New account registration is temporarily disabled.

AMERK'S PROFILE

Search

Filter

Silver Heart

author=TDS
Thank you for trying the demo.

I've mentioned this on the blog post about the demo, "You are not going to win all battles like a typical RPG". This is why there is a huge wall of fire in the demo preventing you from going into the desert, people kept going to the desert and dying a horrible death and then complaining they could not defeat anything in the desert.



My guess is not very many people ever played any of the really old (NES) Final Fantasy games. It was easy to wander just a bit too far in one direction only to be attacked by an enemy not meant to be fought until much later into the game.

While frustrating at times, it kept us on our toes since we never knew when the next fight would be our last.

An epic intro to your demo by the way. This is shaping up to become one of the best RM games I've seen in a long while.

Endless Horizon

The RTP Arshes and furniture doesn't mesh well with the Earthbound style graphics. Hopefully the final product will remedy this. Not sure about the plot so far, but I'm digging the enemy battlers (especially Snide).

The Ender's Amethyst: Armored Eternity

author=kumada
-Encounter rate is extremely high. Maybe fewer encounters at higher difficulty for more xp?

This. Overall, it was a great intro, but the encounter rate was just too high for starting out with limited resources, and the amount of XP drops made it very tedious and almost not worth the effort.

Since the game was open I took a look at the rate, expecting something around the 20-step mark. Nope, 30 steps. Naturally, this would seem relatively high, especially in comparison to old rpg's. But RPG Maker has always had some sort of fudged math when it comes to these things, and here was no exception. I felt like I was getting into fights about every few steps instead of every 30. Perhaps raise to something like 50 steps. There's also scripts available that balance out the encounter rates more efficiently than what the default does.

[Poll] Do you think RM2K/3 will ever die off completely?

author=Sailerius
author=mawk
shift-mapping works eventually, but it's weird to have to make a 'palette' of autotiles off to the side to get the chunks of them that I want. if you could, like, open up a window with the autotile's composite pieces and choose what you wanted from there it'd solve half the problem.
You can do that in XP. I don't know about the other makers since I haven't used them as much.


No, that was a feature removed in VX and left off in Ace. I don't see why a combination of the two can't be used. Shift mapping for quick fixes, but also include the option to pull up a separate window with all the parts.

Combat Specialists

Shit, a year later and I'm finally getting around to testing this out.

That was an awesome intro. The introduction of the specialists was pure golden.

Chaos Sword

Ratty with a more serious DQ-style rpg? Nice demo, will hold out for the final product. When I first heard it was you, I almost feared the mesh of RTP characters and the big headed ones was a joke (after all, with games like Chrono Trigger Duh, who can blame me?). Glad to know it will all be custom when it's finally done.

Blades Of Arrayos

Not sure where this is (in limbo perhaps?), but overall it was a decent demo. The battles were very well balanced, and the first dungeon layout was fun to play through. You might want to tone down the encounter rate, though, since it seemed kind of high. Also, you should allow saving on the world map.

companies get a bad rap cuz of bad people

So because somebody has a bad experience and blogs about it, they're considered bad people because it makes the company look bad?

Surely it's not the company's poor Customer Service, lack of a friendly environment, confusing contracts, and nickel-n-diming practices.

Super Mario RPG: The Seven Sages

Agreed. The game is about as commercial quality as I've seen for a fan game, and it never disappoints.

[Poll] Do you think RM2K/3 will ever die off completely?

author=Corfaisus
Frankly if VX/Ace wasn't horrid at mapping (square autotiles and shadows? everything's damn autotiles?) and had the resources that I actually needed to pursue my game design ambitions, I would make the leap in a heartbeat to keep my story alive for as long as possible. Unfortunately, they put all their eggs in the omgCODE basket and decided to throw away everything that was good about earlier RPG Makers *cough* mapping *cough*.

And no, I shouldn't have to jump through more hoops that don't exist with RM2k/3 just to realize my dream, so piss off with your "shift mapping" and shadows.


I agree with this. Even though I started with VX and Ace and will probably continue with it, I really don't understand why they remove so many features.

Also, if they added some sort of "blend" feature that the user can control, this would definitely help with the jarring look. Say you set a grass area down by water, you get an automatic sandy border that looks jarring and blocky. Now click the blend feature, run it along the edge of the sandy border, and have it sort of blend and then disappear into the grass.