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Wow, this script is annoying...
From what I remember of the target window, it's x is set based on whether the item you are trying to use is in the left column or the right column. Not at the time of initialization, but rather when you select the item and the target window becomes visible. Try looking in the Scene_Item script for target_window.x = 0 or something along those lines. Alternatively, you can use Ctrl+F to search through every script at once and bring up a list of every time something occurs, in case I'm wrong about it being in Scene_Item.
Castle Chase Review
Once again, thank you for this. A couple comments:
If I have one regret, it's that I decided not to include a tutorial at the very beginning of the game. The decision was originally made because a tutorial seemed out of place, but it was clearly the wrong choice. This has already been fixed for the sequel, I won't make the same mistake twice.
The main castle theme is by jtbengal and it's actually a free-for-use song, not specifically made for us. And if you think the song gets old in the deluxe, back in the contest release it was the only song and played at all times XD But yeah, the game really could have used some more musical variety outside of the end of scenarios.
And most importantly... favourite character/route/ending? XD (if one comes to mind)
If I have one regret, it's that I decided not to include a tutorial at the very beginning of the game. The decision was originally made because a tutorial seemed out of place, but it was clearly the wrong choice. This has already been fixed for the sequel, I won't make the same mistake twice.
The main castle theme is by jtbengal and it's actually a free-for-use song, not specifically made for us. And if you think the song gets old in the deluxe, back in the contest release it was the only song and played at all times XD But yeah, the game really could have used some more musical variety outside of the end of scenarios.
And most importantly... favourite character/route/ending? XD (if one comes to mind)
2_Courtyard.png
You're right that the walls should probably be a warmer colour. I'll play with them a bit and see what I can do.
Looking for Games to Review
Looking for Games to Review
http://rpgmaker.net/games/2106/
This game of mine has not received any reviews on this site for the latest release, just one for the inferior contest release. I understand it's not a game for everyone, but if it interests you, I would appreciate the review.
This game of mine has not received any reviews on this site for the latest release, just one for the inferior contest release. I understand it's not a game for everyone, but if it interests you, I would appreciate the review.
Game Plan for 2011
First and foremost, I hope to finish Castle Chase 2 with Makio sometime in the first half of the year. After that, who knows. Might make a small battle concentrated project, or might just take a break to concentrate on finishing my school program.
Liberty jumps on the LET'S TRY wagon
I'm sorry that your LT kinda ended on a bad note. Reva, the head servant, is actually the other person of trust who has the key. Sadly there was an error with Haily's hints when you give the chain to Aydin, otherwise she would have hinted at such. Also, something else I should have mentioned somewhere, but when you show items to the servants, they give hints as to what their use is. And I do agree there needs to be a walkthrough, and we actually have a rough draft done up, I just haven't made the time to finish it off.
For interest's sake, the other two endings that you didn't get were:
Thank you again for the LT. I quite enjoyed watching them. (One small thing though, for whatever reason, there's no sound in the second half of ep 5 part 3).
For interest's sake, the other two endings that you didn't get were:
The first one is the "Monica" ending, which is basically escaping the castle without a boy (via the front door + disguise or the basement)
The last one is the "Percival" ending, which just about everyone misses, but becomes easier when you know it's him.
The last one is the "Percival" ending, which just about everyone misses, but becomes easier when you know it's him.
Thank you again for the LT. I quite enjoyed watching them. (One small thing though, for whatever reason, there's no sound in the second half of ep 5 part 3).
Super RMN Bros. 2
post=Craze
...I gave the editor another try and figured a few more things out. The player still runs like poop, though. Half the time I can't jump while running. :<
It could be your keyboard Craze. I couldn't run and jump at first until I changed run to CTRL. Some keyboards can't handle two letter presses at once. (or the driver or something along those lines).
Super RMN Bros. 2
post=Link_2112That part I was actually aware of :) The level would be quite impossible if not. I was mostly just surprised they were immune to the fire, but I suppose there are no fire flowers in 2? It's been a long time since I've played that one. I did find the leaf in my travels (and enjoyed the extra freedom it gave me when exploring).
You can pick up shyguys and toss them at each other and there are vegetables all over the place to kill them.
Also, I wanted an excuse to make the player create a ladder with blocks, you press down in the air to drop a block in front(again, should put in a hint for that).It wasn't the ladder part I had issues getting out of. It was the area to the right. Mostly coming from the fact I keep forgetting about floating (/killed the cactus guy after he re-appeared)
post=Link_2112One option would be to put an info box by the character box that gives a quick overview of the character and the levels. I seem to remember that when you selected a player in 2 you were given basic traits. (Or maybe that was in the manual? I just remember reading it long ago)
I sometimes take for granted that I'm so familar with all this stuff.
post=Emirpoen-From what I remember there's not really enough room to run on that platform, but I'll be the first to admit I'm no amazing Mario player.
-a running duck jump can deal with the vine, but if thats too unknown of a move, moving it a up a square wont be an issue at all.
-the single donut block deal works sorta like steps, but I suppose I can fix that.
-I was just using the donut blocks as a reference point, I wasn't making any real crit or anything, just stating how far I had made it. It was a jump after that that I missed anyways, not on the blocks themselves.














