XBUSTER'S PROFILE

Game developer and multi-content creator. Most works are Wonder Boy-related. Make your dreams into reality!
Shantae and Asha:Dream F...
A Monster World 4 sequel and crossover

Search

Filter

Monster World Legends

author=Roberto33
This game is very good looking I am looking forward to the final version, thanks for your work


Thank you:)and you are very welcome. I look forward to releasing the final version with as much polish and love that I can possibly pour into it.

Sonic Generations: The Lost Zones

author=Roberto33
Friend for when a final version or a new demo? Thank you for your work

Good question.To be honest, I'm not 100% certain when a new demo will be released. There are heavy plans for new content in the works as well as a release for SAGE 2017 if that is being held this year. And you are welcome:) It's extremely rare to see 8bit games for Sonic at all. There is one called Sonic Origins 2; which was the primary inspiration for this project. The game was really good, but I wanted to make something like it with smoother physics.


There was a Sonic Colors 8bit game as well, but I'm afraid it got cancelled or something. Its sad to see so much work put into something and it gets cut(I'm looking at you Capcom).

Gambling

This is content that people love to see in RPGs. Its a good form of relief and fun to step away from the story for a while. Everything looks good, especially the lighting effects.

Monster World Legends Review

I am extremely grateful for this review of the current demo. I will take everything written here into deep consideration. Its information like this that makes it easier for developers to better understand their audience.

I won't go into specific details about future plans about the game now, but this is a crucial piece that will aid in making this the best experience it can possibly be.

You must be a dare devil to try those bosses first though XD. I'll have to find a better way to add the trophy earning. Been thinking about making them similar to the PS3 and PS4 where they appear in an area that won't get in your way. Its funny because, you aren't the first person to mention some of the issues above. Its good that people are agreeing on common issues they feel should be addressed.

Thank you so much for the review. It helps a great deal!

What are you thinking about? (game development edition)

Ah, I see. Now, this sounds like a lot of fun. Going to vote now. There is one particular idea I have for the Bangers and Smash, but it looks like its on the lowest end of the totem pole.

What are you thinking about? (game development edition)

Although,many people are already working on something, why not have an event where everyone can participate to make a mini rpg or game? It would be small, short, and have a simple concept that could be cleared in an hour or less. There are benefits of this exercise such as...

  • A confidence boost in finishing a project

  • Experimentation of your chosen engine

  • Exploration of many different concepts

  • Maker Score(of course if its allowed)

  • A handful of small games you can play when the event ends


Of course, this would have to gain permission from the Bosses here, but I think it would be a fun event. Or, is there already something like that here that I'm not aware of?

Concern: Is my project difficult to understand?

Oh! Good idea. I do own a copy of bfxr myself. Though, I've been wondering how the RPGMaker RTP sounds were made. Recently, I went on a ripping quest to get sound effects from every Monster World game. The Sonic sound is a mere placeholder for that particular object. Its really fun messing with bfxr and I have no doubt that people use that for commercial games as well. Thanks for the heads up!

Its also a strong point that you mentioned that even the best games have issues. Rules that are set in games are very important and lately I've been hearing the phrase "just because something is different doesn't always mean its a good idea". Lots of content I thought was good long ago has been cut completely from the game. My goal now is to find a balance that will make the game as simple as possible,have a good way to teach the player, let the player relax, and have fun with minimal frustration.

As a bonus, I'll let you all in on something. In the past, I was a complete perfectionist. All throughout my school years, I took art classes to improve my skills. One complaint I always got in High School from both Teachers and Peers was "I take too long with my projects". I would have to take them home in order to even get close to finishing them. Even so, I got points taken off for being late in turning them in. Although, that was ages ago, a bit of that mentality still resides within me.

Believe it or not, you all are helping me lighten up quite a bit and learn to create a quality product without taking it too seriously. I feel this topic has made me stronger in quite a few ways already. You guys are alright XD

Concern: Is my project difficult to understand?

I think you just solved a problem with this. All this time, I hadn't though of making armored enemies jumpable as well. When I said I had no intention on editing the monster sprites, it was due to the creation of a different AI that would be hard to detect since some of their sprites are so small. The idea LockeZ had was genius, but no one would be able to tell if an enemy is stompable or not with such an observant amount of detail.

To be honest, I've been thinking lately about removing the stomp system altogether. But, just now you mentioned that Mario enemies are able to be stomped on even if armored. LockeZ also mentioned that the only enemies that damaged you were spiked ones. So, in this case, if the hermit crab LockeZ mentioned has that shell of his, you should be either able to stomp on him to make it hide, or attack its face.

This means that even though I said I had no intention on editing, it looks like its a must. And no, this isn't a facade. Everything being said in this topic has helped me a lot and helps prove even more that in some ways, I don't know what I'm doing. I felt like things I had were right, but here we are correcting what needs to corrected. Nipping bad design in the bud regardless if the creator thinks its good is a great way to get a feel of what others are thinking. Now that I know what's been addressed, its time to go and rethink what I'm doing in every sense.

Its very important to have strong faith in your project, but this topic is evident that I don't have 100% faith in what's being made. Thank you all for your time, criticism, and advice that is extremely valuable not only to this game's progression, but to my knowledge as a developer as well. This way, with future projects, the same mistakes won't occur.

Concern: Is my project difficult to understand?

Wow, both of you have VERY strong statements. I'm not even sure where to begin. I believe the best solution to stomping will be to replace it with something a bit more obvious and friendly.I have no intention on editing the monster sprites either. There are new plans for the jump system being developed as far as that matter goes. Its great to get feedback on that particular issue.

@Kaempfer

I agree, it was a bad idea to show off too much at once. If you think this is bad, you should have seen the last one I released in 2015. It had almost every level in the game in it. It was such a stupid move, that I actually decided to eliminate about 80% of them and prepare a completely whole new set underground. Releasing that demo and developing the game anew was a way of saying goodbye to that era of development. Yes, what is released in the early 2017 demo was a chunk of the game, but only about 5% in total.

But hey, we're all learning as we develop our projects of what to and what not to do.Recently I began to learn a LOT from companies showing off their products like Nintendo and SEGA. When it comes to demos, Sonic Mania comes to mind. 1 character, 2 levels, and a thank you for playing message.

Learning balance is also a good thing. People lose interest when you show nothing for a long period of time, and people hate it when you show off so much it feels like we've already played the game. Finding that sweet spot somewhere in the middle is the best thing to do.

Concern: Is my project difficult to understand?

author=LockeZ
author=XBuster
The screen options can easily be done by pressing F4 or changing them in the start menu that can be accessed both in the options menu and the main menu. I probably should have had made that clear in the previews before starting the game. I also forgot that F1 opens the game's information and all controls. That also would have been useful.
The larger screen should be the default though, why isn't it the default? Plus, nobody is going to be trying random function keys on the keyboard. I would put this stuff in an in-game menu if at all possible.

Lemme give you some real feedback. One thing these guys are absolutely right about is that level 1-1 is WRECKING them. Two hits and the player's dead. Enemies take multiple hits, and apparently don't get knocked back when you hit them, so while you're slashing them they walk into you and kill you. 1-1 enemies should not only deal less damage but also take only one hit, except for the boss. Some enemies can apparently be jumped on to hurt them, but not the pink blobs with birthday hats, and there doesn't seem to be any rhyme or reason as to which enemies are stompable. If they ARE stompable then the hitbox seems really hard to understand, because their third death was caused by trying to jump on one. Slashing the enemy while inside it and using the player's iframes after taking damage also didn't seem to hurt the enemy, which it definitely should - you don't want to punish the player twice for the same mistake.

You got a point. Usually, I'd force the game into full screen, but there are players saying the exact opposite of what that should be. I recall one asking "why the heck am I forced into full screen?" Wait a second...no it wasn't full screen it was a resolution :O

It would probably be a good idea to change this into a full screen automatic option.

Like I said before, a mistake was reducing the initial HP to 30 for this demo. Originally it was 100 so that the player would have more time to react. However, there are several ways to greatly increase HP. I laughed so hard at the pink blobs with party hats XD That is a hermit crab lol. One thing I also forgot to do was decrease some monsters attack power after the HP decrease. As for knockback, I believe that is a strong possibility now since there are new AI agents in the game.

With the stompable enemies, I've been trying to make something that will help tell which ones are, but its difficult. Here is the manual page that lets you know which enemies are stompable. Perhaps there should be a marker of some sort that lets you know you can stomp on them? I'll figure something out.




author=RyaReisender
I'd claim that tutorials don't help much. A tutorial screen that pops up once is easily forgotten.

I prefer games that just put simple obstacles in your way that only can be overcome once you "got it". That way, it's much easier to remember the mechanism.

It's always a good idea to make a game start off easier, but it still should be just hard enough so a player can't just get through it without understanding how it works.

That's also a good point. The thing is, I don't want to make big tutorials for the platforming aspect because that's pretty much self explanatory, but tutorials for the battle system aspect are a must. The game has lots of platforming, but it also has lots of RPG elements in it that is the only way to truly succeed in the game. Most games I've played(especially action RPGs) have a tutorial of some sort that teaches how the game's battle system works.

Perhaps my mistake was releasing the demo without a proper tutorial that shows how combat works. Instead of making a tutorial that stops you, adding signs to read would be best.

Thanks for the feedback you two:) It really helps.