I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic




They'll look a bit closer in the end - a lot of what I'm doing right now is just using the graphics I have to help speed things up. As much as possible, they're going to be in the XP style (to match up with the tileset - Inquisitor's wonderful sets), and I do have a new character set already for Durane, I just haven't bothered to transfer it in yet (since I found the files, I've mostly been working on cleaning up scripting).

I just don't want to feel confined to match the original 100%, given that the original was confined to a limited set of graphics.


Can I recommend using something off the official Suikoden world map for your map? It'll help legitimize your game quite a bit.


Actually, it should be either a period, semicolon, or hyphen instead of a comma in this situation - it's two separate but related sentences.


I have to agree - you've got too many colours going on at once. With less colours, it'd look less busy and help to do away with a cluttered look. Right now, I can't focus on your keywords because so many things are in different colours and I can't tell what's actually keywords or in any way important.


There's a lot of what I want to call "hard lines," but I'm not sure if that's a good description or not. The place I can point it out the easiest without actually circling them: on the top right, you have vines crawling down the cliff face; go to the rock at the bottom of them - the first one I'll point out is the shadow at the bottom or it, then look to the grass immediately below it, where that itself connects with the shorter grass tiles - there's a very visible and distinct edge of different shades. There's a couple places on the left hand of the shot at well, that look more like tiles that don't quite tile correctly, and at least one place (the tree near the top by the water) where a portion of the shadow disappears entirely and leaves a hard line.

But those aside (and the only detractions I can find are the hard lines, and only because I was drawn to them immediately), it's damned gorgeous.


The sky parallax doesn't match the mode-7 thing at all.
for fuck's sake it's not mode7 because it's not a SNES

While it's true that Mode 7 was just the SNES' name for the process, I don't recall there being an actual name for the process short of describing it as "perspective effects on the background layer by rotating and scaling it." People know what you're talking about when you say "Mode 7."

That said, he is correct - the parallax layer and the mapping layer don't match up in this case.


I'm not gonna lie, I kinda like the way this title turned out. The rough outlining with the coloured textures does something for me.


I know it's hard with the tile set, but try to break up the straight lines a little more, particularly on the natural formations - mountains, rivers, forests, coastlines, etc. Straight lines don't occur like that in nature - for a good example on your map, look at the main continent's southeast, where the grass meets what looks like wasteland; I like the way that is for this particular tileset. Try to do things a little more that style along the coasts and forests, in particular - I'm not sure what you can accomplish with the river, as they're extremely limited given the tiles.


I note a strong lack of cameras here - are they perhaps hidden?
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