IROG'S PROFILE
Irog
4858
Hi all !
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
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author=Kyoui
there are probably easier ways to make one than using RPGmaker...
There are other ways indeed. I'm coding one from scratch but to clam it's easier would probably be a lie. You get a lot of control on what's running in the engine but you have to rebuild many standard RPGmaker features.
I tested your demo. I like the atmosphere and the tension you're creating. You've made real good use of light effects to achieve this. It's really difficult to judge lag because I don't know how fast your character is supposed to move. The flashlight responds smoothly to mouse movements so I guess I get the correct speed. The black outline of the heath bar makes it impossible to know how injured you are relative to full health. I like the way you display the protagonist thoughts and how enemies can follow you when you enter another room. The player can walk on some cracked walls. I played twice but didn't get very far because I run out of ammo. When I die, the game displays the following error:
"Unable to find file: Audio/ME/Mystery"
I'm looking forward for your project. <Subscribed!>
Pong10H Review
Thank you Mirak for the review!
You're totally right: PONG is a very good learning material for any aspirant game developer. Coding it from scratch maximizes the amount you learn from this classic. And doing so under a very tight schedule (here 10 hours) is an excellent exercise in planning and cutting down features.
Cut 1: The paddles were supposed to be white rectangles but I couldn't figure out how to do that in a reasonable amount of time so I used outlines.
Cut 2: The opponent was supposed to be able to rotate his paddle to trick the player.
Cut 3: The ball was supposed to be able to rotate and bouncing would take the rotation speed into account.
With so many features cut out of such a small project, I'm actually surprised to receive above average score but thank you :-)
You're totally right: PONG is a very good learning material for any aspirant game developer. Coding it from scratch maximizes the amount you learn from this classic. And doing so under a very tight schedule (here 10 hours) is an excellent exercise in planning and cutting down features.
Cut 1: The paddles were supposed to be white rectangles but I couldn't figure out how to do that in a reasonable amount of time so I used outlines.
Cut 2: The opponent was supposed to be able to rotate his paddle to trick the player.
Cut 3: The ball was supposed to be able to rotate and bouncing would take the rotation speed into account.
With so many features cut out of such a small project, I'm actually surprised to receive above average score but thank you :-)
Revive the Dead 2: Deader or Alive
MinST was created 2 years ago for the Halloween event. Back then it was using simple ASCII display. Feedback on it led me to use a graphic display library. It looked much better and I improved gameplay as well but I left it untouched for about a year. As it is far from finished, let's animate the dead!
Elements of life:
* Scrollable map: improve the game engine so it can play maps larger that the screen size
* Walls: Right now they are simple obstacles, as useful to the defender and attacker. I need to make them advantageous only to the defender, modify the tile mechanics and aesthetics so a defender can stand on top of them and have ladders to allow climbing only at specific places
* Siege: develop siege machinery, breakable gates and walls, moat
* Improve menu presentation
* Build a campaign
Elements of life:
* Scrollable map: improve the game engine so it can play maps larger that the screen size
* Walls: Right now they are simple obstacles, as useful to the defender and attacker. I need to make them advantageous only to the defender, modify the tile mechanics and aesthetics so a defender can stand on top of them and have ladders to allow climbing only at specific places
* Siege: develop siege machinery, breakable gates and walls, moat
* Improve menu presentation
* Build a campaign
I am too proud
You can build things from scratch for multiple reasons. Personally I don't crave for pride but I enjoy the process of building systems and features from scratch.
Build-from-scratch versus use-resources also apply to music, sprites, art... It's always good to know the reasons you choose one approach or the other.
Build-from-scratch versus use-resources also apply to music, sprites, art... It's always good to know the reasons you choose one approach or the other.
NetherQuest Review
Indeed, your game is not broken. The adjective only refers to the combat system. And to me, "broken" means "It can get fixed". I'm a bit hardcore on strategy so combat experience has a very significant impact on my play experience hence the slightly below average star rating. But I don't want you to abandon your project. Far from it. I initially wanted to review NetherQuest as part of the Review Kingdom event. There was simply too much content and so many features in your game to review it in the short time frame available. I wanted to cover as much as possible and not rush the review. So I left it aside and got back to it after the event. I hope my review will help you to make your game great.
As for the combat system, we clearly have diverging thoughts on the matter. So I recommend you to A-B test both systems on as many players as you can find.
A: one action per turn
B: one action per character/enemy each turn
The B system requires a lot of work to get the balance right. The same encounter can be an easy victory for a 8 members party but a certain total party kill for a 2 members one. To minimize work load, you could build the test on a few encounters with a fixed party size.
Obstacles need some clarification from my side:
I encountered tiles that you can't stand on. But I only consider tiles you can't move through as obstacles. Obstacles create choke points that offers strategic advantage when the player use them well. Several adjacent obstacle tiles force the player to split his/her units to move around. He/she could also maneuver to encircle the enemy. I didn't come across any obstacle but I may have not gotten far enough. All units (player characters and enemies) could move to any tile withing range. None had to take a detour to get around the "can't stand on tile". I believe the criterion to determine reachable tiles is "is-in-range?". To create true obstacles you need pathfinding that takes them into account for moves. Developing pathfinding is a lot of work (I speak from experience) but luckily you're using a square grid. So this might help you. It is actually a great idea to make the enemy corpses a tile you can't stand on because no-one has proper footing on a corpse.
As for the combat system, we clearly have diverging thoughts on the matter. So I recommend you to A-B test both systems on as many players as you can find.
A: one action per turn
B: one action per character/enemy each turn
The B system requires a lot of work to get the balance right. The same encounter can be an easy victory for a 8 members party but a certain total party kill for a 2 members one. To minimize work load, you could build the test on a few encounters with a fixed party size.
Obstacles need some clarification from my side:
I encountered tiles that you can't stand on. But I only consider tiles you can't move through as obstacles. Obstacles create choke points that offers strategic advantage when the player use them well. Several adjacent obstacle tiles force the player to split his/her units to move around. He/she could also maneuver to encircle the enemy. I didn't come across any obstacle but I may have not gotten far enough. All units (player characters and enemies) could move to any tile withing range. None had to take a detour to get around the "can't stand on tile". I believe the criterion to determine reachable tiles is "is-in-range?". To create true obstacles you need pathfinding that takes them into account for moves. Developing pathfinding is a lot of work (I speak from experience) but luckily you're using a square grid. So this might help you. It is actually a great idea to make the enemy corpses a tile you can't stand on because no-one has proper footing on a corpse.
Habitable_zone.jpg
Photobucket, what...??
Give a time estimate on game (and other?) submissions form
[Poll] How do you like to run in ARPGs?
They are many ways you can implement running in ARPGs, some more practical than other. Share your running experience!
Bows Are Easy And Only For Women - Clichés To Hate
author=KylailaI tried to give a very distinct role to each weapon in MinST. Especially bow and crossbow that games too often makes as (in)effective as javelins.
But this is an aspect that I have never seen a game make use of, and it'd be really fun to try (especially for a one-man game or smaller stuff, so you need not balance different stances etc. for every weapon type)
Weapons all had their place and were used in tandem for a reason : )
If you want to get creative with weapons, you can also look up weapons made without metal.
https://invidio.xamh.de/watch?v=2C6_pSEPbO8













