TRUEMG'S PROFILE
TrueMG
269
I am a RPG Maker 2k3 game-developer and also creating commentated RPG Maker video-content on YouTube. So far everything in German.
I am working with this kind of engine since RPG Maker 2k, which is very old. I love to check out the limits of this engine to create something unique. I am also an amateur artist for an eternity, with lot of practice, which will be visible in my games.
I am working with this kind of engine since RPG Maker 2k, which is very old. I love to check out the limits of this engine to create something unique. I am also an amateur artist for an eternity, with lot of practice, which will be visible in my games.
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Dungeon Preview: Mirror Grotto
I wonder how the gameplay will work. Gameplay with minecarts, crystals, maddening effects... could be pretty interesting :)
Grandma's House
I think I could just watch the playtrough from Fomar0153 (if the content is the same in the newer version), but it reads like he has more problems with lags, so... other issues. And I don't really want to spoiler me.
My problem is: The second "monster". I have no idea what to do with this thing. It ran into the ventilation-thingi and got stuck, with a strange sound, and then it stopped moving (This can trap the player in the room). Then I went to the spot where he starts chasing me and... he respawns. I think this is a bug.
Btw, I don't like that the lamps turning off every time I switch the floors (for example if you want to save the progress).
And the generators are kept in the inventory, even if you used them already - which is super-confusing. And some times you can't tell if you picked something up, because there is no sound or colored words; you just think she observed a situation. These are small things, but after a sort length of time they turn out very annoying.
Also: Moving the ventilation-thingi is pure pain! More as one time, it overshoot (moves 2 tiles) and lands on a place where you need big effort to move it away again. Just because I accidently ran against it (pixel-movement, hourray). Yes, you could just switch between floors to reset the position, but then the lamps turn off.
Just design the game a little bit better :/
My problem is: The second "monster". I have no idea what to do with this thing. It ran into the ventilation-thingi and got stuck, with a strange sound, and then it stopped moving (This can trap the player in the room). Then I went to the spot where he starts chasing me and... he respawns. I think this is a bug.
Btw, I don't like that the lamps turning off every time I switch the floors (for example if you want to save the progress).
And the generators are kept in the inventory, even if you used them already - which is super-confusing. And some times you can't tell if you picked something up, because there is no sound or colored words; you just think she observed a situation. These are small things, but after a sort length of time they turn out very annoying.
Also: Moving the ventilation-thingi is pure pain! More as one time, it overshoot (moves 2 tiles) and lands on a place where you need big effort to move it away again. Just because I accidently ran against it (pixel-movement, hourray). Yes, you could just switch between floors to reset the position, but then the lamps turn off.
I should write a strategy guide for this... probably.
Just design the game a little bit better :/
screen03.png
Mmh, is this a pub? Unfortunate, it looks more like a warehouse with benches or a reception center. It's because the map is too empty and there is a lack of details. For example:
- There are 3 bottles and 1 barrel for one kind of drink (maybe beer), for the whole evening/day and so many people? There should be much more.
- There aren't enough stools. The bar is long enough for much more; and this is how real pubs do it as well: One stool very near to another
- Carpets. Please put carpets here and there. There is a fire and candles but this room looks so cold
- Everybody stands "on" the stools and benches. This looks weird, because often you can't see the seats at all. A few edits would be cool.
- Place the NPCs behind the tables (and the barkeeper behind the bar) and not a few feet away. From the horizontal perspective it looks okay, but the vertical perspektive isn't nice: The NPCs below the table are too far away (aren't covered from the object) and also the NPCs above the table (maybe it would help if you rearrange the position of the table/bench in the chip/tileset).
- The chandeliers look like they would be placed near the wall and not in the centre of the room. And at the same time it gives the effect, as if the room would be suuuuper tall (if the chandeliers are placed in the centre). I don't think this is intentional.
- More and more different drinks. On each table there is only one type of drink. Why would the barkeeper bring a group of 4 people just two beers? (yes, this must be a group. To the left are free benches. If they are strangers, they wouldn't sit by this people).
- Put drinks at the bar (the two guys). And a shelf with clean glasses (yes, yes. The glasses could be below the bar, so we can't see it. But the eyes are "playing" your game too).
SabrinaEvansHallway.jpg
author=Avee
Welche Grafiktablett verwenden Sie?
You can ask in english.
I'm using "Wacom Bamboo Fun".
But every few month you can find an even better tablet. The technology is evolving pretty fast.
650_Different_Keys.png
author=Nemica
Any idea how many keys there'll be per playthrough?
I have no idea. Because sometimes you will find a whole box of random keys (do you need any of them? Haha, no. Just one)
akte.png
I like "diffuclties" :P
Great, you've translated the first half of this paper. Now hold Down to scroll. Oh wait. It's just a screenshot.
Great, you've translated the first half of this paper. Now hold Down to scroll. Oh wait. It's just a screenshot.
Menue10HP.png
author=Nemica
I get that the arrows to the left and right are for navigation, but what does the arrow down do?
It switches through Benutzen|Prüfen (Use|Examine).
As long the cursor is on Prüfen (examine), the description will be displayed, even if you switch trough the items.
If you're in a save-room, you can save with UP.
screenshot11.jpg
There's definitely too much stuff on the screen, I don't know where to look first, just too many eyecatchers. I don't think all these informations are necessary during a fight or are well placed.
Gold: Why do I need this information right now? Better make it visible in the main-menu and if you buy/sell something.
The levels of all party-members: Just the same. What is the purpose of this information? Maybe I would know it, if you had wrote anything about the gameplay, but there is nothing (sorry, what you've written says nothing about the gameplay). Yes, I could just download the demo and check it out, but not if I must play XXX Minutes for just a few simple informations.
The bars at the bottom left: They look very displaced, chaotic. Why are "Lv" and "HP" shifted to the right?
During a fight I don't care about my level. I want to see the most important informations, as close to my character as possible. I don't know what "CT" is, so we won't speak about it. Important for me would be HP and SP. So (for me) they should be on top of this four bars. Should be important to know how long my own character will live.
Enemy HP: One of the most important information is, how long an enemy will live. Okay, from the corner of an eye, the enemy-HP are fairly visible (during a fight you will watch at your enemy, not the bars in the corner). But it would be better if the HP are visible above the enemy.
In this correlation, the visibility of the enemy-HP are far better than the stats of your hero. The bars have no outlines so they blend with the map.
And maybe try to place the trees more natural and not in a row :-/
Gold: Why do I need this information right now? Better make it visible in the main-menu and if you buy/sell something.
The levels of all party-members: Just the same. What is the purpose of this information? Maybe I would know it, if you had wrote anything about the gameplay, but there is nothing (sorry, what you've written says nothing about the gameplay). Yes, I could just download the demo and check it out, but not if I must play XXX Minutes for just a few simple informations.
The bars at the bottom left: They look very displaced, chaotic. Why are "Lv" and "HP" shifted to the right?
During a fight I don't care about my level. I want to see the most important informations, as close to my character as possible. I don't know what "CT" is, so we won't speak about it. Important for me would be HP and SP. So (for me) they should be on top of this four bars. Should be important to know how long my own character will live.
Enemy HP: One of the most important information is, how long an enemy will live. Okay, from the corner of an eye, the enemy-HP are fairly visible (during a fight you will watch at your enemy, not the bars in the corner). But it would be better if the HP are visible above the enemy.
In this correlation, the visibility of the enemy-HP are far better than the stats of your hero. The bars have no outlines so they blend with the map.
And maybe try to place the trees more natural and not in a row :-/
Zehn: Hollow Past
author=goji
So... can we get some gameplay footage? :)
Unfortunately, there is no gameplay yet. Work in progress.
As soon as there is enough content I will create a short video/trailer.













