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Twell
Discover the world of Twell in this new adventure.

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[RMXP] Working with Dropbox

Ah thanks for all the advices. I will do that. :)

[RMXP] Working with Dropbox

Thanks for the replies. I work alone so that's not going to be problem. Just wondering if it's dangerous to keep your project on it that it won't become corrupted or anything.

That makes editing on different places much easier. :)

[RMXP] Working with Dropbox

I was wondering, is it possible to edit your game from Dropbox. Some people are working with several computers so it would be helpful to work from Dropbox. But I wonder if that's safe.

I'm working with RMXP so does anyone has experience with loading and saving directly from Dropbox?

Game Over?

author=Tom_Bombadil_
That is a really cool idea, though it does give me a little bit of a Pokemon vibe. I can't wait to see the battle system though I guess I will have to wait.

The game won't be like Pokemon. The battle system is based of the Mr. Mo script (so, an action battle system) but a lot of things have been changed in the script. The programmer made it easier to use, he made more interaction with the HUD and there are some unique moves to use. If you're looking for a deep RPG, this won't be your game. If you're looking for an adventure game, this will absolutely be your game.

author=shayoko
Echo would be proud

Don't know who that is.

2015 "Official" Misao Predictions/Discussion Thread

I wish I had more time to play a lot of these games. Good to see which ones are the best. Good luck everyone. :)

[RMXP] Looking for paid musician

Thank you for all the messages I received. I have my musician now. :)

[RMXP] Looking for paid musician

I'm looking for a musician that likes to work on my new project Twell: Sword of Light. This project is long in development so it's a serious project to be a part on. It's long from done but I'm working on it, as much as I can.

Please, send me a message with some examples of your portfolio and name your price. It's paid work, of course.

Eling: First Dimension Review

Sorry for my late response.

author=NTC3
Well, I'm a bit on the fence with goal-completing stuff: I never bothered to get it up to 100% (or even anywhere close to it) in just about any game where it's a thing, but I do like to try doing about 20-30% of them just for the sake of it. Thus, it doesn't look bad here, especially since AFAIK Eling never claimed to be "retro", "old-school", etc.
I wasn't expecting that people would take the time to complete the game 100%. It's just an extra feature for those who want some extra challenges. The only reason that it's a bit "old-school" is because of the old-school graphics, I figured that 16-bit music was the best way to go for this game.

author=NTC3
However, I do want to say that the codes a really a thing a tiny minority of players uses, and seeing them put in when the game doesn't have enough maps to avoid reusing (a rather objective design shortcoming, one that affects everyone) can certainly be rather annoying. I remember Mercenary Kings got plenty of backlash for it: lots of players just went "OK, thanks for the crafting, but I don't need any of it, and active reload is useless. Can we instead not be sent to the same map 7 times already?"

In fact, they (and the Golden Edition) really seem to be the thing you've tried just to attempt to keep the interest (and the downloads) going over time. Here, Gibmaker is right: it really doesn't work that way with RPGMaker, and especially not with the platformers. The people who download them do so to have fun, beat them and MOVE ON, not to re-do the completed levels with some power-up they probably didn't need either way.
I agree with you, they move on but it's meant to be for new players. Some people like the extra passwords, some don't. It's your choice to use them or not. Of course it's a way to give my game some more attention but the L.J. Ware Mode feature was made for my upcoming game Twell: Sword of Light. After I made it, I figured that it would fit in my other games as well. However, the mode is a bit different in Twell. (In my opinion, even better.)

author=NTC3
Nearly all the games that actually do inspire long-term attention on here are the story-driven ones, and I would say the thing that dampened download count the most was the "It almost doesn't have any story, there are no text boxes in this game and it's all about surviving and collecting." on the game page. Do you think it actually sounds attractive? To me, at least, it came off really generic and "So What?" at first, and I struggled to care until the first review got me to subscribe. Given that we know the download numbers are still quite sluggish, I would say most people reacted the same. If you want people to take interest, the game page description needs to sound sharp and distinct, and not largely interchangeable with lots of other platformers out there.
I never thought about that. Thank you. I wrote it once and never really thought about it again. I made a new game description with more screenshots, features and examples. I hope it's a lot better now.

New website


Thank you! :)

author=Ilan14
The new site looks pretty cool! I also noticed you quoted me in Shindra Duel Adventures. Man, It feels strange... Being quoted in someone's else website... ^/////^
Your quotes are also on the Dutch website. ;)

Eling: First Dimension Review

Thank you for playing and reviewing my game. :) I think the reason that we make these games is because we want to build a game that we like for ourselfs. I like extra features that will effect the adventure. I didn't made it to be look like a commercial game. My new game, Twell: Sword of Light, is also going to have extra features that effects the Adventure Mode. Just like this game, you can ignore it. So I hope you won't lower my score for future games. :p

Anyway, thanks again. It's good to know that people playing the game until the end and liked playing it. :)