TRAVIO'S PROFILE

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

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It's Mewtwo's birthday. He is older than some of our users.

All hail Mewtwo!

Legend of Zelda: Origin

So, after finishing up Lost Isle, I started into this. I'm half way through the 1st Quest and loving the changes and remakes. My only off-hand comment is that it isn't obvious you have to bomb your way into the first dungeon - I ended up completing the second dungeon before that while exploring around trying to figure out how to get in. Hoping it stays just as good as I keep going.

author=kory_toombs
You should have a video tutorial on how to download this file
and play it. Because all I can do is play the old NES Zelda.


When you're on the 'save' screen, press your A button on your save file, which is Alt by default. It'll bring up a new menu, press A again, and then load the custom quest from there. It took me a bit to figure out until I read the Lost Isle readme.

Legend of Zelda: Lost Isle

The game is insanely difficult, but pretty awesome as it goes on. It's also extremely slow getting started, taking me an hour and a half to find everything I needed for the first dungeon, and then spending another half an hour figuring out how to get into the first dungeon - there's no feedback to insinuate that shooting those pillars gets rid of the pig rocks, I had to check a walkthrough to see how to get by them. I didn't find this bug in the first dungeon, and managed to play through the whole thing. It is frustrating in a bad way at points - there's one floor related puzzle in the first dungeon that caused problems as the tiles that you shouldn't walk on don't show up well on my laptop.

Ratty, one thing I soon found out early - if you don't move from the very edge of the map, the space you're put in when you first move onto that section, you can't be hit by the enemy, and you can't hit any button. It's a limitation of the engine, but it gives you some safe space to see what's going on on the map.

Legend of Zelda: Lost Isle

I picked the game up - the start is rather frustrating. Any other game that doesn't start you with a sword (from a Zelda perspective) either has it be extremely easy to find or guides you directly to it - the one that doesn't guide you directly to it, and in fact is similar to what you're doing here, is Link's Awakening, and even it's easy to find (and it's very easy to survive until you get to where it is).

With Lost Isle, I don't even appear to have a way to defend myself however - it's not overly clear that the sword's in the cave or that you can, in fact, even get to it. On my first attempt, I didn't believe I could get past the pits on the ground. On my second attempt, when I found the sword, on the link you yourself posted, the game wouldn't let me go any further than "You found Link's Sword!" At this point, I'm getting frustrated, as I have to start over, yet again, and sit through the opening, once more. Only to have the game get stuck on "You got Link' Sword!" again.

So I tried the version on the site here with DFW's changes/fixes. There's a few jumps in the opening cutscene that aren't as apparent in the other build. And, once again, it gets stuck on the "You got Link's Sword!" popup. It seemed to be the game was unplayable, having pressed every single key on the keyboard - and then I tried moving and hitting the sword button at the same time, and it suddenly kicked me out of the popup and let me continue playing (the same type of combinations I tried in the version Peteo posted).

There's probably a few bugfixes that need to be put into place... but I'm willing to play this game and give it a chance. It looks somewhat impressive, so we'll see where this goes.

Whatchu Workin' On? Tell us!

I like the new one better, especially the colouring - it just seems cleaner somehow, and the change in design in places makes it look a lot nicer and less 'Men in Tights' as was said.

Boss_Card.png

Why not just have it disabled while that message is up and such?

Picture priority (vx ace)

It's under def initialize(number)

If you're changing it so only the first picture (1) can show up under it, then do...

if number == 1

Oh, you'll need to put "end" on the line after 100 + number - I forgot to close off the if, my IDE does that for me, so I often forget to do it when writing code outside it.

Picture priority (vx ace)

How I'd do something like this in RMXP (I'm not sure how close the scripts are):

In Game_Picture under scripts, in the initialize definition, do something like this at the end:

if number <= 5

@z = 64 - number
else
@z = 100 + number


Then, any picture numbered 5 or below should show up under the sprites on the screen. It might not show up properly, however, based on tile priority - at the very least, they will show up below event sprites.

How to make a ability like strength in pokemon in rpg maker vx ace?

No problem - there's a lot of cool things you can do with a combination of the abilities at your disposal, it's just a matter of figuring out the combinations in the first place.

Legend of Alkior: The Impending Storm

Subbed - looking forward to seeing more.