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Pathway: Desire+
A wanderer has to find her way out of a cave.

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Tristian: Lady of the Lion

I second, Nova's statement, protect your hard work, it's really good and it'll be a shame if people take advantage of it.


About the blessing/ptb thing. I'm pretty sure, you're popular enough here that if you ask directly, someone will step in to help you. You can also ask at RMW, even if it's not your favourite site, you know there are a ton of cool scripters there, right?
For what's it's worth, about the bless bit, Modern Algebra did something to this effect, but only for new scenes apparently, while in this help thread, it was done for script calls. They're both for ACE, but since rggs 2 and 3 are not that different, it might guide your future helper.

- Hey, Orlandu has 'All Swordskill' from FFT. lol
Never finished tactics, though I got far in it. I should probably pick it up and finish it sometime. (Though FFT's engrish is hardly a defense for anything :P)
- JP is earned on actions. Using more skills nets you more JP. If Ianna is going to be guarding every turn or so, she ain't going to be gaining a lot of it.
I feared as much :(

Thanks for the througout reply, and may you have fun a sucess making this game. :)

Tristian: Lady of the Lion

It's a-me your friendly neighborhood nuisance. I know it's a short demo, but I gave it the full testing treatment. I hope you don't mind.
Let me start by saying that I was completely blown away by the level of polish in the demo. Not only is it gorgeous looking, but the writing feels stronger too. I really think this game is commercial level at this point.
BTW why don't you promote your game online around a little bit? RpgM is getting a lot more respect lately, just look at World's Dawn.
OK, now for the nasty part...

Bugs:
- Reading the message that tells you that the southern exit's the wrong way increases your walk speed.
- The game lagged a little during the opening credits. Maybe it only happened to me?
- Why does casting blessing close the skill menu? It's really annoying when multiple castings are needed.
- Enemies are static unles you walk around them more than once. Doesn't sound intentional...
- Ianna clearly needs to defend every turn, but she can't if the enemy is strong to Tristian's attacks (making you lose a turn), that's alright, it keeps you on your toes. The thing is that you can easily overcome this with no penalty by choosing to move with Ianna first, then Tris.
- You can walk over rivers on the world map!XD
- Found some random crysalis, too. On my first attempt, the one to the northwest of the castle (through the tiny pass), didn't force Tristian to stop, which resulted in the "Crysalis gotten" popup not appearing. I haven't been able to replicate that bug, though.
- The trees at the castle courtyard can be walked through!

Opinions (They're pretty silly, I encourage you to to ignore them, but if you do read them, I apologize beforehand for the nitpickyness :P)
- Remember when the yuri in this game was only an undertone?XD
- "All skill" sounds like silly skillset name, imo.
- Is jp awarded per battle or does it depend on what action is taken? Even though I had both Tristian and Ianna learn jp up, their gains where not nearly close.
- It's a shame the dialogue between Tris and Dante, upon returning to the throne room is optional, it's pretty cool, and many might miss it.
- I assume that all the guards, will have at least one generic line to say if you speak to them in the finished game, right?
- That tiny bridge at the castle's main room looks silly imo. Specially between two sets of carpets.
- I love that this time we can explore some of the castle, it used to feel a little too small.
- Autotext makes it sometimes necessary to scroll back to read what was said (or maybe i'm a slow reader)
- In the balcony scene, the moon looks very white, imo. Maybe it would look better with a slight tint of blue, grey or yellow?
- Speaking of color, on the end titles, the blues of the sky and sea looked a little too similar to me.

Intro to AW

Happy belated birthday! (When was it?). Love that Phantasy Star-ishness! I have a feeling that when we're done with this game we'll be asking for a sequel. ;)

I'm not a fan of oversimplfying towns and menus just to to adhere to a hardcore old school mold (not to mention some old rpg had quite a bit of complexity to them). But it's your game, so if that's the way you wanna go, cool. I'll still be looking forward to it. :)

BTW, have you heard about Cosmic Star Heroine? It's a Phantasy Star/Chrono Trigger inspired old school RPG in development, that I suspect might be right up your alley.

Syma Review

I don't know if you'll read this, Krolan, but...
If anything, I always thought that Project Oscine was underrated. I have never played this game, but based on the review it seems to be just like PO but without a narrative to tie it together.
I'm downloading this now to decide for myself, though I'd like to hear your opinion on it.

Enelysion

author=The gamepage
You will need the VX RTP to run this game:
http://www.rpgmakerweb.com/download/additional/run-time-packages

Do you have it?

Ludonarrative Dissonance In Simulationist Logic 01: Teleporting Items In RPGs

author=Nirwanda
It never bothered me, either, I just saw it as lazy programming.
Breath of fire IV also did this, you had to alternate playing the hero and the villain and they each had their own inventory.
A quick google search revealed a couple of scripts that allows multiple parties' inventories: TheoAllen's and Fomar0153's. I remember there being a VX version of this but it's probably gone with vx.net.
Uhmmm... I linked two of them in my previous post. And while I have not tested them, Theo's seems to have some positive feedback.

Verdamm and Solis concept art.

This is without a dobut, a profesional looking game. If you've put a fraction of the effort into advertising that you have put into making this game, then I bet you'll succed.

Verdamm and Solis concept art.

From looking at this, I'm pretty sure you took some artist levels. ;)
This is really good, it makes me curious about the city, and incidentally the world it's set in.

Game balance breaks my head

author=Marrend
As you may recall from Okiku, Star Apprentice (You did play that game, right? RIGHT?)

It's on my to-play list, sorry. As my awesome 1 makerscore suggests, I'm not the most active member on the site.
That sounds kind of interesting. Do skills evolve via character level up or is there some custom system?
Sorry for throwing my unrequested ideas again, but, I was thinking...Why don't you add some complexity to those buffs/debuffs? Example of a buff: Level 1: Str+25/Def-25; Level 2: Str+50/Def-50; Level 3: Str+50/Def-25
Another idea would be to use status effects along with them, an example of a debuff would be: Level 1: Str-25; Level 2: Str-25+Blind; Level 3: Str-25+Blind+Berserk
Of course, even the most interesting skills will be boring if enemies don't present a decent challenge.
I wish you some good game making. :)

[VX Ace] Quick Question

How do I answer to this? I hate to dash you hopes, but I'm not one of them. It makes me feel a little guilty. I mean, look at you, I wish I had that kind of passion about something.
I enjoyed the games as the flawed gems that they were and found the character memorable enough to use him as an Username/avatar. But that's really the extent of my commitment to the Shadowrun universe.
Why do you say that only 5 people would understand you? There are a lot of Shadowrun fans on internet; after all, last years' Shadowrun Returns got funded via Kickstarter. You DO know that...right? You're more likely to find like-minded on their forums.