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SMBX: ShortStar's World

Didn't this game already have a download a while ago? Also, I watched a few minutes of some of your videos but I didn't really learn anything I hadn't already figured out. I wanted to see the quality, it's good that you made them for newbies. I'm just trying to say video views doesn't exactly equal people helped :P I rarely gives thumps up/down on youtube. I think it's a dumb feature and I(like many others) am not always logged into my youtube account to give feedback.

The Cure

Oh, np. I'm a fan of custom stuff like this. I'll check out your next release for sure.

Hmm, it depends on how you would show damage numbers. It would be nice to see but if there are healthbars it could be forgiven to not show. If you can find an easy and good looking way to show them, go for it. As for a healthbar on the enemy, it might be a good idea to put it in a place that doesn't get in the way. Right now all the real estate around the enemy seems to be used up. Sticking a healthbar in the middle of all those icons could possibly make it feel cluttered. I know all the icons aren't all on screen at the same time, but still. I actually kept looking towards to the enemy ATB to see it's health, so that would be a good spot for it's h-bar.

The Cure

Here ya go. Sorry about the formatting, copy/pasted from notepad.

First impressions


-no title screen? wtf

-it starts with a cursor that i move with the arrows, i thought i had to move it to the commands below but it appears

below them so i cant see where it is. also, it doesn't really align with them. i tried selecting one with the cursor

but nothing was happening. then all of a sudden the cursor was gone and the arrows started to move a highlight for the

buttons.

-ok, so i can do stuff now. i'll pick inventory...aww, crash. (its funny how i happened to pick this command first xD)

-music would be nice, even if it's just a small demo


After spending some time with it...


-um, ok, now that i've played around i can say that it looks cool for the most part and its a very unique idea, however

there are many issues.

-it's not a good idea to have the map like 3 screen lenths wide. there is no way to justify having an enemy that far. i did notice you can move away from the enemy faster than it gains on you, so you could retreat to refuel a bit but still its time consuming and eventually you will run out of room. and probably not get that much back anyways

away. moving around is cool but too much is a waste of time.

-when you pan the screen, the sprites don't move at the same speed as the background so it makes it look like they

aren't really standing on the grass, in one spot. it looks bad/weird.

-instructions would help, even for this small demo. tell me that i press shift to go to the commands, let me know NOT

to pick inventory.

-i dont like the fact that the enemy doesn't pause when the player is in a menu or picking skills or viewing a message

box. it just kept slashing away as i clumsily navigated the menus. even if after a while you get used to where

everything is i would be annoyed by the fact that the enemy never hesitates and i have to slowly move a cursor around

to do stuff. like if i scan it and im reading what it says, im getting hit the entire time. i decided to scroll all

the way to the right and kept getting slashed(why would i ever want to scroll around the map if i'm just going to keep

getting killed). the cursor moves kinda slow too, its good for picking skills so you don't overshoot it but for panning

the screen it's too slow.

-i can see the cursor through the words "inventory" and "talk". if the cursor doesn't do anything in that part of the

screen, i shouldn't be able to bring it down there. it should be limited to the visable map area. it would be nice to

have a sound when i press shift. oh and i don't like the ff(7?) menu sounds, they seem kinda low quality and just out

of place. nothing about this game has anything to do with ff and when you use sounds from it i instantly think ff and

it just doesn't fit in.

-rtp animations, ew

-when i pick attack or skills the cursor should appear next to my options, not wherever it was when i pressed shift. i

have to slowly scroll over and usually take a hit if the cursor was far away. when i do pick attack, the cursor is

invisible until i move it, it's confusing and if i press a direction to see where it is and pick the wrong way it gives

the enemy more time to attack.

-there is no logic in trying to navigate to the defend option u.u if im on attack and press right, it goes to skills.

on skills i press left, it goes to attack. if im on attack and press down, it goes to defend. any option that is on an

edge, doesn't allow you to move towards the edge. except for when your on inventory and you press down, it goes to move

right.

-when it's my turn i have to press shift every time to pick attack, it just adds to the sluggishness and gives the

enemy more time to act. when you pick attack it goes to "cursor mode" then you pick a swing. so when it's your next

turn it stays in cursor mode, i have to press shift, pick attack, it goes back to cursor mode... it would be better to

have it go to the fight options by default and if you want to pan around the map(which there is little reason to) you

can press shift to go into cursor mode.

-nothing wrong with the graphics, the person in the bottom right corner looks like a ninja turtle tho haha it would be

nice to see some animation in the standing battle sprites, but w/e. i would like to see more frames in the attack

animations. icons look nice. the layout of the icons is ok, except for the bleeding icon wasn't really over the

monster, it was closer to me.

-overall things just happen too fast. it's hard to really tell whats going on or use strategy. if you have to think,

you'l wind up dead. where's the enemy health bar? do i have to scan it just to get a vague idea of that?

-please don't call me bitch >.>

Super Mario RPG: The Seven Sages

Downloading this is a pain. I bet the number of people who played this doesn't match that 1000+ download number. It counts as a download when you click the link to get to your page then it's a mess from there. I would suggest making it easier because not everyone will be able to figure this out(as simple as it is). Very slow download speeds too, it took like 30 mins.

Anyways, I played up to the first boss. It's not a bad game. There are some interesting battle mechanics and it seemed well balanced. Random maxHP, sweet! There are some good ideas here. The maps were good, simple and easy to navigate with some hidden/secret areas and an overall large feel to them with elevation. The custom menu looked cool, as did the world map.

At the same time the way you tried to recreate the character actions and voice clips as the official games did was somewhat crude, as well as the graphics. They looked messy, not in how they are laid down but the actual tiles themselves. The dialogue seemed odd, kind of how it is in the official games(with blatant puns and over the top characters) but it just didn't work. It was a little low-brow, not as clever as Nintendo but almost there.

I would play this further it was more polished.

SMBX: ShortStar's World

Yeah, if you upload something but don't make it the main download you will get your game on the main page.

Mario games will remain popular forever but that doesn't have anything to do with hosting it on a RPG maker website and how popular it becomes. That's what I was talking about.

SMBX: ShortStar's World

They're not shoved under any carpets. It's a new engine and there are only a few games made(recently) for it. Not everybody has the skills to be good at Mario games so they aren't very interested in playing them.

On a site that hosts RPG games made in RPG makers it's only natural that non-RPG games don't get much attention.

RMN sucks 5

author=Xearoth93z
The Blue Candle isnt burning anything and I cant get further into the demo.
Did i miss something?


I never had any problems and I ran through it several times, it's probably just a fluke. So you got the red candle and was able to burn the red bushes, and now that you have the blue candle you can't burn the red bushes? There is only 1 place to burn blue bushes and they blend in with the other blue ones. You didn't miss anything, if you got the blue candle it should work. I'd say either try a new game or send your save and I'll fix it. Please PM me for further help on this.


author=Davenport
I managed to play to the very end of this demo.
Impressive work. This demo has potential to be a great game.
Keep it up! To summarize there were lots of simple and elegant puzzles.
Some of them were block activated, others involved a wide spectrum of candles.
No glitches using the raft. Sailing went pretty smoothly. The flute part where the
lake drained to expose a hidden entrance was cool. A hidden store around the
corner sold many interesting items. What purpose did the book have?
In the last dungeon room you had to defeat a series of monsters that would appear in addition to some moving spikes. Why not convert that into a minigame? Upgrading items and equipment {Tunic, Caps, Blades, Shields, Candles, and Wands.} enabled Link to become much more powerful against new elemental types. Welldone!


Thanks.

The book is used to summon a fairy NPC, it's one of the cooler new features. You have to go into the Sub-Menu and go into the Fairy section to choose a fairy(once you find one). Then when you use the book it gets summoned. It works like the summons in Castlevania Curse of Darkness.

The last room is something I made up in a rush. That type of puzzle will show up again. Also, I didn't even put much focus into making puzzles. They will be much better and more inventive(i hope) in the final game.

Super Luigi World (2018)

Anyone who doesn't ragequit after 30 minutes in the same level has nerves of steel.

Sainth

I had no problem downloading this, playing now.

*this is pretty slick. I didn't play the first game and I'm too far in now so if I did the ending would be kinda spoiled. I found a pretty wild bug that allowed me to "fly" around some maps. I'll be sending some notes when I finish this tomorrow, unless I get stuck.

Retro Quest

Original Gameboy games were green, not black and white. Only in the Gameboy Color could you see black/white graphics.

So, being "nostalgic" now means "free pass to be as lazy as fucking possible?"

It's always meant that.

This is so wrong. If this is the basis of your game making no wonder it's met with such distain.

author=ldida1
Green & white/Black & White still pretty much the samething: 2 colours.
The original gameboy had 4 shades of green, there was no white.