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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Game Page Workshop
You can recover the event description here. I have the bad tendency to save the page of events I join.
A Halloween Horror
I was thinking to the developer personal locker; and submitting at link to the zip file in the event like the link we submitted in the Game Page Workshop event.
Thanks for the badge!
Thanks for the badge!
A Halloween Horror
author=TungerManU
Wasn't there also an extension, if my memory serves me right?
Yes. I think it reopened for 20 minutes a few hours later. I wasn't aware that it would reopen and my computer was turned off when it reopened.
author=TungerManU
That said, you probably shouldn't have updated the original download after the event ended. If you wanted to upload an updated version of the game, you should've made a new download so that the contest version would remain available.
Your point is valid and thus I think gamepage isn't the best location to store download for an event. The locker (with its "date added" field) is a much better storage location for event donwloads because only the judges need that specific version. On the gamepage, the developer wants to provide the best version to the players and not confuse them with multiples versions.
A Halloween Horror
Thanks again Kloe.
Luiishu, your music is great and adds so much to the game. Your are also a friendly team player who share ideas and adapt to the needs of the project. And remember, you're the one who gave the game it's well chosen title.
Red Balloon of Happiness was a team work. Every one in our team did a great job briging his contribution to the project. I think we should either all get a badge or none gets it.
Indeed
Sorry. My bad. As I missed the deadline, I thought to be out of the contest and went on finishing the end game events (to make the ending reachable). In her streaming, Liberty played the unfinished version but by then I already updated the download.
Luiishu, your music is great and adds so much to the game. Your are also a friendly team player who share ideas and adapt to the needs of the project. And remember, you're the one who gave the game it's well chosen title.
Red Balloon of Happiness was a team work. Every one in our team did a great job briging his contribution to the project. I think we should either all get a badge or none gets it.
author=Luiishu535
I believe that the Submit button disappeared since we missed the deadline.
Indeed
author=StarSkipp
Yeah that was a common problem throughout the competition. Some of the judges were a few days late in downloading and we all ended up playing different versions of the same game. It was mostly bug fixes and added dialogue here or there though, so it wasn't too problematic. Best to keep the contest version separate in future.
Sorry. My bad. As I missed the deadline, I thought to be out of the contest and went on finishing the end game events (to make the ending reachable). In her streaming, Liberty played the unfinished version but by then I already updated the download.
Game Page Workshop
Touhou - Wandering Souls
Damage - an overview
author=Fermmoylle
if your EHP is 100, you know you want your Hero's Damage Output (HDO, from now on) to be 34. Simple.
Actually, 34 is the minimum required value. Any value from 34 to 49 defeats the enemy in 3 actions. To mitigate random effects, it is best to aim for a value in the center of this interval like 42.
[Offer] Graphic maker open for experiments. *ahem* experience.
author=Kevincalanor
This keyboard vs. mouse is probably one of the sutff that most bugged me at the developing, the keyboard aim is indeed quite clumsy, specially after the addition of the flying drones, aiming them simply feels lousy overall.
Mouse aim cripples the platforming though, a simple ascent on the first plays of Bleed is quite troublesome, so I will have to severely tone down the obstacles on the lab.
When you build your game, the controls must give the players the best tool to face the challenge you present to them. I think the mouse is best to fight against enemies coming from all angles (like your drones). Keyboard is best for jumping from platform to platform.
"Tess" and "Rework The Dead: Evil" are two great platformer-shooter where the controls fit the player's challenges. For example, in Tess, enemies follow predefined paths so the player can shoot them with the very limited shooting angles available from keyboard aiming. In Rework The Dead: Evil, a lot of enemies move towards the player to deal melee damage. So they come from various angles and mouse aiming is the best to deal with them. On the other hand, Rework The Dead: Evil has no pit in which you fall and die. Bleed has some similarities with Rework The Dead: Evil but there is one feature I had trouble to control well: the multiple jumps!
Your are combining platformer and shooter genres where keyboard best serves jumping (platformer) and mouse best serves aiming (shooter). You should choose the controls depending on which action (jumping or shooting) represents the most challenge in your game. This implies that you should not make a game that's very challenging on both aspects but build more challenge in the action that's easier to perform the control you chose.
author=Kevincalanor
Speaking of the helicopter, did the fight went well? I feel like it's lacking some sort of alternate attack. (like it does have on bleed)
It killed me many times. Then I found two safe spots under the lower platforms. From there you can hit the helicopter with the spread fire gun. It's long but it eventually goes down. When I try to move outside the safe spots to hit the helicopter more, its rapid fire takes away so much HP that it's not worth the risk. Except for the special attack that turns you invincible while firing. But if you use it when your back is close to an obstacle, you end up blocked in the obstacle. In Bleed helicopter fight, there are no death pits on both side of the fight area and the screen is centered above the player.
Wizard apprentice Lya
Thanks for your feedback!
author=KevincalanorThat's what happens when developers are the only testers and healing items are not implemented yet.
Would be a valid hard setting. ^^
author=KevincalanorMinST's key configuration menu is something we can reuse in this project.
Arrows + mouse feels a little weird because generally on games you have mouse-aim you move on WASD, would be better to have it at a option if possible. (And because my lame keyboard doesn't have a ctrl near the arrows)













