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[General Design] What is the worst implemented/thought out system you've encountered?
Lunar: Dragon Song failed to implement an RPG in general, and eviscerated so many conventional RPG mechanics that the game is borderline unplayable. You could gain either EXP or items after a battle but not both. Your healer didn't have enough MP to cast the majority of her spells until Level 20+, and I don't think this was even plot-related. Also, running in the overworld drained your HP for no apparent reason, so you either constantly lose HP or walk around at a snail's pace.
It just did... so many things wrong.
It just did... so many things wrong.
Let's Play: Brave Hero Yuusha - Part 8
Wow! Thank you for LPing the game all the way to the end! I'm happy you enjoyed it enough to play it from start to finish. :D
RPG Maker MV announced for PC and MAC
Is it weird that the 3-layer mapping is the feature I'm paying attention to the least out of everything?
It's that sideview and multi-platform stuff that's got me excited.
It's that sideview and multi-platform stuff that's got me excited.
HOME (OFF fangame) Review
Brave Hero Yuusha Review
Thank you for the review! The criticisms were about what I was expecting, so this is good feedback about where to go in the future.
Brave Hero Yuusha
I've updated the game to Version 1.01. This is not a mandatory update if you have the game already, as it mostly just fixes graphical errors and typos. Old saves will still work just fine if you do decide to move them over.
Changes in 1.01:
Gameplay-Affecting:
-Refresh heals Burn instead of Silence and now works outside of combat.
Non-gameplay affecting:
- Various typos have been fixed.
- Misplaced status effect icons in menus have been fixed.
- The two boulders in the Demon Lord's castle can now be walked on as opposed to having to interact with them.
- Cave music should now loop properly.
Still needs fixing:
- The window error when using an item in battle. This one might take me a little while so I wanted to get everything else out of the way first.
Changes in 1.01:
Gameplay-Affecting:
-Refresh heals Burn instead of Silence and now works outside of combat.
Non-gameplay affecting:
- Various typos have been fixed.
- Misplaced status effect icons in menus have been fixed.
- The two boulders in the Demon Lord's castle can now be walked on as opposed to having to interact with them.
- Cave music should now loop properly.
Still needs fixing:
- The window error when using an item in battle. This one might take me a little while so I wanted to get everything else out of the way first.
Brave Hero Yuusha
I'm really glad my music guy was able to evoke that kind of emotion! He was pleased to hear that.
Also unrelated, I've been compiling a list of bugs people have found. Thankfully, there's not many of them and they're all pretty much harmless graphical errors, but if you find something and want to avoid a duplicate report, here is what we have so far (nothing spoilery, don't worry):
1.0 Bug List:
- The Blue Horn has no description.
- Opening the skill menu while affected by a status effect makes an icon of said status effect float in the middle of the screen.
- A typo during the first cutscene in Duneport.
- Refresh cures Poison, Blind, and Silence. You obviously can’t use this while Silenced. Whooooops.
- The music in the cave doesn’t loop exactly on point.
- Using an item in battle has a weird graphical error where the window doesn’t refresh after selecting an item. This might have something to do with Luna Engine and I need to really dive into this one to figure out what’s going on. This is harmless, and you will not use the wrong item.
- The characters seem to go “under” the two boulders when jumping on them in the first dungeon.
- Typo in Taunt's description.
- Typo in the scene before Izwold.
Also unrelated, I've been compiling a list of bugs people have found. Thankfully, there's not many of them and they're all pretty much harmless graphical errors, but if you find something and want to avoid a duplicate report, here is what we have so far (nothing spoilery, don't worry):
1.0 Bug List:
- The Blue Horn has no description.
- Opening the skill menu while affected by a status effect makes an icon of said status effect float in the middle of the screen.
- A typo during the first cutscene in Duneport.
- Refresh cures Poison, Blind, and Silence. You obviously can’t use this while Silenced. Whooooops.
- The music in the cave doesn’t loop exactly on point.
- Using an item in battle has a weird graphical error where the window doesn’t refresh after selecting an item. This might have something to do with Luna Engine and I need to really dive into this one to figure out what’s going on. This is harmless, and you will not use the wrong item.
- The characters seem to go “under” the two boulders when jumping on them in the first dungeon.
- Typo in Taunt's description.
- Typo in the scene before Izwold.
Whatchu Workin' On? Tell us!
Thinking about a sequel/successor.
But if I do, not for a good long while. Yuusha is finally done and I'm so exhausted D:
EDIT: Ah geez. I meant to put this is "Whatchu thinking about." Delete please. >:
But if I do, not for a good long while. Yuusha is finally done and I'm so exhausted D:
EDIT: Ah geez. I meant to put this is "Whatchu thinking about." Delete please. >:
Release Day!
Oh, just because I feel like it needs to be said:
Just like the demo, you do not need the RTP to play the full game!
Just like the demo, you do not need the RTP to play the full game!
Whatchu Workin' On? Tell us!
I'm working on not working myself to exhaustion getting my project done.
I think we've all been there; where a project is so close to completion that you just don't want to stop until you hit the next major milestone.
Well, to be more specific, I'm working on all of the cutscenes related to the final boss fight and epilogue. I have them all written out and mentally planned in my head; it's just eventing it all is what needs to be done.
After that, I'll be doing a robust debug run of the game and touching up some stuff ...and then there probably won't be much else to do after that.
I think we've all been there; where a project is so close to completion that you just don't want to stop until you hit the next major milestone.
Well, to be more specific, I'm working on all of the cutscenes related to the final boss fight and epilogue. I have them all written out and mentally planned in my head; it's just eventing it all is what needs to be done.
After that, I'll be doing a robust debug run of the game and touching up some stuff ...and then there probably won't be much else to do after that.














