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A Journey's End Gameplay Footage
ya the balance is a hard one to create for this game, I been adjusting a lot this past week on stats as many testers in the beginning couldnt beat the first boss and enemies wiped you with an over powered poison... I kinda laughed cause at one point all the early stage testers died from poison at the start of the game
Looking for Testers
Nah I clear the demo in like an hour or less, but I know all the tricks and skip the quests and crafting which I shouldn't.
Junmo10 and Kory_toombs I will PM you a link once the new download is ready, there was a crafting bug I had to fix.
Junmo10 and Kory_toombs I will PM you a link once the new download is ready, there was a crafting bug I had to fix.
A Journey's End Gameplay Footage
Missing is like an open door for enemies to come back and attack you. As for enemy weakness, these are just the starting maps which are weak by nature to give players time to learn controls and what's going on. There are some enemies that can't be knocked back when hit and they will keep attacking you while you hit them so you gotta watch yourself with those ones.
The demo only shows you the amount of gameplay I have added so far, so I only hope it is fun for everyone to play, but there is a good amount of button mashing in the early game. There are puzzles, but I didn't want to show them in the video as then everyone will know how to do them. That is like cheating :P
But I am always adjusting to try and perfect this game, any and all suggestions are welcome ^.^
The demo only shows you the amount of gameplay I have added so far, so I only hope it is fun for everyone to play, but there is a good amount of button mashing in the early game. There are puzzles, but I didn't want to show them in the video as then everyone will know how to do them. That is like cheating :P
But I am always adjusting to try and perfect this game, any and all suggestions are welcome ^.^
Lands of Lunori
Sorry but the coding of this game was just too much on rm2k3, I gave up and am working on a new project. So sorry :(
bossfight3.png
author=Clareain_Christopher
There is something to be said about low res sprites on a high res tileset, but meh -- it's not a huge issue.
Yea, kind of limited in my boss graphics since I do not have a custom spriter :(
bossfight3_2.png
Title.png
author=Ratty524
That backwards "D" doesn't really look like a "J". Maybe fade out the lines that are going through it so it's more clear?
I didnt make this, but will see if I can get them to adjust the J
Status Report
author=wltr3565
I do have a spawner script from my own project, but the use of events are very dominant...
When I do have the time, I'll send them via PM. But you can't really expect much. I'm pretty occupied :(
Anything that works is better than nothing so thank you ^.^
Status Report
author=wltr3565
So, you need an enemy cloner and teleporting which is, like, in a zip, in case of evasion?
I might be able to help you when I do have time. I can make both, depending on your needs.
Oh wow that would be helpful if you did, I dont need anything fancy for the spawner, just a script that can spawn the events by event_id giving each clone a new id to prevent bugs, and it can be spawned from map 1 so you dont see the enemies on the current map idle. Also uses script calls...
As for the Teleport script, just something simple cause there is gonna be like 20+ Teleport locations
Is that reasonable? Also I use about 14 other custom scripts I picked up to improve my game, they include:
-Vector Engine Basic module
-customize main Menu
-MSX - Scene_Menu MOD
-XAS
-Yanfly Engine Ace - Ace Skill Menu v1.01
-Yanfly Engine Ace - Learn Skill Engine v1.00
-Yanfly Engine Ace - JP Manager v1.00
-CATEGORIZE ITEM SCENE v1.0
-Tactics Ogre PSP Crafting System
-FenixFyreX's Light Effects
-Syvkal's Menu Bars
-Yanfly Engine Ace - Ace Shop Options v1.01
-Quest Journal
I figured I would post all the scripts I use since these might be why most the other scripts fail to work.
[Script] Kal Event Spawner help
author=Jeroen_Sol
Can't you just drop the script and re-use old enemies?
For instance, when they're dead, you have them wait a certain time in parallel process, then have them respawn.
Xas event monsters tend to erase after death making it hard to revive them... I know there is another event spawner script that uses ID, but the codes error when I try to spawn enemies...
Bah I am at a loss at what to do, maybe if I post about the other script event errors I will have better luck?













