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



Light Coin

The cool kids accept DogeCoin. *nods*

Goodbye, World Map!

I'm curious - what were the technical limitations that caused you to shy away from the fully navigable world map?
I'm going to be intentionally vague.

It was a myriad of issues here and there concerning the visual limitations of the world map tileset, the presence of lag, parallaxing concerns and the inability to adequately fit everything we wanted to in one 500x500 tile map. We spent a little time discussing possible concessions and solutions concerning the above.

In the end, we came up with an idea that seemed fair and we ran with it.

Cool with the intentional vagueness - I expected it was something to do with either the visual limits on the tilesets or the lag, so that pretty much summed it up. I'm at an early point in my own decision process whether to go with a world map or another system and looking at the reasoning others have for choosing one or the other.

Goodbye, World Map!

I'm curious - what were the technical limitations that caused you to shy away from the fully navigable world map?

Attempting to create a skill merge system...

Yeah, when I'm writing on the forums, I tend to only give people pseudocode so they'll have to figure the exact implementation themselves. My main focus is getting people to think about what the program's doing at each individual stage.

So how far in your process currently works? Can you select Skill 1 and 2, but the game doesn't yet set your selections to a variable? How are you currently handling the selection - do you have both lists show up at the same time? Or do you select one from the first list, and then the second list appears?

I've got some vague ideas on a way to accomplish all of this, but I'm interested in seeing/hearing how you're currently doing it first.

Attempting to create a skill merge system...

This is definitely all pseudo-code. Really. Replace the ( ) with the appropriate brackets. It's also just rough ideas, not exacts - I'm not looking at VX Ace at the moment. I also haven't slept in two days, so I hope it makes sense.

Try something like a 2D array:

ArrayVar(0,1) = new skill id; - if Skill #0 can merge with Skill #1
ArrayVar(0,2) = -1; - if Skill #0 can't merge with Skill #2

You'll have to manually define them in script, or write up a script to scan their notebox for definition tags and define them there (seriously, dealing with with regex might be more frustrating than writing them by hand). Just to be sure the program isn't screwing up, you'd have to do something like this first:

for loop - 0 to number of skills, x increasing
for loop - 0 to number of skills, y increasing
ArrayVar[x,y] = -1;

If ArrayVar(0,1) is a positive number, then you teach the skill to the character... and set ArrayVar(0,1) to -1 so they can't do it yet again (and, if it's your intention, you'll have to remove the old skills as well) and then also set ArrayVar(1,0) to -1 (so you can't repeat the process the other way round). If you have multiple characters with the same skills, you'll have to add another index to the array (z, in the format ArrayVar(x,y,z)) which will refer to each individual character.

You'll need to find a way to determine how many Combine Points a character gets per battle - it's not overly difficult to only initiate a section of code if a switch is on (and it may or may not be a literal game switch); after all, it's literally an if statement - you can put it in the same area that figures out experience handling, for the most part. As I said, you mainly need to figure a way to determine how many Combine Points you'll get out of each combat. If you know that, it's just a matter of showing that number after the battle is over (like you show how many experience you earn in a battle) and then adding it to a running total variable (which may or may not be a literal game variable).

... I hope that makes some semblence of sense and that I haven't overestimated your knwledge of RGSS3. After I've got some sleep I might be able to clarify/help a little more.

(Also, randomly re: the CSS; I usually hate the text-shadow effect, but it somehow works for me here. Huh.)

I scream, you scream, we all scream for testers.

I've got some time to give you a hand if you're still looking for someone.

Font Change?

I much prefer your old one. I can't quite place what, but something about this one seems off to me.

Can a turn-based RPG be scary?

Isn't Shadow Hearts technically the sequel to Koudelka?

It's difficult to do horror right in a turn based game, and you have to go for a much more psychological angle than direct fear induction that a lot of other games can get away with simply as a matter of style. It's almost necessary to have touch battles instead of random encounters, and having them charge at the player (most likely with some sort of creepy sound effects accompanying) is a good way to go.

Does anyone have feedback to give?

Yeah, I'm really unsure of at what point I could have used the injection. I can only think of two possible encounters (in fact, I think that's all there is).

Also, I came across more than a couple of your test save points (I assume they were tests/earlier attempts at save points) during the game, including the one during the last fight. I ended up resetting the fight cause I figured it might have tripped something it wasn't supposed to.

Does anyone have feedback to give?

Is there any real benefit to playing on New Game+? Any additional content/items, or is it just a chance to play the game again on a new difficulty?

Edit: And review's been submitted. Enjoy (when it posts).
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