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SRW2: Yoshi's Archipelago

The levels would have to be designed to showcase the players ability. Simple, straight forward obstacle courses. Very few deaths from enemies. Judged on multiple aspects:

1- Time. Doing it fast gives a slight bonus to points. There could be a par, and every second under par gives a point.
2- Finesse. Example, doing non stop jumps across gaps instead of stopping for a moment on each platform. Using turtle shells and items in various ways. There could be a list of things to look for, judge on, and give a single point value from 1-5.
3- Lose points on mistakes/errors. If you throw an item but miss. Or if you mess up a jump and fall down, having to climb back up to try again.
4- Bonus points for pulling off some unexpected trick/move. Like if you bounce off something, this could be almost anything.
5- Have targets that can be hit with anything (fireballs, bombs, touch, throwing items), that give points. Green easy ones worth 1 point, in easy to reach places. Blue medium ones worth 3 points, harder to reach. Red, hard, 5. Do you sacrifice time for targets? Maybe even have hoops/rings to go through for points.

So basically it's mostly quantifyable with points, with a little wiggle room for objective skill. It could have a Mario and Sonic at the Olympic gamess theme. Mario and RMN at the Olympic games. RMN at the Olympic games.

As for recording, if you can record the gameplay you should be able to record opening the PM. And if you can't do it at the library find another computer I guess. The download could come with the software to record, something simple and small like hypercam 2.

SRW2: Yoshi's Archipelago

I think it would be interesting to have a contest to see who is the best SMBX player haha Instead of rating levels, everybody runs through the same set of levels and their performance is judged. 3 lives per stage, can't see it before hand, you get the level sent and have to record it right away. Maybe even record yourself opening the PM and loading the game.

I'm more serious than not about this.

Screenshot Survival 20XX

It bothers some people more than others heh

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I had the same issue but I was able to load the previous version I had downloaded a while back. If I had to give an overall score to the little bit I've seen now, I would sayyyyyyyyyy
6. I'll explain as best I can.

The cinematics are top notch. I've actually never seen anything like it and it's exactly the kind of stuff I've always to play around with. You did a really good job on that. A few times it seemed off, like the way a picture moved or transitioned to the next one, but I couldn't give specific examples. Overall, it was great. I find myself wondering how exactly you did it and if those capabilities are in VX Ace. Is it just built in picture commands? There was that scene where he walks out on the balcony, I know that's not default picture commands heh If you don't mind, would you explain it all to me? Just basics. Here or PM. Would appreciate it.

One thing I do remember is the way you have characters move and be highlighted during talking scenes. In particular when the 2 main characters are talking in their apartment. It seems awkward the way her graphic ends up hiding behind his when he talks. They are right next to each other and there is only 2 of them. It seems unnecessary to do that in the first place, but maybe put more distance between them so she doesn't become so obscured. That idea worked well in the doctor scene, but here...ehhh...

The graphics are ok. I don't love the art style(the hand drawn stuff), but it's fresh and custom so kudos on that. The tiles and sprites, not my favorite. But I'm stuck in the past on that old NES/SNES style so I won't say much else. It's personal preference. One thing that that bothers me is the scale of everything. The hero sprites are tiny. That kitten he was rescuing was twice his size. In the apartment they could put some blankets and pillows down and have plenty of room to sleep on the TV, once tilted down from the viewing position. Why are they so small?

The Windows style menu stuff is great. Is that all show pictures? It seemed so smooth. That hustler poster haha Hilarious. Those kinds of things made me enjoy the game so far, but I'm afraid there isn't much else.

Granted, I only played a VERY short time, but there were plenty of things that I disliked.

The writing is kind of...clunky and blunt. Some of these people say weird things and they all seem to have the same personality. Smart alec-y and upbeat. The cat is a fat piece of shit thing fell flat for me. The only specific example of the writing I can think of is when he has the accident. The whole scene dialogue was a little too much caps and punctuation to be taken seriously, but when the guy first realizes that someone was in there he tells his friend to 'take a look for yourself'. The other guy doesn't say anything after that, instead that same guy says 'what are you standing around for, get help'. He told the guy to stand there and look first, not get help, now he's yelling at him to hurry up and get help. Stuff like that makes it hard for me to believe these are real people saying real things, so I take the game less serious and even if it's meant to be lighthearted and jokey, I dunno it just fails to resonate with me on that level either. So it ends up being that I don't like the dialogue from any angle.

The pace of the storytelling seems a bit odd, too. I don't know if I can really explain that. It jumped from the accident scene, to him waking up and explaining his history, to life with his gf, a little too quick? Maybe. Without enough finesse? I don't know why but I'm not getting sucked into the story. It's just random things happening.

When the character talks about serious things, I can't take him seriously, and I'm not really laughing/enjoying the dialogue that seems to want to be clever and funny. That's what I mean when I say it's blunt. It gets the story across and moves things along, but it's not elegant or emotion-evoking. IMO. I don't have any advice on improving it, as I'm not a great writer myself. I guess..try and make it more believable? Even if the goal is to be funny? Whatever that means hah

Also, some of these names and words you're coming up with are atrocious haha RNjesus? Am I pronouncing that right? RNG plus higher power, I assume? That's quite a stretch. The BIOSpital was good haha but Dr...I don't even know, is such a silly name. The main character is Lady something, I simply dislike some of your choices(but they are yours to make). Some of the computer related words and puns are too labored.

I got up to the battle tutorial. It's a lot of information to dump on the player at once. Most of it is common RPG stuff, but it's a bit of an overload. I would always suggest the kind of tutorial that is interactive and slowly introduces the player to the mechanics by doing. Not all reading up front, then you're on your own. Hopefully this isn't the only time it's mentioned. Some kind of reference to it would be helpful, something in the apartment maybe. You could trim it down to the immediate basics, like rows, without spending so much time on the costs involved with changing rows. Leave out the elemental stuff, since of it actually applies yet. When it finally is part of the game, then give an explanation on it. Like the player learns an ability that inflicts status effect, that would be the time to explain that. But that's not too important either way.

The battles themselves, standard stuff I suppose. Which is a downer for me. The camera work is interesting. Is that a MV feature? Or some script? On the world map some objects jitter a bit as the camera slowly moves around. And in battle at one point it went to zoom in, and got stuck zoomed in. It wouldn't zoom back out even after several turns. Not sure if that's a bug or a feature. Are the battle sprites goofy on purpose? They have googly eyes and seem to be joke sprites, no offense.

The mapping was ok, but a little bland in most places. The apartment looked good though. The tiles are huuuuuge and the tiny little characters look silly wandering around in them.

I stopped after that battle tutorial. I could see myself trying the new download, and going a little further, and I have to admit that the only reason is the cinematics. If they weren't there, I probably would have quit before getting this far. I'm more...picky about the games I play mostly because I've been around for like 10 years. My interest in games in general is down, but when it comes to amateur games I need something really high quality to keep my interest. Which your game has in the cinematics(without them I might give the game a 3 or 4), plus I'm enjoying the computer themed stuff, overall haha It's hit and miss, but it's a refreshing setting. Not the typical crystal, dragons and demons stuff most games have.

[RM2K3] How do I open a door with 2 switches

If you have Switch # 1 and 2 for this, one way is to have a normal door event and put this in the code.


Branch - If Switch #1 = ON
Branch - If Switch #2 = ON
Change graphic
Play sound
Add whatever other code
end
end

This way you can only activate the code of the door event while both switches are on. If they both aren't on, nothing would happen if you interact with the door.

Screenshot Survival 20XX

I've always wanted to re-imagine FFL3.



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Edit2:

SRW2: Yoshi's Archipelago

Deckiller, played your level. Enjoyed it. Interesting premise, well made. I don't remember too many specific things, except getting confused at one point because of lots of doors in a small space, and I may have been slightly inebriated. But I remember enjoying it.

We played a few other levels but didn't find anything amazing. Might try again another time.

Post yourself thread!

Let's remake every thread while we're at it.

Greetings! Advice on engine selection . . .

Wizardry 7 is one of my favorite games of all time