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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Beisume_3.png

Curious, why shorten "Fort" when there's so much extra text space still available?

title_screen.jpg

Artist goes by the name of Sunakumo - they have a large selection posted on Safebooru of awesome pictures: http://safebooru.org/index.php?page=post&s=list&tags=sunakumo

Weapon.png

I'd personally suggest sticking with the ellipses - em-dashes don't work as well in dialogue outside of compounding words when you're using multiples in a single 'sentence.' They work best if there's only a single one, at the end of the statement. It's not so much a stylistic thing as a visual thing at that point though.

Boss_Card.png

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

DtOkY.png

author=Wyvernjack
Not a fan of the < and > but other than that, looks nice.

Because of their placement and the fact they're not quite lined up with the New Game text, I'm thinking they're indications you can scroll the menu left and right. They do look a little weird on there though.

Edit'd for Spelling

lsxblacksmith.JPG

This works pretty much identically to Suikoden weapon sharpening. Level 1 Weapon Strength is calculated as 10% of a character's strength at Level 1. Levels 2 through 6 add that much to your strength. At Level 7, the weapon's name changes and, up until level 11, adds 15% of your Level 1 Strength. At Levels 12, the name changes once more, and from there until Level 15, the weapon level cap, you get 20% of your Level 1 Strength. To sharpen to the next level costs 250 canu multiplied by the current weapon level (this number may increase as I finish balancing out canu gain).

lsxbattle3.JPG

Updated to include the new party size and layout on the screen.

lsxmenu2.JPG

The name line is reserved as some character names are long - one of the longest just barely fits on the line. I think there's been a revision since this to move them to the left to stop them from being crowded on the right hand side, if I recall correctly, but I can't move them too much further because there's a couple character portraits that take up more horizontal space.

Additionally, status ailments clear at the end of battle in the current build - in return, they're slightly more dangerous in actual combat to encourage you to cleanse them as opposed to letting them linger until the battle resolution takes care of them. Poison, left unchecked on top of incoming damage, can incapacitate a character in a few rounds.

Experience is spaced to take much larger numbers - with all numbers in place, the EXP text rests 32 pixels to the left of the first number. HP could, potentially, collapse in a little bit - it only needs to fit an additional two characters onto the line to accommodate the largest health possible. My only worry is that putting MP on that line as well will be too crowded when health tips above 1000 and with MP in triple digits - I might mock it up with it there and see how it looks.

My thoughts are to find a way to potential delay it in the empty space below the portrait, between the level counter and the HP/EXP display.

lsxbattle3.JPG

Hah - yeah, I'm just using default RTP graphics for (almost) everything until I can get the main parts of the game finished, and I had to shrink the battlers down using scripting to get them to fit for the time being. The actual graphics are going to be one of the last things I worry about, especially for situations like this that're going to require almost entirely custom built graphics.

... now that I look at it, I realize that player battlers aren't affected by the screen tone. I'm going to have to adjust the viewport they're draw on.

lsxmenu2.JPG

I'm not 100% on where the equivalent of MP is being displayed yet - I'm still experimenting with it in my mockups, which is why it's not yet displayed in-game.