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TheNecromancer
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Old School Debate. CTR Vs. MK64, VS. DKR, Vs. SP
author=undefined
Errors have been spotted.
1. Characters in carts are sprites
2.Fog was used to block the excessive blockyness of that stage.
3.Fog was not new.
4.CTR had for players.
5.Gex had better looking visuals.
Otherwise, nice opinion.
I never said characters were not sprites. I didn't really mean to imply that MK was the first to use fog, just that it was new for that generation of systems. CTR might have had four players but I doubt many people had a multi-tap. Few PS games had 4players and since there was no ordering stuff online it was probably pretty hard to get a multi-tap.
author=undefinedThe OP talked about graphics.
Nobody's using graphics as their reasoning
I found that Crash Team Racing was the best game at the time, It looked better and had more track detail then all the other games.
It uses Polygonal characters (Like SP and DKR) Mario Kart used Sprites.)
Even what you said about technical quality, to me, would seem to include graphics.
author=undefined
Yeah, in terms of technical quality and fun factor, Crash Team Racing is the best kart racing game of its kind. Seriously.
Retro Quest Review
Sailerius has a good point there, about no bonus points for having no mistakes.
I didn't feel the story was good, but at the same time I can totally excuse a ridiculous or cliche story for this kind of game. I didn't find the dialogue "bad" exactly. Just..."weird". I can't really explain it. There were some witty remarks and the characters spoke coherently, though. I'd say it was sufficient. I know I suck at NPC dialogue.
I just wanted the good old fashioned gameplay, which unfortunately was severely lacking.
I didn't feel the story was good, but at the same time I can totally excuse a ridiculous or cliche story for this kind of game. I didn't find the dialogue "bad" exactly. Just..."weird". I can't really explain it. There were some witty remarks and the characters spoke coherently, though. I'd say it was sufficient. I know I suck at NPC dialogue.
I just wanted the good old fashioned gameplay, which unfortunately was severely lacking.
Great Purge II
No. I'm not saying only I am right, and what I said is hardly an opinion. I am not the only one who would cringe at your screenshots. I don't hate Atari, but Atari graphics were actually clean cut and form fitting. They were consistent, that's really the main issue. There weren't jarring gaps in the way parts of the maps fit together and tons of weird lines all over the place.
Hey, you know when your playing the NES console and you put in a game but the pegs aren't lined with chip on the cartridge and you see lines in everything? That's what your games look like.
Some of the sprites... imagine opening a charset in an image editor. Highlight the whole thing and slide it 8 pixels to the right and 8 pixels down. That's what some of your sprites look like, it's all off center so they have a piece of something in all corners.
http://rpgmaker.net/games/2741/images/14784/
This is what the whole game should look like, that's an example of Atari graphics done right.
Same with this http://rpgmaker.net/games/2741/images/14787/.
But this: http://rpgmaker.net/games/2741/images/14789/ is an example of graphics in general done wrong.
Reading the game description and viewing screenshots is your chance to get me interested in your game. Presentation is everything and the first impression is the most important one.
I didn't really come to any kind of realization, I was simply further explaining the point I originally made. If Block Land is the better game then...I can't finish this sentence in a positive way so I won't.
Hey, you know when your playing the NES console and you put in a game but the pegs aren't lined with chip on the cartridge and you see lines in everything? That's what your games look like.
Some of the sprites... imagine opening a charset in an image editor. Highlight the whole thing and slide it 8 pixels to the right and 8 pixels down. That's what some of your sprites look like, it's all off center so they have a piece of something in all corners.
http://rpgmaker.net/games/2741/images/14784/
This is what the whole game should look like, that's an example of Atari graphics done right.
Same with this http://rpgmaker.net/games/2741/images/14787/.
But this: http://rpgmaker.net/games/2741/images/14789/ is an example of graphics in general done wrong.
Reading the game description and viewing screenshots is your chance to get me interested in your game. Presentation is everything and the first impression is the most important one.
I didn't really come to any kind of realization, I was simply further explaining the point I originally made. If Block Land is the better game then...I can't finish this sentence in a positive way so I won't.
Old School Debate. CTR Vs. MK64, VS. DKR, Vs. SP
I'll stick up for Mario Kart because that is what we had growing up. Maybe the other games had more map/background detail or whatever, but I mean at the time I think MK had pretty sweet graphics. Especially the polygons like the item boxs. I can remember the fog effect on the chocolate mountain stage, that was a new sight in games: fog. The biggest draw were the characters. I never liked diddy or crash, plus any other characters were silly lesser known baddies/buddies. But come on...Mario and the gang. At least MK had the 4 player action, on our tiny tv's haha
I heard of Diddy Racing but never played.
Never heard of the other 2. I may get CTR just to see what the fuss is about.
I heard of Diddy Racing but never played.
Never heard of the other 2. I may get CTR just to see what the fuss is about.
Final thoughts on an Epic Fail.
Heh, been there, done that.
One thing I learned just before I started my latest project is that you need to keep things organized, in the database and your switches/variables.
Whenever I use a switch for something related to the menu, I reserve all other switches on that page of 20 to the menu. If I need to use a random switch for a puzzle or dungeon, I don't just grab the first available slot or put in with the menu switches. That way all menu related switches are next to each other.
One thing I learned just before I started my latest project is that you need to keep things organized, in the database and your switches/variables.
Whenever I use a switch for something related to the menu, I reserve all other switches on that page of 20 to the menu. If I need to use a random switch for a puzzle or dungeon, I don't just grab the first available slot or put in with the menu switches. That way all menu related switches are next to each other.
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.
*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 Review
So I played this game. It's not good, even for a retro game.
I was really digging the graphics/music/and some sounds, but that's not the issue. It is so horribly unbalanced. Your too weak and don't get enough money. If that was fixed this game would be playable. As it stands it's a chore to play. I gained 3 levels and dealt 1 more point of damage and was dying just as fast. Have you ever played an RPG where the first monsters are as strong, if not stronger, than you? Plus I couldn't afford to buy a new weapon. My skill does 1 more damage than a normal attack and I ran out of MP. The healer costs a whopping 25g! which if you do that more than once your a sucker. You'll waste your money. The only way to really survive long enough to get strong and build up your money is to just mash attack and buy 5gp potions. That makes it weak and boring.
I have a feeling Sailerius died because he spent all money on healing and just got too far away from safe zone near weak monsters. Also, when your in battle there is an empty space at the bottom of the list and there is no arrow to indicate more options. It's totally understandable how he missed items/flee.
The biggest turn off for me was the battle backdrops. It was effin default colorful dungeon backdrops. That ruined any sense of "retro". Default game over screen too, would it have killed you to make a white background with the words game over in black pixels? If you make a retro game then EVERYTHING has to be retro, you can't pick and choose. It killed it.
The dialogue was weird. I can see how it was trying to play off the rescue princess cliche but it was trying too hard and to me it just fell flat.
I had no problems with mapping.
I'd give this a 2 at best.
Make a sequel. Use the same graphics and music. Just put more focus into having a better fighting system and this would be a game I would look forward too. It's just too much work to actually progress, it should be fun.
From the looks of it, the only RTP thing I saw was the game over screen and backdrops. Any Rm2(k3) game that doesn't use RTP should simply place any of the RTP graphics you actually want to use should be placed in the actual project folder. That way you can exclude the need for RTP, it's as simple as opening the projects rpt_rt.ini file and changing FullPackageFlag=1 to FullPackageFlag=0. That way your game is less than 10mb instead of over 20mb.
I was really digging the graphics/music/and some sounds, but that's not the issue. It is so horribly unbalanced. Your too weak and don't get enough money. If that was fixed this game would be playable. As it stands it's a chore to play. I gained 3 levels and dealt 1 more point of damage and was dying just as fast. Have you ever played an RPG where the first monsters are as strong, if not stronger, than you? Plus I couldn't afford to buy a new weapon. My skill does 1 more damage than a normal attack and I ran out of MP. The healer costs a whopping 25g! which if you do that more than once your a sucker. You'll waste your money. The only way to really survive long enough to get strong and build up your money is to just mash attack and buy 5gp potions. That makes it weak and boring.
I have a feeling Sailerius died because he spent all money on healing and just got too far away from safe zone near weak monsters. Also, when your in battle there is an empty space at the bottom of the list and there is no arrow to indicate more options. It's totally understandable how he missed items/flee.
The biggest turn off for me was the battle backdrops. It was effin default colorful dungeon backdrops. That ruined any sense of "retro". Default game over screen too, would it have killed you to make a white background with the words game over in black pixels? If you make a retro game then EVERYTHING has to be retro, you can't pick and choose. It killed it.
The dialogue was weird. I can see how it was trying to play off the rescue princess cliche but it was trying too hard and to me it just fell flat.
I had no problems with mapping.
I'd give this a 2 at best.
Make a sequel. Use the same graphics and music. Just put more focus into having a better fighting system and this would be a game I would look forward too. It's just too much work to actually progress, it should be fun.
From the looks of it, the only RTP thing I saw was the game over screen and backdrops. Any Rm2(k3) game that doesn't use RTP should simply place any of the RTP graphics you actually want to use should be placed in the actual project folder. That way you can exclude the need for RTP, it's as simple as opening the projects rpt_rt.ini file and changing FullPackageFlag=1 to FullPackageFlag=0. That way your game is less than 10mb instead of over 20mb.
dd.png
Great Purge II
http://rpgmaker.net/games/2736/images/14910/
this is semi excusable, maybe in action it doesn't look so bad. but id be willing to bet it looks worse. the lines under each blue square look terrible. don't you realize how unprofessional and messy that looks? the charsets are jumbled masses of color, some of them have multiple disjointed squares in them. its just a diarrhea dump of graphics.
http://rpgmaker.net/games/2729/images/14660/
but this is terrible in many ways, it shows that you have no understanding of the RM program or how to lay tiles. laying tiles is the most basic function and you failed. your maps are void of objects. just grass and multiple types of water graphics on the same map with weird lines and open seams connecting all your graphics. this claim is in your game description " The funniest game ever made with RPG maker" and your jokes are
NPC1"the sign says that "THE UPPER PATH LEADS TO TOWN"
NPC2 "Dang, it's still hard to figure out where to go"
Child's play. Your character sprites are crudely drawn squares of color, the facesets are the same thing but you can see that they aren't even colored in all the way as there are "dirty" pixels around the image and in the image.
And I didn't even play the game! I can tell all this from screenshots alone.
The only reason I didn't mention your other game is because that actually shows promise, it does suffer from similar graphic issues because your using those same shitty charsets. But at least most of the screens make sense to look at. You can understand what it is and what it's supposed to be. The atari feel is there in some of the screens but also you have screens like this: http://rpgmaker.net/games/2741/images/14789/. Which look like they are taken out of the other Neon game. It's a bunch of non-connected squares with ugly lines in them.
I really wonder what standards, if any, are in place? Who is accepting these and why?
this is semi excusable, maybe in action it doesn't look so bad. but id be willing to bet it looks worse. the lines under each blue square look terrible. don't you realize how unprofessional and messy that looks? the charsets are jumbled masses of color, some of them have multiple disjointed squares in them. its just a diarrhea dump of graphics.
http://rpgmaker.net/games/2729/images/14660/
but this is terrible in many ways, it shows that you have no understanding of the RM program or how to lay tiles. laying tiles is the most basic function and you failed. your maps are void of objects. just grass and multiple types of water graphics on the same map with weird lines and open seams connecting all your graphics. this claim is in your game description " The funniest game ever made with RPG maker" and your jokes are
NPC1"the sign says that "THE UPPER PATH LEADS TO TOWN"
NPC2 "Dang, it's still hard to figure out where to go"
Child's play. Your character sprites are crudely drawn squares of color, the facesets are the same thing but you can see that they aren't even colored in all the way as there are "dirty" pixels around the image and in the image.
And I didn't even play the game! I can tell all this from screenshots alone.
The only reason I didn't mention your other game is because that actually shows promise, it does suffer from similar graphic issues because your using those same shitty charsets. But at least most of the screens make sense to look at. You can understand what it is and what it's supposed to be. The atari feel is there in some of the screens but also you have screens like this: http://rpgmaker.net/games/2741/images/14789/. Which look like they are taken out of the other Neon game. It's a bunch of non-connected squares with ugly lines in them.
I really wonder what standards, if any, are in place? Who is accepting these and why?
Ways to improve the community/maintain its awesomeness.
author=undefined
OK, so insults are degrading, and advice is useful. What I meant was that if you degrade something that's bad, then that's useful.
o.o No... What's useful is the advice related to the game, not the fact that your being a dick about it and insulting the person. If your degrading something your still being a dick no matter if the content was good or bad. There is ALWAYS a way to put advice in a positive way that will not only fix the problem at hand but leave the developer feeling good about themselves. If you can't understand that after my last post then there's no getting through to you. Whatever.
Calling the person a dumbass doesn't help though. The problem is with the product, not the person. So yeah, that's just pointlessly rude.
So if someone makes a terrible game, with maps that are just awful, character dialogue that makes no sense, and battles against beginning monsters with 10,000 HP...it's not the person's fault?
No.
The problem is with the person, and the fact that they have a terrible sense of design and have no idea to make a good product with the program they have. When you make everything in the game, the game then becomes an extension of your mind and ideas. It is you. Making fun on someone's game is making fun of them.
sigh...there's no point discussing that anymore.
Hockey sticks could probably break bones, not the carbon-fiber ones either, a good old fashioned wooden hockey stick. Maybe like...a small bone. A finger.













