annoying at times too; you can't walk on an edge and I kept trying to. Maybe that's just me though. I also hate how your dialogue is spread out. Awesome ambiance though, although I wish the birds weren't scripted.
Blindsight's Entry: I can walk on trees! What you can walk through is also inconsistant; I can walk through big bushes but medium sized ones? Nah. You also have a bird that doesn't move at all
Map Submit: Passages hidden in foilage? Possible to get stuck under it? Argh. Unless it was intentional that there are passages under the foilage that you can't see which gets a double argh. There's a few other odd bits that you can walk through which you think you can't. Butterflies being obstacles is another annoyance.
Summary: Please pay more attention to where the player can walk. I don't give a damn how pretty your map is if I can walk all over it.
I nominate Paradise and, uh, that's it. I really hate passability issues like those experienced in LWG/
(If Contest ever finishes I'll post to make any changes to nominations)
Music...makes the people..
This is your friendly reminder to use digital music formats responsibly! Efficient codecs (when available) and low bitrates can reduce the file size of your music with negligable loss in quality.
As for the actual questions, there's nothing a game can do to make me wear my headphones. They're there for different purposes. For file size, its mostly a non issue for me unless I have to jump through hoops to get the download started or it moves at a crawl. If the game takes too long to download it'll just get thrown into the "to play" bag which is painfully huge.
As for the actual questions, there's nothing a game can do to make me wear my headphones. They're there for different purposes. For file size, its mostly a non issue for me unless I have to jump through hoops to get the download started or it moves at a crawl. If the game takes too long to download it'll just get thrown into the "to play" bag which is painfully huge.
Hrm...Some Suggestions For An RPG.
Discuss: Character Generation
I got two right now:
The first plays more like a FF5/FFT in that you can choose from a set of classes that you have to unlock. At the start everyone is the same bottom tier class and as you progress in the game you unlock new classes. You learn new skills by getting levels while having that class and you can change classes when you're in town. Changing classes reduces your level to level 1 but it doesn't reduce your stats at all. Its very possible to get very powerful just reseting the class over and over and getting the first couple of levels of stat gains. There was originally a stat drop when you changed classes but I didn't like it so it got dropped. I'm currently rebalancing the entire game (each class offers specific growth rates at level up and I changed them all) so I'll see how that works out.
My other is more like SD3: Everyone starts off as a character-specific class but later in the game characters can change their classes to a higher tiered class. There's a selection of classes available based on what classes were unlocked (which is done by progressing the main plot and sidequests) and some characters are barred from certain classes. The change is permenant but the character can still use any skills and lear new skills from their previous classes. The character's maximum level also increases when they upgrade to a new class. The second class is added on top of the previous and the character gets the best of both. For example, if the character's first class has a HP multiplier of 1.06 and the new one has a multiplier of 1.03, the character keeps the lower class' 1.06 multiplier instead of the 1.03. (Numbers tentative)
There's a thir tier class too that's the same deal with the second, just a new set of classes that removes the level cap and caps on stats too.
One of the problems I had with FF5's class change system is that the classes you were before didn't carry anything (significantly) over when you chaged class except for abilities, of which you could only ever pick one with the exception of the Freelancer and Mime classes (who could pick 2/3 abilities respectively and they got all non-equipment passive skills, like HP+30%). It'd be nice if characters who were a Knight from level 1-10 were more combat oriented than someone who was a Black Mage from level 1-10 then changed classes to Knight. It felt like the only difference would be the class level and what abilities they could use instead of anything stat wise.
The first plays more like a FF5/FFT in that you can choose from a set of classes that you have to unlock. At the start everyone is the same bottom tier class and as you progress in the game you unlock new classes. You learn new skills by getting levels while having that class and you can change classes when you're in town. Changing classes reduces your level to level 1 but it doesn't reduce your stats at all. Its very possible to get very powerful just reseting the class over and over and getting the first couple of levels of stat gains. There was originally a stat drop when you changed classes but I didn't like it so it got dropped. I'm currently rebalancing the entire game (each class offers specific growth rates at level up and I changed them all) so I'll see how that works out.
My other is more like SD3: Everyone starts off as a character-specific class but later in the game characters can change their classes to a higher tiered class. There's a selection of classes available based on what classes were unlocked (which is done by progressing the main plot and sidequests) and some characters are barred from certain classes. The change is permenant but the character can still use any skills and lear new skills from their previous classes. The character's maximum level also increases when they upgrade to a new class. The second class is added on top of the previous and the character gets the best of both. For example, if the character's first class has a HP multiplier of 1.06 and the new one has a multiplier of 1.03, the character keeps the lower class' 1.06 multiplier instead of the 1.03. (Numbers tentative)
There's a thir tier class too that's the same deal with the second, just a new set of classes that removes the level cap and caps on stats too.
One of the problems I had with FF5's class change system is that the classes you were before didn't carry anything (significantly) over when you chaged class except for abilities, of which you could only ever pick one with the exception of the Freelancer and Mime classes (who could pick 2/3 abilities respectively and they got all non-equipment passive skills, like HP+30%). It'd be nice if characters who were a Knight from level 1-10 were more combat oriented than someone who was a Black Mage from level 1-10 then changed classes to Knight. It felt like the only difference would be the class level and what abilities they could use instead of anything stat wise.
Hrm...Some Suggestions For An RPG.
I notice a distinct lack of Chrono Trigger mentioned, so play that. There's no point that's really difficult and it isn't some game that involves hours of grinding to move on. You should be able to beat the game in less than 20 hours without a problem. (I don't remember how long it took me to finish the game last time I played though)
It's A Baby Dragon!
And what about the nine months after raising the little bundle of love until its weaned off breast milk? Having a baby is a serious time commitment when you're supposed to be out saving the world from certain destruction in some confusing time frame. Save the baby for after killing God :P














