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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GoldenGuard
author=Fisherson
Tell me do you have plans to ever do another?
Hi! I'm working on a massive updated and expanded version of this game (GoldenGuard:GO) with better battle system, better upgrades and maps but with the same style like before.
GoldenGuard
author=Cernus
I vaguely recall someone on the events page saying that it would be good if there was an Inn as recovering lost health is expensive through potions alone. That's really the only criticism I can think of. :)
Yes, I can totally see this. In fact, one of my testers wanted an INN and I, in my all mighty stupidity, have chosen to ignore this point. Hourray :P
However, there could be an INN in a future update.
Also a gameplay-timer at the end of the game.
GoldenGuard
author=SakuraKoi
Specifically I unlocked that area before finishing the event which unlocks that path, wondering also a little why I can't do anything there
Well, there isn't anything. There should be a small harbour but I hadn't enough time.
I will fix the "no arrow"-bug in the next update. Thanks for reporting!
EDIT: And I forgot to fix the bug. Good job, me!
EDIT2: Now fixed!
Mega Man: Revenge of the Fallen
Okay, I really like the checkpoint-system in this game, because the stages are REALLY long. The system splits these level in half, even if you go Game Over (same with the checkpoint in the room before the bosses).
However this system breaks apart when the middle-stage-bosses appear. These bosses are really hard to defeat and you must defeat them to get to your "fix checkpoint". If you lose a life at this point, the last checkpoint is very inconsistent placed; in some levels near the middle-boss and in some levels at the start of a very long room. This is really annoying. And if it isn't annoying enough, if you go Game Over you need to play the whole first part of the level again, which has the length of a whole standart MegaMan-stage (and the stages are hard enough, sometimes because the rooms aren't very well designed).
So I am forced to grind on some enemies to get E-tanks and stuff for several minutes to beat these nearly unpredictable middlestage-robots. This isn't the gameplay of MegaMan.
So could you please "fix" these checkpoints when the middle-bosses are arriving? This is so much not fun. Not even "frustrated fun" like in the classic MegaMan. Just unfair.
However this system breaks apart when the middle-stage-bosses appear. These bosses are really hard to defeat and you must defeat them to get to your "fix checkpoint". If you lose a life at this point, the last checkpoint is very inconsistent placed; in some levels near the middle-boss and in some levels at the start of a very long room. This is really annoying. And if it isn't annoying enough, if you go Game Over you need to play the whole first part of the level again, which has the length of a whole standart MegaMan-stage (and the stages are hard enough, sometimes because the rooms aren't very well designed).
So I am forced to grind on some enemies to get E-tanks and stuff for several minutes to beat these nearly unpredictable middlestage-robots. This isn't the gameplay of MegaMan.
So could you please "fix" these checkpoints when the middle-bosses are arriving? This is so much not fun. Not even "frustrated fun" like in the classic MegaMan. Just unfair.
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 :/
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.
Pokémon S.T.A.R. Heroes & Adventures
Zehn: Hollow Past
author=Ashes of Emerald
This looks great, I'm really excited to play this! When will there be a demo?
Thank you (all three of you).
I don't think a demo (in conventional way) will fit with the production-style: To balance the core of gameplay it's necessary to create every single map. So even if there would be a demo, it would already includes the whole game.
Anyway, in the end this game will need a lot of horror-balancing and fine-tuning. If you want to call this a "demo", then this will it be. Don't know when.
White Walls- Beta
Honestly, I'm not sure how to score this game. Perhabs it's too differently to be put it in any specific genre. What's more strange is, that I'm not sure if the strange graphics are good or bad. I don't now what these "black things" in many rooms wants to be. Are these holes? Black figures? Are the displaced lines on the wall intentional? Maybe it's good that I don't know it, because there are so much strange elements in this game, so the graphics could fit in the worldbuilding (did you mean that with the word"hacked"?). So I think this is one strength of "White Walls": Potential for bizarre processes and events.
Anyway, there are obvious specific problems with this game, some of them are mistakes often done by beginners. Sometimes spelling errors. For example, in the first cabinet there is written "cabnient". Or the mouth in the same room ("thethroat"). "Diffrent" if you interact with the gun. But these are just small mistakes.
Here are bigger problems:
1) Title-"Music": The static noise is annoying. It hurts the ears and doesn't even fit in the ambient of the game.
2) Music in general: So far, the music is okay. But frequently the music "pauses" and then starts again. The missing transition, this silence, pulls the player out of the atmosphere.
3) Choices: If you press ESC in a dialogue (which is 'cancel') the second option will be chosen. This is the default setting in the RPG Maker. Please change it to the point of option where you can really cancel the dialogue.
4) Teleport-Events: The setting of teleports are very mixed, and this isn't good. Either the teleports are set on "Same Layer As Hero" or "Below Hero". Or the teleports are in a door or in front of a door (this gave me problems when I wanted to run from one mouth to another one). There should be one style of teleports. Placed in doors, set on "Same Layer As Hero" would fit the most.
5) Smaller "Things":
- There are "holes" (?) in the wall, left from the starting point, where you can walk over. This shouldn't be.
- The "drip drip" was unintentional funny. Maybe, just cut it out. I'm not sure. Maybe this was your intention.
- Only the HP, MP and the numbers show where the savestate is. Could be more obvious.
- The outlines of the walls are melting with the rest of the black. It looks like a graphical glitch.
- Maybe it's just me, but the place where you pick up the foot and can't cross this point, because the character won't walk over it, even there is nothing, appeals to me more like you don't know how to chance the height of the event (Lower, Same ore Above Hero). It feels weird, in a cheap way.
- you can walk over the television
About the gameplay: There isn't much, just walking around, interact with several objects and most time you don't know if it would trigger something, because this world seems a little bit random. There is not much to "play" (in terms of gameplay), with exception of this single number-riddle. More "doing stuff" to reach a goal would be nice.
I like that you can reach multible endings and you don't really know whats going on here. I feel lost and in this case it's good! The general ambience supports this feeling well (but could do it even better). As I said, the potential for bizarre events (and the already included events) is the most interesting aspect. And I don't know why, but for some reasons the mapping (with all it's mistakes) fits to the world (I never said that to any game)! I'm curious what you will make out of it.
Anyway, there are obvious specific problems with this game, some of them are mistakes often done by beginners. Sometimes spelling errors. For example, in the first cabinet there is written "cabnient". Or the mouth in the same room ("thethroat"). "Diffrent" if you interact with the gun. But these are just small mistakes.
Here are bigger problems:
1) Title-"Music": The static noise is annoying. It hurts the ears and doesn't even fit in the ambient of the game.
2) Music in general: So far, the music is okay. But frequently the music "pauses" and then starts again. The missing transition, this silence, pulls the player out of the atmosphere.
3) Choices: If you press ESC in a dialogue (which is 'cancel') the second option will be chosen. This is the default setting in the RPG Maker. Please change it to the point of option where you can really cancel the dialogue.
4) Teleport-Events: The setting of teleports are very mixed, and this isn't good. Either the teleports are set on "Same Layer As Hero" or "Below Hero". Or the teleports are in a door or in front of a door (this gave me problems when I wanted to run from one mouth to another one). There should be one style of teleports. Placed in doors, set on "Same Layer As Hero" would fit the most.
5) Smaller "Things":
- There are "holes" (?) in the wall, left from the starting point, where you can walk over. This shouldn't be.
- The "drip drip" was unintentional funny. Maybe, just cut it out. I'm not sure. Maybe this was your intention.
- Only the HP, MP and the numbers show where the savestate is. Could be more obvious.
- The outlines of the walls are melting with the rest of the black. It looks like a graphical glitch.
- Maybe it's just me, but the place where you pick up the foot and can't cross this point, because the character won't walk over it, even there is nothing, appeals to me more like you don't know how to chance the height of the event (Lower, Same ore Above Hero). It feels weird, in a cheap way.
- you can walk over the television
About the gameplay: There isn't much, just walking around, interact with several objects and most time you don't know if it would trigger something, because this world seems a little bit random. There is not much to "play" (in terms of gameplay), with exception of this single number-riddle. More "doing stuff" to reach a goal would be nice.
I like that you can reach multible endings and you don't really know whats going on here. I feel lost and in this case it's good! The general ambience supports this feeling well (but could do it even better). As I said, the potential for bizarre events (and the already included events) is the most interesting aspect. And I don't know why, but for some reasons the mapping (with all it's mistakes) fits to the world (I never said that to any game)! I'm curious what you will make out of it.
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