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NOVALUX'S PROFILE

Hey, Novalux here. I'm planning to make some games someday, if I ever get around to finishing them. I enjoy trying out others' games on rpg maker as well and writing reviews.

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Collaborator(s) for Important, Emotional, Narrative-driven RPG Needed

If you've messed around with the program already and you think you have the skills to do it, I could probably help. I've got an interest in game design and narrative plus editing, I could do some game testing and maybe eventing if you need that. Just be warned though, writing a game is MUCH different than writing a story, it takes some getting used to.

Paradox of Creation (AKA Proof of Concept)

Been playing for an hour and all's good here. Good job M8

Autoattle/ Chaos Fighters Battle System

Just wondering if anyone has tried and automatic battle system yet, where player picks skills and equipment but doesn't control the player in battle instead, all skills have their own chance of triggering, and the strategic part is matching up skills to use.

To see what I'm talking about, its featured in a game called Chaos Fighters;
https://www.youtube.com/watch?v=nr0CZ-pXnPs

I feel like this system could work well in rpgmaker- it would basically mean programming players the same way you program enemies. Has anyone tried this or know how to implement it/

The Uranoth Chronicles - Remnants of the Past Review

Yeah, might've come off a little harsh as I did the review not long after being stuck on stage 3. Since the doors were closed, literally couldnt find enough monsters to kill to level up my character enough to beat the gatekeeper. I'm sure theres some sort of story to this too, just not really in the segment I played.

Legends Of Illarion 2: Sins Of The Gods

Just started playing and its great so far.

Uzi's Drugged Adventures: Vengeance with a side of eggs

Just finished the game. Time was 3;40 but then again I died, a lot.

Uzi's Drugged Adventures: Vengeance with a side of eggs

author=darkotakusouls
author=Novalux
I'm stuck at the part where the queen tells you to go rescue the husband from the mountains. how to get to mtns
You can leave from the east of the map. Just follow the dirt road.

I tried that but theres a horseman blocking my way. So i went up into the gardens but i keep getting lost. I did find an elf village.

edit- didn't know you could go left to new map in village

Uzi's Drugged Adventures: Vengeance with a side of eggs

I'm stuck at the part where the queen tells you to go rescue the husband from the mountains. how to get to mtns

Release Something: Gotta Go Fast!!!

author=Kylaila
More snippets!
Well, given how much I already did the GOTTA BE BEST seems in reach, but what am I to say about scripts and such? :/ Oh well, gotta try!

@karins_soulkeeper
Yay, you did a script! So it displays equipment discriptions based on .. stuff. I honestly can't put two and two together to what such a description would look like. Can you give an example?


@Bad_Luck
The map is super cute, the names sadly don't really pop up half the time, but they are all readable. The screens all looks gorgeous! Some childhood-friend banter of NO MORE DAMSAL IN DISTRESS, good, cool monsters and that lovely purple heart for HP, check. Great-lucking lvl-up point-distribution, check. Shit going down with other people standing around doing .. something. check. Honestly it doesn't look like they are even watching, that seems a little odd but without any context there is nothing to be done. Skull-filled elven-shrine, check.
All very clean, elaborate and gorgeous to look at. It is that one famous game everyone mentiones every now and then. Gonna be fun!


@Ljink
Could it be I missed talking about your stuff?
Starlight, seems like solid but a lil dull, there is little building up. Seems like more the background-music type of ost, which is fine, too. The one string coming in later is more disrupting and hurtful than anything else for me.
Enveloped by tenderness gives off that comfy farm feeling. I like it! Lon-Lon ~ oh.. wait. yeah. I really like that one!
Kids return is more a serious tension-buildup? Like pre- or in-bossfight. The chords (the second of the two repeated) 2:35+ sounds a lil disharmonic, so after 3:06 it ends up normal again, phew, thank god. It's okay overall, but that change really disrupts it for me.
Scattering blossoms could be an intro song for sure. I like the changes here, around 1 it seems to shift more to town-life? More like a calm piece. Cutscenes? Caves?
Almond Town also is a neat calm accompanying piece. It will work splendidly.
Anyhow, makes for decent accompanying music :) Good job!


@Aubrey the Bard
Modifying stuff! Very nice! But where are cat ears? I see tails but no ears, awwww.(


@Novalux
SLIME APOCALYPSE. Interesting. The start is a little weak due to you GUESSING you are packing for .. SOMETHING, but there is no sense of urgency or danger. Just a few sound-effects of shit going down outside would do to help it.
After enter/leaving any other houses you will again get the tutorial message.
Wow, a treasure chest with 0g.. talk about disappointing^^ At least make it 1 : D

In the inn you need to enter the stairs from below or you won't proceed. You should be able to from the side as well. Missile barrage so strong.
The phantasms are REALLY easy to avoid, and easy to kill, too.
Some spells are completely useless. The standard slash attack deals 2 damage, but the hilt smash does it too but + stun chance. I like the spells altho they are strong, but I would cut down on the number of them.

The orthography is lacking, there are a lot of missing fullstops and questionmarks, some "i" instead of "I", ";" instead of ":" for the voices, and in the inn scene the protagonist says "caught" instead of "taught". The survivor in the menu would look better with capital S due to this being a title.
The fighting scene, too, is again indicated when leaving the house. The events need to be only displayed once and then turned off.. not sure how to do that, sadly, as I am no gam maker.
Punk waiting in a cave full of monster to steal stuff ..? Odd. Entrances and other choke points would make much much more sense to catch passerbys!

After the thief fight .. you guessed it, the event repeats without even moving anywhere. Thankfully you can just quietly leave. And after supposedly getting an enchanted weapon to dmg phantoms with .. you don't get anything. Careful. Well, you get a teammate.

And I reached the end - overall. This game lacks a clear directive - you run and run and run without any point. Where are you going? If you don't know what happened, where might you find out? Could there be a safe place you are heading to?
The combat has a nice base imo, and even if it is easy, it is more a means of progressing. So in that sense you need to then flesh out the backstory a little bit more to give this fundament some more fun. It's okayish, just make sure you do the events properly. It will really really show throughout the whole thing and possibly leave you in a loop (like if you HAD to fight the thief)
Mapping is alright and more practical. The dungeon was a lil long but I guess walking back n forth was the whole idea. I commend you to use the people always go right trick to not find the stairs, but the random dude hinting at greater things without any reason why he could. (but you can work that out, I'm sure)

I know it sounds bad, but an okayish base is a GOOD THING. Cut some abilities/spells out when you would never use them, give the enemies stronger attacks since you have a lot of stun chances, and even if the battles stay on the easy side, it's okay if you keep the pace and flesh out the backstory and atmosphere of the situation. Using different tracks would help that, too. It seems more like an escape by the music - just that it never ends. And without any urgency for it to continue either, as there are fairly safe spots. Some time to regroup, rethink and plan is in order - and a change of pace in the dungeon etc.
The voices also seemed to come from the outside when they were in fact in the dungeon - that event may be better placed after you entered the cave, for one.

You can do this. The maps are solid for starting out, so keep at it. If you don't have any ideas as to where or how flesh out things in your world, ask. There are tons of ways. Scraps to finds, inscriptions, books, dialogue mentioning things in passing (not explaining) .. etc.

Okay - it seems the game.exe is not a second demo. You may want to delete it under management when it is just a scrap.


@Gourd
Wow, I'm impressed! The dialogue is really really good. A lot of joking around and a lil quick to read while watching, but her facing her fear of blaming others really came across well, natural .. and true. Lots of mixed stuff. The shift back to total goofing is a lil too strong, since, y'know, you're wounded, but so be it.

Some of the animations are really odd, like the .. "crying" flailing animations of the protagonist? The bright red also looks more like blood rather than anything else.
I really really really want to play this game! It sounds like such a solid story-driven game. And I like that!


Okaaaaay. Can someone pleaaase explain to me how I can open Ratty's smbx game? I downloaded the engine, I tried opening it there, and I got a window of blocks, but I couldn't play test anything, or well, do anything.

I'm honored you placed my game into the 'okayish' category when it really shouldn't be. The maps look good because they're sample maps with some changes ive made, because i suck at mapping, or mapping from scratch. the typing is messed up because as of now my keboard is messed up and the shift key doesnt work. Glad you found the battle system interesting, its based off the premise that a simple, small numbers system is easier to handle and easy to understand, like paper mario. Thanks for the criticism though, and the encouragement.

P.S. The slime apocalyspse name came from the original project which was 'what if you had a zombie survival game, except in a rpg setting with slimes as the zombies'

Release Something: Gotta Go Fast!!!

author=pianotm
@Novalux
On the very first screen: your use of wall and floor tiles are fine. Your furniture and fixture tiles are being seriously misused. You're using the tops of cabinets when the RTP should have properly sized alternatives. Also, the counter and stove should be against the wall, not in front of it. Likewise, sprites such as the dead man need to be set to direction fix in the event window. You need to use switches to turn off events. The inn event at the door repeats regardless of whether or not you've completed the challenge. Also, you've got something going on with the transfer downstairs that I can't quite figure out. Upstairs, the transfer should be set to "below hero" and "player touch". Treasure chest! "0g was found." Pointless chest is pointless. Again, with the thieves, you need to turn them off with switches once beaten. Also, you've got the enemies set to "player touch". You have to run into them to trigger a fight. You can avoid a fight by just standing there and waiting until they pass. Set enemies to "event touch" instead. Also, set their sprites to follow. Finally, what is the game about? I'm coming to nothing but dead ends.
@BadLuck
AH!!! THE ARA FELL DEMO!!! This looks and sounds fantastic! I am loving this! I'll have to give proper feedback on the game page! Oh, this game is gorgeous!


@Housekeeping, I guess I let some of the feedback at SOS get to me. I really toned it back after that. They liked the music but said they couldn't use it because it was too varied.

@mjshi Thanks!


Thanks for the constructive feedback. Theres a lot of things wrong with it, but I wanted to release something. There is a point to the game, though its still shifting around in my head, and there isn't much direction in the game. Thinking ill make it linear instead of non-linear. Basic goal is to move through the maps and get to the city. And it was originally a survival/ scavenging game. So my direction is all confused with this game, bunch of different ideas. I have some questions though;

Was the battle system ok
Does the magic vs. physical make sense, or should just all attacks count against phantoms

thanks