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Stedar
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Starless Umbra
Aha, I have feedback as well.
Firstly, a few bugs/things I noticed:
-During the wolf escape/carrying Andoru puzzle, you can inadvertently block the path ahead/the block in the water if you place Andoru down in a certain spot (because you have him move one space in certain directions once he is placed on the ground. What I mean by this is that you place him, run all the way around and push the block into the water to create the path, and then you cannot step on the block because there's something in the coding preventing it. I guess it's not that big of a deal but you can waste a lot of precious time with this, and technically you'd be able to step onto the block and just press enter to pick Andoru back up anyway. Hopefully that makes sense. Also, I feel that there should be some sort of reward at the end, considering winning and losing ends with the same result..
-When eating in Arkor (first scene of Ch1) there is a typo: "how important your sister means to you." I feel as though it should be "How much your sister means to you."
-The chest in Arkor doesn't do your fancy new spinning animation.
-After the event with the bounty, the bounty sheet is back on the wall even though Reene took it and ran off. Also, during the crowd scene, a faceset is used for a man with blue hair (and rightfully so, he is one of the arkor npcs) but he is nowhere in the crowd, so it doesn't make much sense.
-I'm confused about the squats system. Is it supposed to be impossible at a certain point unless your stamina is higher? I got stuck somewhere between 7 or 9/20 and it just wouldn't go up anymore no matter how much I spammed enter.
-In the wastelandy world map battle background, one of the slimes is sitting on the tree. Just a little awkward.
-There's no sound/bgm for the hidden area on the world map.
-I'm guessing a lot of the monsters only have two movement facings (left and right) because you'd have to completely draw new up/down ones, right?
-I love how fast paced and zippy the battles are. I found myself enjoying them quite a lot (this is making me want to use dynrpg!).
-I'm going to miss the old version of events, but I suppose it's interesting how you are developing Reene now. She's more of a bitch though, which I'm not sure how I feel about. Old sweet Reene ftw!
-Though, with all of the changes you are implementing... it almost makes me wonder if there were even plans/plot/revelations in terms of what happened.. I mean in previous releases the church burnt down and Andoru blacked out, resulting in Clydan's cryptic "I can't tell him what happened." That mystery was always one of my favorites that I wanted to solve/figure out, but with the countless changes you're adding it's making me feel as though there never were any solutions or truths to be found/truths that you had planned out at all. It seems like they were just mysteries for the sake of mysteries and hooking the player. Cruel!
I was really concerned with your decision to continuously backtrack and with how long it would take for you to actually get to the ending, but I am really enjoying the tweaks and gameplay additions. Awesome job. Being a veteran player though, the new plot is bound to sting a little.
Firstly, a few bugs/things I noticed:
-During the wolf escape/carrying Andoru puzzle, you can inadvertently block the path ahead/the block in the water if you place Andoru down in a certain spot (because you have him move one space in certain directions once he is placed on the ground. What I mean by this is that you place him, run all the way around and push the block into the water to create the path, and then you cannot step on the block because there's something in the coding preventing it. I guess it's not that big of a deal but you can waste a lot of precious time with this, and technically you'd be able to step onto the block and just press enter to pick Andoru back up anyway. Hopefully that makes sense. Also, I feel that there should be some sort of reward at the end, considering winning and losing ends with the same result..
-When eating in Arkor (first scene of Ch1) there is a typo: "how important your sister means to you." I feel as though it should be "How much your sister means to you."
-The chest in Arkor doesn't do your fancy new spinning animation.
-After the event with the bounty, the bounty sheet is back on the wall even though Reene took it and ran off. Also, during the crowd scene, a faceset is used for a man with blue hair (and rightfully so, he is one of the arkor npcs) but he is nowhere in the crowd, so it doesn't make much sense.
-I'm confused about the squats system. Is it supposed to be impossible at a certain point unless your stamina is higher? I got stuck somewhere between 7 or 9/20 and it just wouldn't go up anymore no matter how much I spammed enter.
-In the wastelandy world map battle background, one of the slimes is sitting on the tree. Just a little awkward.
-There's no sound/bgm for the hidden area on the world map.
-I'm guessing a lot of the monsters only have two movement facings (left and right) because you'd have to completely draw new up/down ones, right?
-I love how fast paced and zippy the battles are. I found myself enjoying them quite a lot (this is making me want to use dynrpg!).
-I'm going to miss the old version of events, but I suppose it's interesting how you are developing Reene now. She's more of a bitch though, which I'm not sure how I feel about. Old sweet Reene ftw!
-Though, with all of the changes you are implementing... it almost makes me wonder if there were even plans/plot/revelations in terms of what happened.. I mean in previous releases the church burnt down and Andoru blacked out, resulting in Clydan's cryptic "I can't tell him what happened." That mystery was always one of my favorites that I wanted to solve/figure out, but with the countless changes you're adding it's making me feel as though there never were any solutions or truths to be found/truths that you had planned out at all. It seems like they were just mysteries for the sake of mysteries and hooking the player. Cruel!
I was really concerned with your decision to continuously backtrack and with how long it would take for you to actually get to the ending, but I am really enjoying the tweaks and gameplay additions. Awesome job. Being a veteran player though, the new plot is bound to sting a little.
DreaMaker
author=AncientNoun
Amazing tool, but it apparently works only with RPGM versions that save all the game maps individually to the game folder. Maybe there's a script call that will save the maps to the folder...
I'm not exactly sure what you mean, but I'm sure it wouldn't be too hard for someone to change that.
DreaMaker
author=bobthebobish
How this has remained at so few downloads is baffling! It's the perfect program for people like me!
I'm glad people are enjoying it. I didn't make it but it sure was hard to find and definitely on the down low, hopefully not anymore :)
DreaMaker
author=Ljink
So wait! I named the character Erdrick in Dragon Quest +. So I can use this to rename every Erdrick to the Japanese name, Roto? If so you are my new hero!
Only within your game's text, as in the message box. So every time you had him talk throughout the game, yes!
DreaMaker
author=Ashes of Emerald
This is awesome! Thanks for the info!
No prob! Glad it's going to good use ^^
DreaMaker
author=Ashes of Emerald
can you change dialogue as well?
Yeah, of course. Whatever you put in the text box is editable, it takes ALL IN GAME textbox text and puts it into a nice .txt file where you can ctrl+f and scroll through everything said in the entire game. I meant "items" in the sense of
msg
Received sword!
/end msg
Aw crap, I renamed sword to octopus. (Has to proceed to go and find the event with the receive message...) For stuff like potions, where they are all over your game, that becomes a huge pain. But not anymore ;)
DreaMaker
author=Ashes of Emerald
This is genius. I can't wait to try it out.
Have fun. It's an amazing tool for when you need to change item names, etc. that are strewn all over the game. So much easier. :)
92012_All_together_now.png
author=zaeran
I like the battle sprites, and their animations. Keep up the great work with this!
Thanks! I'm actually waiting for a select few to test it out, and then after their thoughts a public beta should be out. Keep your eyes peeled! ;)
The Cicatrix (Formerly Hero I: Ephren's Journey)
author=DominatedMind
Definitely looking forward to this, thanks for making this Sedar; can't wait to play the finished version someday =]
author=CrazeGirl555
This game does look interesting, is it coming soon? Anyways you earned a sub.
Thanks guys! Glad you're excited! I can't wait to release it, sometime very soon of course. There really isn't much more to add to it, I just want a handful of friends to play it first. It's at the spot I was intending to end it at, the mechanics are just about there, etc. So very soon! Keep your eyes peeled haha.
Boss fight!
author=Tau
That's pretty much what I'm trying to achieve now.. So much spriting to get those smooth animations am I right?
Looks good by the way! Golden Sun, always a good choice.
I figured it would be, haha! Yeah, I'm a little lacking in original music. And yes, luckily these 'stance' animations only take up about half a sheet to a sheet of an anim. But yes, playing around with them and getting them the way you want can be quite difficult, especially because they're small.
Thanks for the support :)













