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IParadise : Life Zone

Something about the story seems.....very wrong

RMN sucks 5

The music is on Mute by default, you can turn it on using the Jukebox option in the sub-menu.. but i really should go and change that. During testing I would listen to my own music so I forgot to change it back. That's the reason I put the mute option, so you could listen to your own music if you wanted to :)

*note: it will be silent in the caves, but turn back on when your in the overworld. It's just because of the way it is programmed right now, i.e. incomplete. Every time you change maps it runs the music common event and will play the right song, but its not setup fully atm. Actually, its kind of part of testing. The fact that it turns back on when you leave means my system works ;P

RMN sucks 5

comment=38001
As long as it erases getting the heart.

By the by, idk if you knew this, but if you go backwards through the areas, you can access the dungeon, and actually bypass the first monster in it, to get to the heart room


I'm not sure what you mean by this

RMN sucks 5

haha that must have been the test heart. an unpolished dungeon, its the same but a little different this time around.

RMN sucks 5

Well, that's sort of intended. Part of the fun(in my opinion) is knowing absolutely nothing and trying to solve those kinds of puzzles. I don't like when games have an NPC right before each boss that tells you the trick to beating the boss. It should be hard! You should die trying different combinations of your items until you beat it. With a save point just before it, of course. I still havn't tried to create any kind of boss battle. Now that I know more about programming I think I can make something very fun and challenging but still beatable.

The first level was also kind of a test for me, to see what I could do. Now I can start using the items in the puzzle solving. More like in OoT where you use all your items often to progress through the story, and less like the NES Zelda 1.

The puzzles in the first dungeon are pretty random though :D How about the room where there's just tons of blocks moving around. It's like trying to walk around a crowded bus.

RMN sucks 5

HAHA I'm glad to hear that someone made it to the dungeon and got that far :D Is there any puzzles that you thought were unfitting or too hard or needed some kind of guidance?

Well, honestly I don't plan on going back and updating that demo because I'm working tirelessly to make the current version playable. I had been programming the items and monsters on one test map and now that it's all ready I need to make it available on all the maps. It's very tedious...

So I'd say just forget those bugs and look forward to next release!

RMN sucks 5

I was just referring to the letter K in your avatar. Figured it was from Death Note.

That's a good idea, I will program that in today :) It will be easier in the future to see them.

Yeah, well in the demo there is no programmed function for the boomerang so I'm not sure what would cause the issue. Just wait for the next demo in a few days and I'm sure it will be resolved, although I'm curious as to the type of issue it caused..

haha I'm not sure that name fits the game, but maybe I could use it for a boss or something. It's an interesting word :P

RMN sucks 5

Thanks for the comments Kira, i mean Kayen :P I plan on implementing an on-going story that will deepen as new games are released, but won't be present in any demo. I have a basic idea and I don't want to cram it all into one game. It will be a very interesting evolving game that will span across several visual styles from different Zelda games.

The cracks super visible? Not exactly, it depends on if your playing full screen or not. They will be much easier to spot full screen. I created the cracks by just adding a couple little lines to the existing mountain graphic so they really do blend in, but I think that once you spot one they will be easier to find. I find that if I look at the entire screen at once,as a grid of squares, the lines inside one of the squares seems bigger than the others. Heh, that's how I would describe how it looks in my head, but I created them and know where they are so it probably seems more obvious to me :P There should be at around 3 walls to bomb in the demo, plus the floor, and 2 dungeon walls(one isn't obvious because you don't have the map but take clues from places that you see where an item has no door/stairs). I can make it more obvious if need be :) I think I may add a feature that gives an audio signal that there is some kind of secret on the current map, like the compass in the dungeons of the early gameboy Zelda games. Or maybe make that one of the fairy's abilities :D

Yes, I most certainly fixed the hit detection. The reason its like that because when I wrote the enemies and did the Conditional branch to check coordinates, if just 1 of the hero's coordiantes was equal(like X, instead of both X and Y) it would register the hit. I realized this but the programming would have to be changed on every enemy, and it was already an older demo so it didn't make sense to change it all.

Send me a message with the name you though of :) I'll see if it fits. I may have to wait until I materialize the story so that the name matches the story, but there will be multiple games released and I'll need lots of names.

RMN sucks 5

@narcodis
I respectfully disagree :) It is worth posting this demo.

I'm not worried about the criticism, it has been helpful. It's exactly what I want, a different perspective. If I wait until the game is closer to being finished before getting this input it will be a lot harder to fix the problems. I have already discovered this, and I want the feedback early on in development so I can easily make the changes. I have posted lots of information about the demo and about the things I have been fixing/programming into the game so there should be plenty to base an opinion of what the final product will look like and how it compares to this demo. Besides it's only been 4 days since I posted this demo and a new one is very close(end of the week most likely)

What other choices do I have?
-Well, I could not post anything at all, including this site, and nobody will know this exists.
-I could just post some screenshots and talk about the game. Someone might come along and think it
would be cool to try but I have to wait a few weeks. Then they might forget about it and never come back.
-Instead I chose to take the game in its current form(back around christmas) and put the items in random spots in the world so I can finally have someone test the game and tell me what they think.

You have to keep in mind that this project is over 5 years old. I have been waiting a very long time for people to finally play my game. I decided not to wait any longer.

A player would be more enticed by this rough demo then the screen shots alone.

RMN sucks 5

It's meant to be extremely limited :) I had very little programmed at the time this demo was created.

I agree that making the maps more interconnected would reduce those long walks. That is something I will make sure of with when it comes time to work on the map again.

However, your making too many judgements of the "game" based on this "demo". I know there's a lot of information on this game profile but somewhere it mentions how this demo is nothing like the current version and was simply strung together in this way to give the player some progression throughout the demo. It's only posted right now, in such a crude fashion, to gain awareness and for you to get an idea of the basic feel of the game. You won't find any of the problems you mentioned in the full game.

The hit detection isn't so bad its having to work with the giant blocks instead of single pixels that makes it less accurate, but when you say there is another way do you mean another way inside of RPG Maker or outside?