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TheNecromancer
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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.
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.
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.
We played a few other levels but didn't find anything amazing. Might try again another time.
SRW2: Yoshi's Archipelago
author=Ratty524
> SMBX games require that you download the engine, THEN download the games to be put in the right folder for that engine to run it and play. This isn't like most games where it's just a matter of pick-up and play; you need extra programs to keep things running and people like convenience.
It's easy to include the engine in the game download. Most of the games I make replace lots of default graphics and sounds anyways, so I must include the engine.
SRW2: Yoshi's Archipelago
haha It's only a matter of time before the "SMBX is dead" and "SMBX sucks" memes start and they run us out of town. Here's what it might look like:


SRW2: Yoshi's Archipelago
Mario Maker sucks hard and in no way has taken any of the audience away. This is coming from someone who owns it. It's a typical Nintendo, watered down, kid friendly version of an awesome idea
Mario Maker can only do a fraction of the stuff SMBX can do, and in a map a fraction of a fraction smaller. It doesn't matter that the mechanics are more solid(I don't even understand the gripes, SMBX is fine unless you design levels bad, and MM is old school boring mechanics anyways), the levels aren't interesting.
Too many of the levels in Mario Maker require no player input. That's like, the core audience. It's not like the authors on WiiU are any better at making normal Mario levels, either. It's mostly some gimmick or short stupid thing. Or some kaizo level where you need to master a very specific set a skills in a very specific way.
The game imposes limits! You can only upload 10 levels until people play and like your shit. WTF is that? I'm surprised there aren't microtransactions to unlock more. The limit of actual objects and tiles you can place in a level is small too. Few power ups, few tools like doors and red coins.
The number of people who actually own a WiiU, plus that game, pale in comparison to the number of people with a computer that can play a free game.
Also, a person playing Mario Maker is not avoiding RMN forever. If they see the game they will likely enjoy the change of pace from bite sized, single mini levels of MM and play a full on, world map Mario game WITH story.
Usually with these community games there is the sign up, event time, feedback and refinement phase, waiting, waiting, waiting, and discussion during the waiting. It's months of buzzing and activity. This literally strolled in from the mist, like a Frankenstein monster, and nobody even noticed it because it was only mumbling to itself.
I think there is a general winding down of comments and downloads on all games. But I could be wrong on that. It's only a few weeks complete and open to public(I think?) and it's already got 150 downloads and 5 pages of comments. In RMN standards it's a fucking blockbuster xD
Mario Maker can only do a fraction of the stuff SMBX can do, and in a map a fraction of a fraction smaller. It doesn't matter that the mechanics are more solid(I don't even understand the gripes, SMBX is fine unless you design levels bad, and MM is old school boring mechanics anyways), the levels aren't interesting.
Too many of the levels in Mario Maker require no player input. That's like, the core audience. It's not like the authors on WiiU are any better at making normal Mario levels, either. It's mostly some gimmick or short stupid thing. Or some kaizo level where you need to master a very specific set a skills in a very specific way.
The game imposes limits! You can only upload 10 levels until people play and like your shit. WTF is that? I'm surprised there aren't microtransactions to unlock more. The limit of actual objects and tiles you can place in a level is small too. Few power ups, few tools like doors and red coins.
The number of people who actually own a WiiU, plus that game, pale in comparison to the number of people with a computer that can play a free game.
Also, a person playing Mario Maker is not avoiding RMN forever. If they see the game they will likely enjoy the change of pace from bite sized, single mini levels of MM and play a full on, world map Mario game WITH story.
Usually with these community games there is the sign up, event time, feedback and refinement phase, waiting, waiting, waiting, and discussion during the waiting. It's months of buzzing and activity. This literally strolled in from the mist, like a Frankenstein monster, and nobody even noticed it because it was only mumbling to itself.
I think there is a general winding down of comments and downloads on all games. But I could be wrong on that. It's only a few weeks complete and open to public(I think?) and it's already got 150 downloads and 5 pages of comments. In RMN standards it's a fucking blockbuster xD
SRW2: Yoshi's Archipelago
Maybe people are so wrapped up in playing it and won't post until they beat it? I'm only playing it with my friend and we don't exactly meet up every day, not even every week.
Or perhaps SMBX games are old hat?
Or maybe it's because this came up out of nowhere. Instead of the long drawn out, public, creation process that drew interest.
Or people simply don't post to RMN like they used to. That download count is fairly high for a short period of time at least. For an RMN SMBX game.
AnimeB-ry, search for Twitch Leecher.
Or perhaps SMBX games are old hat?
Or maybe it's because this came up out of nowhere. Instead of the long drawn out, public, creation process that drew interest.
Or people simply don't post to RMN like they used to. That download count is fairly high for a short period of time at least. For an RMN SMBX game.
AnimeB-ry, search for Twitch Leecher.
SRW2: Yoshi's Archipelago
DragonBall Z: Saiyajin Legend
author=Rukiri
I see you added a new control system, mapping controls is nice but I feel most people end up using pads for these types of games so maybe pick a controller layout and go with it? Xbox or PS4 are the most common layouts on PC today, I took another route and chose the Sega Saturn Controller, Z and C buttons would just be LT and RT on a xbox or ps4 pad.
Heh, trust me, East is getting a lot of pressure from me to design the game with a controller in mind. That's what lead to at least having mappable controls. We're trying to sort out what buttons we even want, but also trying to make it accessible to everyone. Keyboard and Joystick. But I'm an advocate for putting the Joystick first.
SRW2: Yoshi's Archipelago
author=Seiromem
Alright, I've made it to Island 8 and gotten every star on the way
author=Animebryan
I've done it! Completed the game
Can one of you guys send me a copy of your save file? That'd be mighty rad of you.













