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Exile's Journey
author=dnel57author=dethmetalThanks for answering. Game is very well done.Great puzzles. I was in the wrong town looking for the Alchemist.Duh!author=dnel57Yes it is! And thank you again, Firefly, for the wonderful guide!
Couple questions.
Is your current download replete with all patches?
Where is the Alchemist in Colhaven? I was told he lives behind the item shop.
The only building behind the item shop has no door?
Thank you! If you remember, it's actually the same house that Dargor exits from when you first meet him in the beginning of the game!
catacombs.PNG
I'm being VERY strict about my color palette in this game. There are two color palettes I'm using: one for the sprites and one for the tilesets, and I'll be sticking with them for the whole game. (The sprite palette is pretty much the same as the tileset palette, just a bit brighter so the sprites stand out more.) This should give the game a very cohesive look!
The Gameplan Moving Forward
Why stop there?
Cygnus Crypts
Shrine of Cygnus
Cygnus Temple
Cygnus Depths
Towers of Cygnus
Tomb of Cygnus
Cygnus Plains
Cathedral of Cygnus
Cygnus Restaurant
Movie Theater of Cygnus
Club Cygnus
Cygnus's Pizza
Cygnus Mall
Cygnus-Mart
Cygnus Crypts
Shrine of Cygnus
Cygnus Temple
Cygnus Depths
Towers of Cygnus
Tomb of Cygnus
Cygnus Plains
Cathedral of Cygnus
Cygnus Restaurant
Movie Theater of Cygnus
Club Cygnus
Cygnus's Pizza
Cygnus Mall
Cygnus-Mart
jamieforest.png
Exile's Journey
author=dnel57
Couple questions.
Is your current download replete with all patches?
Where is the Alchemist in Colhaven? I was told he lives behind the item shop.
The only building behind the item shop has no door?
Yes it is! And thank you again, Firefly, for the wonderful guide!
[Poll] RPG Maker users: Which engine do you use the most these days?
RPG Maker MV, just because that's what I'm using for my current project. However, I've been using RPG Maker 2003 since, well... 2003. This time I wanted to use MV for more flexibility and potential to play my game on phones.
Memories From a Dream
author=Spermidine
I would like to ask one question about the "emphasis on replayability". Since I prefer "play value" over "replay value", I usually don't play through a game multiple times. What I would like to know: Is the "emphasis on replayability" limited to class choices and such elements? Then I would certainly give your new game a chance, all the more so since I enjoyed Exile's Journey. Or is the "emphasis on replayability" also related to story, quests and so on? That, unfortunately, wouldn't be my cup of tea then.
Furthermore, it would appeal to many players if stats distribution could be reversed and repeated in case the player, for example, chose a subpar character build (and a player usually can't determine during the first playthrough which stats will be the most important ones). I'm saying this now because I know that most games that offer free stats distribution don't offer do-over options, and because most players that don't like free stats distribution will be "scared away" if there's no do-over option.
I believe that the replayability factor will result from there being 16 classes to choose from, so some players may choose to play multiple times in order to try out new classes. In addition, I plan on including multiple difficulty setting options, as well as Steam achievements, and a few other features that will encourage multiple playthroughs. There are a lot of people who like to do challenge runs in games like Final Fantasy 1 or Dark Souls by limiting themselves somehow, like using only White Mages or attempting to play the game without upgrading weapons or stats, and I want to accomodate players like that as well.
However, you will by no means be required to play through the game more than once to experience everything. Every quest and story segment will be available in your first playthrough. The only thing you will not be able to do on your first time is use an unlockable class that I plan to include. If you decide you want to move on after playing the game once, that is totally fine, and you won't miss much of anything.
There is an option to reverse stat distribution. However, it costs money (in-game money, obviously). The reason for this is that it's too easy to break the game otherwise. If you could freely adjust your stats to cater to particular fights, that kind of defeats the purpose of building your characters, at least in my mind.
For example, if a player could re-distribute your stats for free, and were to come up against a boss that doesn't use magic, they can re-distribute all of their magic stats to boost their attack and defense to absurdly high levels and trivialize the fight. I do want players to have a lot of freedom, but not THAT much freedom. To me, at that point, it removes a lot of the role-playing aspect. A white mage shouldn't be able to suddenly transform him or herself into the Incredible Hulk, you know what I mean?
I do understand your concern, but I don't think it will be too much of a problem. the stats in this game are not complicated, and there are only five (Attack, Defense, Magic Offense, Magic Defense, Speed). I believe that most players will know which stats they should focus on the most for each character, and I'd say these stats are all equally important (agility is not going to be the most important stat anymore like in Exile's Journey).
I also just want to clarify one thing: Your initial stats depend on which class and race you choose. You don't choose your stats initially. Afterward, upon leveling up you gain skill points which you can then use to upgrade whatever stats you want. :-)
XiShi.png
Autoshadows can definitely be annoying, mainly because they are automatically created by the engine, but they do have their uses. In Exile's Journey, I simulated shadows by having a dark version of every indoor tile. Having two versions of every floor tile definitely took up precious tileset space. It's nice that I don't have to do that anymore and can simply use the built-in shadows to create the same effect.
Exile's Journey
author=dnel57
Just thought I would mention a party event:
After I go to see the princess and obtain the Enchanted Ring , Dargor is still in my party before I rejoin with him. I almost thought I would end up with two Dargors.
Enjoying the play :)
Hm, strange. I wonder how that happened. Luckily, that shouldn't really affect anything. Glad you're enjoying it!
hlajmar.PNG
author=LolloRocketDiver
I agree with you. I'm doing this with my project too...
I think it's not too bad mixing hi-res UI with pixel art sprites. Many games do this these days. Don't worry, the result is good imho.
Yeah. I do think mismatched pixel density is a bad, bad idea, and I always recommend that people avoid it at all costs, but for some reason I personally think it looks okay when it's just a font, message box, or particle effects. However, I'm sure there are many that disagree and that's totally fine. If you asked me a few years ago, I would have said that you should ALWAYS use an appropriate pixel-font when making a game in this style.
By the way, I'm assuming you don't have a game page for this project you're referring to yet?














