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The Last King of Hyrule
The Last King of Hyrule
Well, I deleted the gerudos.....and the fun little thing. Anyway...it's been chopped in half, but I could not find the error you found. I really do not see it anywhere every time I test it or looking at the map maker.
EDIT:
Gerudo Falls uploaded.
EDIT:
Gerudo Falls uploaded.
The Last King of Hyrule
BAH! You're no fun when it comes to the wizard's house. :(
1.) I think that's alittle nitpicky about the mountain (it's actually not a pyramid). I know for consistency sake we have to abide by some things, but are we not pigeon holing ourselves? I'm pretty sure anyone who plays this game is not going to have low IQs. l'll delete that pesky little leever, it was just meant to keep you on your toes. I really don't see anyone can mistaken the mountain to be landable, I made it very obvious it was not.
Not quite sure what you're asking for about the sand-fall pits, I thought it was pretty obvious there was a bottom because there was no land to fall onto, but I can put something around it for the Gerudo Falls portion.
As for the Gerudo, I would extremely hate having to scrap them, so I'm going to work on them some more because I really don't want to see them go. As for the errors you caught, I didn't even see those which is surprising, that must have been when I was changing the graphical sizes of the gerudos.
I'm surprised you want this stage split in two, not really as long as the temple I made, but l'll see what I can do. What I could do before you reach the mountain area is that I will cut off the entrance to it, and give it it's own area. I will call that one Gerudo Falls, and the other just Gerudo Desert.
EDIT:
If I can't fix the gerudos, I'm gonna be really sad. :(
1.) I think that's alittle nitpicky about the mountain (it's actually not a pyramid). I know for consistency sake we have to abide by some things, but are we not pigeon holing ourselves? I'm pretty sure anyone who plays this game is not going to have low IQs. l'll delete that pesky little leever, it was just meant to keep you on your toes. I really don't see anyone can mistaken the mountain to be landable, I made it very obvious it was not.
Not quite sure what you're asking for about the sand-fall pits, I thought it was pretty obvious there was a bottom because there was no land to fall onto, but I can put something around it for the Gerudo Falls portion.
As for the Gerudo, I would extremely hate having to scrap them, so I'm going to work on them some more because I really don't want to see them go. As for the errors you caught, I didn't even see those which is surprising, that must have been when I was changing the graphical sizes of the gerudos.
I'm surprised you want this stage split in two, not really as long as the temple I made, but l'll see what I can do. What I could do before you reach the mountain area is that I will cut off the entrance to it, and give it it's own area. I will call that one Gerudo Falls, and the other just Gerudo Desert.
EDIT:
If I can't fix the gerudos, I'm gonna be really sad. :(
The Last King of Hyrule
I've finished the Gerudo Desert, and now it's uploaded in it's entirety...ALSO...I threw in "THIS COMMENT HAS BEEN REMOVED BY SHIGERU MIYAMOTO"
IT'S A SECRET TO EVERYBODY
IT'S A SECRET TO EVERYBODY
The Last King of Hyrule
I've been pretty busy myself, but I'm about to get around finishing up the desert, and add some minor touches to the temple.
EDIT:
I had to completely scrap the scorpion monster, it was too hard to work with because of the sprite itself, I will wait till someone uses it if they managed to make it work right.
EDIT 2:
Uploaded the latest Gerudo Desert version, it's 90% finished, I'm just adding some things here, and there to make it more interesting at the moment. Most likely be finished maybe tomorrow or the end of the week.
EDIT:
I had to completely scrap the scorpion monster, it was too hard to work with because of the sprite itself, I will wait till someone uses it if they managed to make it work right.
EDIT 2:
Uploaded the latest Gerudo Desert version, it's 90% finished, I'm just adding some things here, and there to make it more interesting at the moment. Most likely be finished maybe tomorrow or the end of the week.
Monster encounters that make sense.
Hmm after reading most of the posts, but looks like LockeZ actually provided the answers. Indeed creatures like that can work in the same environment with eachother. Some can group with eachother, but some are not able to do so like Infected zombies.
It all depends on WHAT YOU want in your environment provided it makes sense to you, and your audience.
I think I need to provide a better example than the dank cave, let's go for a swamp since we're talking toxic creatures.
A fantasy-swamp environment can indeed house many strange creatures. Some work together to attack the player while others are stand-alone. Ok, let's setup the creature encounters for this specific environment.
Brown Slimes/Green Slimes/Black Slimes/-these would be my common type enemies, and they can work together since they are from the same family.
Mucus Pods-uncommon type-Can work with slimes, and the threat level is abit higher
Muck men-Strange bi-pedal creatures that have strange relationship with slimes, and can attack in groups with each other.
Infected Zombies-Are not likely to be part of any creature relationship, most likely to fight alone since they don't have brains, and just want your meat. Unless you're going for a Necromancer/witch/etc that controls zombies then it needs to be tied to the swamp somehow. Like you can have a villager tell you that witches, and Necromancers roam the swamps that practice dark arts. They are above average humanoid monsters, and are most likely are able to protect themselves from other monsters due to their dark arts, and theoretical magical homes they probably have hidden in the swamp.
With these many creature types in one area, effectively that area should not be boring to the player. Also I had gained a idea from Dragon Quest: Legacy of the lost where the author specifically put notorious monsters for each area you visited. They were strange, and way above average monsters that you wouldn't normally see. That is a trend I would love to see in future RPG maker games.
Really this is just my example how I would do it, and you can make the swamp anyway you want as long it's not nonsensical. For example you wouldn't see a golem running around in a swamp UNLESS there was some long lost ruins in there, and the golems are leftovers from a time gone by.
It all depends on WHAT YOU want in your environment provided it makes sense to you, and your audience.
I think I need to provide a better example than the dank cave, let's go for a swamp since we're talking toxic creatures.
A fantasy-swamp environment can indeed house many strange creatures. Some work together to attack the player while others are stand-alone. Ok, let's setup the creature encounters for this specific environment.
Brown Slimes/Green Slimes/Black Slimes/-these would be my common type enemies, and they can work together since they are from the same family.
Mucus Pods-uncommon type-Can work with slimes, and the threat level is abit higher
Muck men-Strange bi-pedal creatures that have strange relationship with slimes, and can attack in groups with each other.
Infected Zombies-Are not likely to be part of any creature relationship, most likely to fight alone since they don't have brains, and just want your meat. Unless you're going for a Necromancer/witch/etc that controls zombies then it needs to be tied to the swamp somehow. Like you can have a villager tell you that witches, and Necromancers roam the swamps that practice dark arts. They are above average humanoid monsters, and are most likely are able to protect themselves from other monsters due to their dark arts, and theoretical magical homes they probably have hidden in the swamp.
With these many creature types in one area, effectively that area should not be boring to the player. Also I had gained a idea from Dragon Quest: Legacy of the lost where the author specifically put notorious monsters for each area you visited. They were strange, and way above average monsters that you wouldn't normally see. That is a trend I would love to see in future RPG maker games.
Really this is just my example how I would do it, and you can make the swamp anyway you want as long it's not nonsensical. For example you wouldn't see a golem running around in a swamp UNLESS there was some long lost ruins in there, and the golems are leftovers from a time gone by.
Monster encounters that make sense.
I notice this has always been a issue to me in alot of rpg maker games, and even outside of it. Why would Monster A cooperate with Monster B and be in the same encounter group? There is a lack of logic when it comes to this.
Example:
You're in a dank cave, and you run into a encounter. A wild wolf appears along with a slime. Do they have some form of relationship in order to attack the player? Honestly it would not make sense because slimes are mindless eaters while the wolf might have some form of intelligence, but the two would be opposed to eachother for obvious reasons. Let's take it even further, why would both different type of species live in the same cave with eachother? There would be a mutual hostility toward both groups. Maybe I really should let it slide, but there needs to be common sense for monster encounters.
Now when it comes to encounters on the world map, that really isn't a issue because you're traveling, and you could encounter anything out there. (But some common sense is needed).
Now let's rework the dank cave:
Now slimes usually like dark, and damp places (well depending how you want to twist it), and thus the cave would mostly have slime-like monsters, but maybe a few other encounters like a large bat, but they would not really be grouped together in a encounter as they would not be friendly with eachother. Wolves would be excluded because they have common sense to not be in a cave with carnivorous slimes while bats don't have the intelligence to know the present danger in the area, thus become a eco-system of sorts, but the wolf would know better because of better intelligence and thus not be present in that cave. We could work this further, and put ruins that were deep inside the cave,but not damp for slimes to live in (unless you want to make ruins just as damp as the rest of the cave). What you would mostly find in the ruins could be anything, magical guardians, golems, demons,etc that rule that part of the cave, and keep anything else out.
EDIT:
To further a example of the dank cave:
Area A:
Slime-infested, mostly likely to encounter slimes more often than bats
Area B:
There is a huge water source in the cave, some slimes are present, but you could put some kind of aquatic creature specifically for this area. Bats are still present.
Area C:
The further deep you go it becomes less damp, thus less slimes, but more bats, and the absence of the aquatic monsters from the last floor.
Area D:
The ruins appear, the slimes are mostly gone at this point, but the bats are still present. You enter the ruins, and you find it protected by magical golems, and other machinations from the creators of old or it can be anything else to your liking as long you think it out.
Another thing you can't have so many different type of monsters in one place unless there is a special reason for it (like the final dungeon to a game or for plot purposes).
That is basically my explanation. All in all this is only my opinion, but I hope people take the time to put common sense in monster encounters. Alot of considerations need to be thought of before putting said monster into a dungeon.
This also means you need to brush up on myths/animals/cryptids/legends/etc to where most of these creatures came form, and why they are the way they are. This not only helps you in knowledge, but helps your RPG game.
EDIT:
I think my days in DnD has kind of made me into a Monster Nazi in a way..though ironically DnD has pretty much ruined itself over the years because of too many bad ideas spoiling the soup. Ever heard of a Vampire-Unicorn? WUT?
Now I do understand some RPG maker monsters are not derived from anything other than creativeness, but always keep in mind of common sense, and what makes your monster the way it is.
Example:
You're in a dank cave, and you run into a encounter. A wild wolf appears along with a slime. Do they have some form of relationship in order to attack the player? Honestly it would not make sense because slimes are mindless eaters while the wolf might have some form of intelligence, but the two would be opposed to eachother for obvious reasons. Let's take it even further, why would both different type of species live in the same cave with eachother? There would be a mutual hostility toward both groups. Maybe I really should let it slide, but there needs to be common sense for monster encounters.
Now when it comes to encounters on the world map, that really isn't a issue because you're traveling, and you could encounter anything out there. (But some common sense is needed).
Now let's rework the dank cave:
Now slimes usually like dark, and damp places (well depending how you want to twist it), and thus the cave would mostly have slime-like monsters, but maybe a few other encounters like a large bat, but they would not really be grouped together in a encounter as they would not be friendly with eachother. Wolves would be excluded because they have common sense to not be in a cave with carnivorous slimes while bats don't have the intelligence to know the present danger in the area, thus become a eco-system of sorts, but the wolf would know better because of better intelligence and thus not be present in that cave. We could work this further, and put ruins that were deep inside the cave,but not damp for slimes to live in (unless you want to make ruins just as damp as the rest of the cave). What you would mostly find in the ruins could be anything, magical guardians, golems, demons,etc that rule that part of the cave, and keep anything else out.
EDIT:
To further a example of the dank cave:
Area A:
Slime-infested, mostly likely to encounter slimes more often than bats
Area B:
There is a huge water source in the cave, some slimes are present, but you could put some kind of aquatic creature specifically for this area. Bats are still present.
Area C:
The further deep you go it becomes less damp, thus less slimes, but more bats, and the absence of the aquatic monsters from the last floor.
Area D:
The ruins appear, the slimes are mostly gone at this point, but the bats are still present. You enter the ruins, and you find it protected by magical golems, and other machinations from the creators of old or it can be anything else to your liking as long you think it out.
Another thing you can't have so many different type of monsters in one place unless there is a special reason for it (like the final dungeon to a game or for plot purposes).
That is basically my explanation. All in all this is only my opinion, but I hope people take the time to put common sense in monster encounters. Alot of considerations need to be thought of before putting said monster into a dungeon.
This also means you need to brush up on myths/animals/cryptids/legends/etc to where most of these creatures came form, and why they are the way they are. This not only helps you in knowledge, but helps your RPG game.
EDIT:
I think my days in DnD has kind of made me into a Monster Nazi in a way..though ironically DnD has pretty much ruined itself over the years because of too many bad ideas spoiling the soup. Ever heard of a Vampire-Unicorn? WUT?
Now I do understand some RPG maker monsters are not derived from anything other than creativeness, but always keep in mind of common sense, and what makes your monster the way it is.
One Night
EDIT:
Wait a moment, I didn't know you were in the making of a prequel. I will wait for right now till it's done, and take a whole go on this series later. :)
Wait a moment, I didn't know you were in the making of a prequel. I will wait for right now till it's done, and take a whole go on this series later. :)
Castle Oblivion 3
EDIT:
The more I think about it I think he was trying to pattern off Kingdom Heart's battle stats. I just have this weird feeling that is what he was trying to do with CO2, and while CO1 was all out power-fest.
EDIT 2:
Actually I might give CO2 another shot, I think I'm just fatigued since CO1. I will have to come back to this later. Btw alot of audio tracks are missing apparently. I think his download in dropbox got corrupted or he forgot to put in the audio files. I mean I can patch it myself, I just thought I let someone know about it.
I will go ahead and give a mini-review right here since I'm taking a break from the series:
Castle Oblivion Foundation:
Gameplay:
This was probably the most balanced game that I've played from this series so far, and I had no real issues with it. I like how he went for action-rpg since it seems to make more sense for this series than turn based action.
Story:
The Story gave me idea what I was about to experience in the original game, and helped me understand what is going on, and who these characters are.
Music:
This game really shined in the music, and I could tell right off hand he was a big fan of Kingdom Hearts Chain of Memories.
Castle Oblivion:
Gameplay:
My god everything was a powerfest, and large HP that can bore a person to tears. Not only that, the attacks were unbelievably over-powered, and Vincent's Memory was like the only godsend that made things easier to handle. I only kept going like I did because the story interested me. I ended up becoming fatigued since then, and I'm going to take a break till I'm ready to played CO2 again.
Story:
This game shined the most in story, and keeps the player curious what could happen next. It was a simple story, and straight to the point. It also helps if you played Foundation as well.
Music:
The theme continues since Foundation,so I don't have much to comment on it.
The more I think about it I think he was trying to pattern off Kingdom Heart's battle stats. I just have this weird feeling that is what he was trying to do with CO2, and while CO1 was all out power-fest.
EDIT 2:
Actually I might give CO2 another shot, I think I'm just fatigued since CO1. I will have to come back to this later. Btw alot of audio tracks are missing apparently. I think his download in dropbox got corrupted or he forgot to put in the audio files. I mean I can patch it myself, I just thought I let someone know about it.
I will go ahead and give a mini-review right here since I'm taking a break from the series:
Castle Oblivion Foundation:
Gameplay:
This was probably the most balanced game that I've played from this series so far, and I had no real issues with it. I like how he went for action-rpg since it seems to make more sense for this series than turn based action.
Story:
The Story gave me idea what I was about to experience in the original game, and helped me understand what is going on, and who these characters are.
Music:
This game really shined in the music, and I could tell right off hand he was a big fan of Kingdom Hearts Chain of Memories.
Castle Oblivion:
Gameplay:
My god everything was a powerfest, and large HP that can bore a person to tears. Not only that, the attacks were unbelievably over-powered, and Vincent's Memory was like the only godsend that made things easier to handle. I only kept going like I did because the story interested me. I ended up becoming fatigued since then, and I'm going to take a break till I'm ready to played CO2 again.
Story:
This game shined the most in story, and keeps the player curious what could happen next. It was a simple story, and straight to the point. It also helps if you played Foundation as well.
Music:
The theme continues since Foundation,so I don't have much to comment on it.













