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Pokémon RMN Version - VS Miracle

Hmm, at first it felt kinda flat, but like Addit as I listen to it it starts to grow on me. I think those deep bells sound a little off, though. Almost like it's slightly out of tune. When it builds, then quiets off with the drums and only a single instrument, that feels kinda...shallow/empty? I get the progression you were going for but that really sticks out to me.

Better than anything I can compose.

Battle Test

The legend of Zelda LP

So far leveling up will give an extra heart container and fill up your HP. You can level up the NPC fairies but they are limited in growth to your level. So it can only do the stronger moves if you are strong too. I was thinking that leveling up would create a shockwave that damages enemies. Some quests will look at your level. Could a few other things I make up as I go along.

Thanks for playing and stuff!

The legend of Zelda LP

Cool, thanks for finishing.

I can't believe that you went into the random room 3 times and the RNG gave you the same number 3 times xD I should add some code to make sure you don't get the same room twice. It's the room before you get the red candle. If you were to go in and out, you would see different configurations. One configuration gives an item, the fairy book. But it was optional.

As for the equipment bug, already dealt with that. I had updated that whole quickmenu system code and made a mistake. I saw a few other small bugs that were fixed already.

Those demos are basically tech demos. I'm not going to bother making maps or planning story because I'm always tweaking the events. And having to go through tons of maps to update them is a major pain. I tried it before and decided not to make anything final until all events are finished and bug tested in small demos like this. The final world will feel more like a Zelda game. It will be wide open with many places to go and explore. You won't be fenced to only the area I want you to go in. I'm looking at making it non-linear. A dungeon may have puzzles based on what items you have, instead of making you leave until you find the right thing. Those kinds of dungeons will exist, but a lot of them will be non-linear.

Yes, we really need 5 versions of candle and boomerang. The main reason is that the scale of the game will be much larger than your average Zelda game. The enemies will become so strong that some of your old equipment will literally be useless, dealing 0 damage. Each new version will deal more damage and have more range. There will be a large sense of progression. The early versions will be replaced when finding a new one. The boomerang will end with the strongest one and it will have an upgrade. But the candle is different. There will be different colored bushes that require new candles, so there is that sense of progression and it serves as a way for me to throttle content. But the last 3 candles will each have unique special abilities and you can choose between them. So it's not more versions for the sake of more versions. Everything will have it's use and getting a new version of something is how you progress in the game. Like how getting the red candle allowed you to progress in the demo, except obviously new versions won't be so close like that. Finding 1 of each item is not the end of it anymore. Upgrading your gear is a big part of the game. To make you stronger and to solve progressively harder puzzles.

Without personality a game is empty

Ok, I can do that over the next few days.

Without personality a game is empty

So, it seems like I'd have the same things to say about the game as Liberty. Do you still want me to do a video? I could do a video if/when you update the game, or if you make a different game.

I would suggest updating the game based on Liberty's feedback rather than giving up on it. It might be a better exercise because you'll find out if you can actually resolve those issues. You might make a new game and end up making all the same mistakes.

The legend of Zelda LP

Well, thanks for playing! I noticed that you didn't do the strafe technique much. I know it's not like the original Zelda but you should attack before standing next to an enemy, and move toward him with your sword out. That was what I was trying to say with the opening part where you destroy the pot. It's an issue with 2k3.

haha This isn't your grandpa's Zelda game. That push statue puzzle is hard, but you can see the reward at the top. The blue tunic. So it's optional. That was the upper room, you didn't do the puzzle that was in the left room. You walked in, tried to push all blocks except the one that moves xD, then left and never came back u.u That's the room that has the key for the dungeon, you can see it on the far left. And I mean, every room has a purpose so you shouldn't not finish one. Could you go back and try again? You're missing most of the demo.

Character Art

+
= awesome

Jackalotrun Plays - Super RMN World

author=TangledLion
2. Collect the mushroom, it will duplicate your current item into the dropbox


From what I remember, that only happens when you get a certain mushroom. The SMB2 mushroom. Maybe they resprited that mushroom to look like the SMB3 one, but don't expect that trick to work on every SMBX game.

Sunset Over Imdahl Review

Also, the controls are the same for all 2k/3 games. Spacebar and escape work, but Z and X do the same thing and it's easier to position your hand in that spot because it's right next to shift. You can press all 3 buttons without moving your hand around the keyboard.

Great reviews. You speak like a professional haha

Do you take requests? I'd love to see you play/review one of my games(when I actually get one finished)