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Wondering if I Should Continue This
Adding/Changing Characters in SMBX
FIRE MAGI!
Adding/Changing Characters in SMBX
author=VampireZer0
Actually, while we're on the subject, what language is SMBX written in? I thought I read somewhere it was done in Visual Basic, but I'd like at least another source to confirm.
Your best source of into would be the offical SMBX forums. Some of the people working on the engine do post there.
@kentona is your source that comment down below yours? hehe is that really a credible source?
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.
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.
Sound technology help -> Converting to OGG.
I read a very cool tip in another thread from way back. I'll just put it out there in case you never heard it.
Speed up your song in Audacity for a shorter/smaller file, then in RPGmaker turn the tempo down so it plays at regular speed.
I thought this was just genius. I havn't tried it yet but if it works good I'll be doing it for sure.
Speed up your song in Audacity for a shorter/smaller file, then in RPGmaker turn the tempo down so it plays at regular speed.
I thought this was just genius. I havn't tried it yet but if it works good I'll be doing it for sure.
My subscription list is seriously lacking!
Not so cute now... gunshot.wav.. spooky.mp3 (video)
Well, since this is all I've really seen of the game maybe it fits a bigger graphical theme but it just seems really big and bland. It's not a bad label, I guess I was expecting something with more flair.
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 >.>
-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.
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.














