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Castlevania - Elegy of the Curse
Dude, you need to give serious thought to the balance of this game. It's like this.
All of your codes are like 3 pages long. And most of these are variables that you do not need.
No items dropped means you just have the whip. Don't need X Y. In fact, you very much shouldn't have it, because it slows down attacks and screws with the actual range. This is because action events typically gain 1 1/2 (when a creature starts to move in you have a minor window where they don't hit) squares, whereas by xy has a strict location that you can attack from.
I'll explain, you need just a local Parallel process that defines monster HP, and then your monster is a simple one page local that looks like this:
(Collision event, Same Level As Hero)
<>If Action Started
<> (Animation based on facing)
<> (Remove HP per hit)
<> If HP variable is 0
<> (Awards Here then erase event)
End
<> Else
<> (Handle damage)
End
And that's it. No four pages of crap.
No items dropped also means you can't replenish hp without plodding through monster after monster hoping for a merchant (you'll get killed first). I made it to the second part only by avoiding basically half the monsters. The candles dropped all kinds of stuff, but since you have copypasted code, basically all your candles are all the same (dude, this is an action event, the other was a collision event; just add your animation properly maybe using facing, then vary these candles ALOT more). From what I saw, they all give about 5 gold or so. Some could drop items. Also, I don't see why candles fall on two hits. These things I remember being one-hit wonders.
If I gave you an actual review, I'd give you a rating of 1 (I considered, but decided to just keep reviews out of this now). Seems harsh? It's because the game's overcomplication makes it difficult to fix, and the challenge issues are game-breaking.
Start the enemy events and objects over. (1) Make objects one hp, a simple one-page animation + Action event with few variables and mix up items/rewards. (2) Enemies are collision with an If Action Taken/Else mix, and make rewards here more varied too. (3) Randomize more things (drops, damage, etc).
All of your codes are like 3 pages long. And most of these are variables that you do not need.
No items dropped means you just have the whip. Don't need X Y. In fact, you very much shouldn't have it, because it slows down attacks and screws with the actual range. This is because action events typically gain 1 1/2 (when a creature starts to move in you have a minor window where they don't hit) squares, whereas by xy has a strict location that you can attack from.
I'll explain, you need just a local Parallel process that defines monster HP, and then your monster is a simple one page local that looks like this:
(Collision event, Same Level As Hero)
<>If Action Started
<> (Animation based on facing)
<> (Remove HP per hit)
<> If HP variable is 0
<> (Awards Here then erase event)
End
<> Else
<> (Handle damage)
End
And that's it. No four pages of crap.
No items dropped also means you can't replenish hp without plodding through monster after monster hoping for a merchant (you'll get killed first). I made it to the second part only by avoiding basically half the monsters. The candles dropped all kinds of stuff, but since you have copypasted code, basically all your candles are all the same (dude, this is an action event, the other was a collision event; just add your animation properly maybe using facing, then vary these candles ALOT more). From what I saw, they all give about 5 gold or so. Some could drop items. Also, I don't see why candles fall on two hits. These things I remember being one-hit wonders.
If I gave you an actual review, I'd give you a rating of 1 (I considered, but decided to just keep reviews out of this now). Seems harsh? It's because the game's overcomplication makes it difficult to fix, and the challenge issues are game-breaking.
Start the enemy events and objects over. (1) Make objects one hp, a simple one-page animation + Action event with few variables and mix up items/rewards. (2) Enemies are collision with an If Action Taken/Else mix, and make rewards here more varied too. (3) Randomize more things (drops, damage, etc).
Echo - Our Voice
I finished the demo! This game is awesome!
I assume those two dancing fools (redhead and the one in the dress) are the ones that worked on the mansion of doom?
I assume those two dancing fools (redhead and the one in the dress) are the ones that worked on the mansion of doom?
Echo - Our Voice
author=echo_projectauthor=bulmabriefs144We are glad to heard that.
No pressure or anything, but finish this game nao... Also, I'm gonna play the demo just cuz catchy opening theme.
If you have any feedback, feel free to tell us. :)
I do.
Is there anyway you can allow the ctrl, enter, and space keys for the control settings? I mean, I've enabled Controls for Attack = Alt, Shift = Run, Z = block, X = jump, C = dodge/roll, tab = basic attack, ~ = the splashy animation thing, and then I moved the other hotkeys to numbers. I would have liked select to be enter and cancel to be space though. And something to be hooked to ctrl. I don't tend to like games using the letters, cuz I tend to break typing keys that way, so having more non-typing keys open would let me configure however I want.
I also think the theme song should be moved somewhere before the mysterious cloaked people are talking, either before our hero talks (making it the first thing to happen) or after. Or you could have the mysterious figures talk, then song, then tutorial. I think shuffle the events until it sorta works, but having the song third just seemed weird. Thematically, mysterious figures/tutorial -> song -> tutorial/mysterious figures works best (sandwiched), but second is probably song -> tutorial -> mysterious figures, as we have a cutscene that gives a good break between tutorial and main action. The one thing I do know is launching into tutorial mode, then having cloaked figures, then song feels awkward because you're pushing the accept/attack button alot and then suddenly there's a song, and it feels like that song should have been a break after the tutorial or even first thing.
Echo - Our Voice
No pressure or anything, but finish this game nao... Also, I'm gonna play the demo just cuz catchy opening theme.
LVN Fake News
Pffft, anime characters working at CNN and/or Infowars (depending on which one you consider fake)! I'm playing this.
Darn, it's not on here.
Can you make an itch.io version of this? Arafell did one, and I like that more than re-downloading Steam for just one game.
Darn, it's not on here.
Can you make an itch.io version of this? Arafell did one, and I like that more than re-downloading Steam for just one game.
Vacant Sky Vol. 1: Contention
Uhhhh can you repost the non-Plus version of this? Something about this version meant I wasn't able to properly import the save file.
Or release the game as an all-in-one so no imports are needed.
Or release the game as an all-in-one so no imports are needed.
That Damned Redhead
I need to watch the anime. I just saw it from "red haired anime" search and it was cute. But now that the game is done, I'm gonna check it out. Kinda reverse order, but thanks for telling me what anime this girl is from.
Vacant Sky Vol. 1: Contention
Ummmmm, can someone explain why Act I+ skips straight from the Virad breakout to Auria and friends on the boat with zero explanation? From a narration standpoint, you haven't introduced these characters yet.
Ah, nvm.
Ah, nvm.
Numina
(Moving error stuff elsewhere)
Other than that, liking the game. Especially the creepy voiceovers.
Update: But not liking Masane. His whole sidequest risks Raphael's life, and he basically contributes nothing to combat. Well, except liking that he kicks Aziel's bum that one time. But then...
Other than that, liking the game. Especially the creepy voiceovers.
Update: But not liking Masane. His whole sidequest risks Raphael's life, and he basically contributes nothing to combat. Well, except liking that he kicks Aziel's bum that one time. But then...
Everlasting Journey
author=PepsiOtakuauthor=theloathableoneHaha how dare you use my words against me!author=PepsiOtakuauthor=hedge1
Frankly, I'm just excited to see work is still being done on this project.
I'm excited that you're excited! I take a lot of hiatuses, but at this point, quitting isn't an option for me!
In all seriousness though, I haven't been working on this for over a year anyway... soo... yeah it might be dead this time. It's honestly hard to sum up my feelings about this game because so much has been put into it, but it's got too many borrowed/hacked together resources still, a lot of hacky code built in a modified pirated engine that can't be released commercially, and a story that while goes some cool places, one that I'm bored of. In short: I'm tired and needed to work on something completely different!
Right now I'm working on a weird racing game that I've been writing from the ground up in C++ (started in Aug 2016). It's not even remotely an RPG so I haven't created a game page for it, but it'll at least have a story eventually where some of that RPG stuff might come back. I can't see myself revisiting EJ anytime soon though.
I don't have a devlog for it yet, but post screenshots on twitter occasionally: https://twitter.com/pepsiotaku
Just think of it as a tech demo then. Finish the demo, and people can play the game with all of its features. If they like it, if they don't, that's kinda up to them.
Better that, than "I spent a ton of time on plugins, but now I'm not gonna show anyone how it all works together cuz it's pirated and I can't sell it." Most commercial games, I pay the money and want the money back because it was less game than it cost. Why I don't use Steam anymore.














