DETHMETAL'S PROFILE

Hey there. :-) I'm just a guy in his 20s who loves RPGs and creates them as a hobby.
Exile's Journey
A disgraced knight must face his internal conflicts when the world is in danger.

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Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

I remember Final Fantasy Fighters. That was seriously impressive. Even the sprites they made for Cloud looked very cool. Jump Platinum was mind-boggling, too. If anyone is interested in seeing feats or RM2K programming, check those out.

THRONE - OUR FINAL TWILIGHT

author=deficiencyproductionz
author=dethmetal
Hey. I just finished playing for today. I took a bunch of notes as I played, which are hidden down below. Many of the gripes are VERY minor - I just wrote down everything I thought of as I played in case it might help you. I haven't finished yet, so I will give my overall thoughts another time. I was very interested in this game when I heard about it today because the concept is very similar to a game I'm making called Memories From a Dream.

The presentation is wonderful. The font choice, message box graphics, music and graphics are all great.
The cursor isn't centered on all of the font icons, particularly the door/quit icon.
You might consider renaming the "Store" option at the blacksmith to "Shop". My first thought was that it's a "store items" option. That might just be me, though.
The framerate dips very low for me in the village. I'm not sure if this can be rectified.
When you are presented with the battle results, it would be great if you could make the status window behind it dissappear. It looks a bit sloppy as is, but it's not a big deal.
In the room where you learn about secret passages and hit the switch, it wasn't immediately clear to me that I was losing health despite the screen flashing. It might be helpful if you show an HP bar on screen as well while this is happening.
A switch to reset block puzzles if you render them unsolvable is always welcome, especially when there's not a quick way to leave the map and come back.
The bladespawn shouldn't be able to run across spike traps. I was left with very little health due to stepping on a spike trap and getting pushed on to another one, and the bladespawn kept chasing me and intiating battle. No matter how often I fleed, it was impossible to get away because the spike traps would be in my way. I got VERY lucky and managed my make my way back to the village with 1 HP left and not enough FP to flee another battle. It's nearly impossible to escape the bladespawn if necessary in the well. This could be rectified by making enemies wait slightly longer before they begin chasing you again, and by making it impossible for them to cross spike traps.
Once I rested, I nearly enjoyed the bladespawn fight a great bit. It taught me how to parry and hunker down very well. However, the thing still had a bit too much health, in my opinion, unless there's something I'm missing. Even with an optimal strategy (parry followed by hunker down; repeat until you need to heal) I could only just BARELY win due to running out of healing.
Once the Grikk Geists turned invisible, there was NOTHING I could do to damage them except use a firebomb. Is this intentional or did I miss something?
I gave up on the Oil Cave/bottom of the well. I couldn't for the life of me figure out how to lower the spike wall found south of the healing mushroom. Now, I head south of town.
Don't take this following note too seriously, because this may be an uncommon opinion. I dislike pixel movement in RPG Maker games. I never think it looks quite right. It doesn't look like the character is taking steps when implemented, it instead looks like they are sliding and hovering all over the floor. I also find that it sometimes makes it harder to line up and activate events correctly. For example, I sometimes find it tricky to pick things up off of the floor because I'm not lined up correctly. I don't think pixel movement adds anything to RPG Maker games, at least in my experience. Again, this is basically just a mini-rant that you can ignore. I wouldn't let my dislike for pixel movement change my opinion of this game in any way.
The game crashed for me when I went down the rope in the northeast corner of the forest near the cabin. It completely stopped running unexpectedly without even an error message. I lost a ton of the progress from this due to the limited save mechanic so I will continue later. I think there's a lot about the game that I am not fully understanding yet, perhaps, but that's on me (I am always clueless during the first portions of games).
Overall impressions so far: Very, very promising. I am a huge fan of Dark Souls (I am going to take a wild guess and say that you are as well) so naturally I love playing games inspired by it.
The graphics are very nicely done. I especially like the monsters. Wonderful work.
One last thing - The introduction voiceover would sound AWESOME with a reverb or delay effect added. If you have access to audio software, give it a try. If you don't, feel free to send me the audio file if you'd like. I have experience in audio engineering and would be happy to help.
Sorry about the late reply! I'm glad you're enjoying the experience. I'll have to check out your project page as well.
Many of your observations are easy to fix. I'll get to them shortly.
I've been working on fixing the town framerate for a while now, and it's slowly getting better. Also, I'm remaking the character sprite with 8 directions, so hopefully the pixel movement will look better in the future.
Ghost enemies are only vulnerable to elemental damage. While there are hints of this in-game, I like the idea of players figuring this out themselves. Perhaps the problem is that people become too invested after breaking the Geists' skulls? People seem to read this specific thing as a problem, so I'll definitely adjust it moving forward.
Personally, I like the idea of barely escaping the well dungeon. A similar scenario happened on HawkZombie's stream a while back, and it was very exciting to see him run out with 1 health. However, losing progress is lame. In the future, players will respawn at their most recent altar, with the caveat that a moon will pass. (Think bonfires in dark souls, but 7 respawns) The next update will also have autosave/save on exit. Additionally, the crashes should be fixed. Overall, this should make for a much smoother experience. In the meantime, you should know the skill "Devil's Roar" causes a crash.
Throne is purposefully opaque, so don't feel like you're doing something wrong just exploring the island. In addition to this, what narrative direction there is is in the works-- what you're playing is an early tech demo.
Your intuition was correct that I'm a DS fan! A truly inspirational franchise. Thanks for the kind words, dethmetal! :)


No problem! I saw in another post you made that you're coming out with another version that will fix the crashing issues. I'm going to wait until that comes out to replay, and then I'll provide more comments.

THRONE - OUR FINAL TWILIGHT

Hey. I just finished playing for today. I took a bunch of notes as I played, which are hidden down below. Many of the gripes are VERY minor - I just wrote down everything I thought of as I played in case it might help you. I haven't finished yet, so I will give my overall thoughts another time. I was very interested in this game when I heard about it today because the concept is very similar to a game I'm making called Memories From a Dream.

The presentation is wonderful. The font choice, message box graphics, music and graphics are all great.
The cursor isn't centered on all of the font icons, particularly the door/quit icon.
You might consider renaming the "Store" option at the blacksmith to "Shop". My first thought was that it's a "store items" option. That might just be me, though.
The framerate dips very low for me in the village. I'm not sure if this can be rectified.
When you are presented with the battle results, it would be great if you could make the status window behind it dissappear. It looks a bit sloppy as is, but it's not a big deal.
In the room where you learn about secret passages and hit the switch, it wasn't immediately clear to me that I was losing health despite the screen flashing. It might be helpful if you show an HP bar on screen as well while this is happening.
A switch to reset block puzzles if you render them unsolvable is always welcome, especially when there's not a quick way to leave the map and come back.
The bladespawn shouldn't be able to run across spike traps. I was left with very little health due to stepping on a spike trap and getting pushed on to another one, and the bladespawn kept chasing me and intiating battle. No matter how often I fleed, it was impossible to get away because the spike traps would be in my way. I got VERY lucky and managed my make my way back to the village with 1 HP left and not enough FP to flee another battle. It's nearly impossible to escape the bladespawn if necessary in the well. This could be rectified by making enemies wait slightly longer before they begin chasing you again, and by making it impossible for them to cross spike traps.
Once I rested, I nearly enjoyed the bladespawn fight a great bit. It taught me how to parry and hunker down very well. However, the thing still had a bit too much health, in my opinion, unless there's something I'm missing. Even with an optimal strategy (parry followed by hunker down; repeat until you need to heal) I could only just BARELY win due to running out of healing.
Once the Grikk Geists turned invisible, there was NOTHING I could do to damage them except use a firebomb. Is this intentional or did I miss something?
I gave up on the Oil Cave/bottom of the well. I couldn't for the life of me figure out how to lower the spike wall found south of the healing mushroom. Now, I head south of town.
Don't take this following note too seriously, because this may be an uncommon opinion. I dislike pixel movement in RPG Maker games. I never think it looks quite right. It doesn't look like the character is taking steps when implemented, it instead looks like they are sliding and hovering all over the floor. I also find that it sometimes makes it harder to line up and activate events correctly. For example, I sometimes find it tricky to pick things up off of the floor because I'm not lined up correctly. I don't think pixel movement adds anything to RPG Maker games, at least in my experience. Again, this is basically just a mini-rant that you can ignore. I wouldn't let my dislike for pixel movement change my opinion of this game in any way.
The game crashed for me when I went down the rope in the northeast corner of the forest near the cabin. It completely stopped running unexpectedly without even an error message. I lost a ton of the progress from this due to the limited save mechanic so I will continue later. I think there's a lot about the game that I am not fully understanding yet, perhaps, but that's on me (I am always clueless during the first portions of games).
Overall impressions so far: Very, very promising. I am a huge fan of Dark Souls (I am going to take a wild guess and say that you are as well) so naturally I love playing games inspired by it.
The graphics are very nicely done. I especially like the monsters. Wonderful work.
One last thing - The introduction voiceover would sound AWESOME with a reverb or delay effect added. If you have access to audio software, give it a try. If you don't, feel free to send me the audio file if you'd like. I have experience in audio engineering and would be happy to help.

Screenshot Survival 20XX

The battle animation looks great. Animating tiny sprites is insanely hard. I've always had tons of trouble with that. It's so hard to demonstrate smooth and clear movement when the character's arm is like four pixels long.

Misaos 2020 - Discussion Topic

This thread has been great for helping me discover games I didn't even know about. I finished downloading quite a few that I am eager to try.

Daliah's Cave Quest Demo

Looks very cool. Downloading now!

Misaos 2020 - Discussion Topic

Just a friendly reminder that Exile's Journey came out this year as well! ;-)

world_map.png

Very nice looking world map! None of your art programs are able to label your map? I'd think that even MS Paint could accomplish that!

Screenshot Survival 20XX

It's been quite a while since I've posted in this thread.

snowytower.png

To do: Pixelate the snow effects to match the rest of the game's style.

I'd like to note that this screenshot has been reduced to 2/3 of its original size in order to better fit RMN's dimensions. I'll probably continue doing that moving forward as long as it doesn't make things look wonky.