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At Last Alone: Canyon of...
A mad summoner is on the loose! Journey to stop him in this dark JRPG.

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At Last Alone: Rescue at Moranthia

author=Snowpink
this game is so good. not that much of an adventure, It's more like... NVM ^^
any way I love it, i played till the end. like 3 hours and it was great and good luck till the end :3

Thanks for playing! I'm glad you enjoyed it! I'm working on a more adventurous sequel currently. Stay tuned!

At Last Alone: Rescue at Moranthia

author=SuperGamer
I have just one question what is that rule of three riddle?

Can't seem to find the proper combination of those switches to open a a locked door...



You just need three of the four switches turned on. Any three will do. But I'd recommend the switches on the second, third, and fourth floor to on, and first floor off.

At Last Alone: Rescue at Moranthia

author=Kiana
Edit: Much as I like the action commands in battle for extra damage/defense, having them mapped to A and D is already getting annoying. Having to constant move my hand up and down means missing some prompts. If the prompts were linked to Z and X, that would be great. Even shift and space would be an improvement, since I wouldn't have to keep moving my hand and break the game flow.

It's also hard to see the circle during some attack animations, making getting the timing right even more frustrating.

Cool - thanks for the feedback. The timed button press battle script is a little finicky, but I think I should be able to make some changes to it. Thanks for playing the game! :D

At Last Alone: Rescue at Moranthia

author=Linkis
NO, NO, NO, you don't have time to play other games.
You must correct any problems with this game so I can play it again...
And then create the sequel so Red and I can play that :)


Haha! That's nice! I am definitely fixing things as much as possible on this game before I move on.

The bust messaging system is not working properly right now... But I'll get it working.

At Last Alone: Rescue at Moranthia

author=Linkis
Sorry, thought I had messaged you about the words missing a few characters on the end of a text line on the right :( Guess I was going to do it and my cat licked my leg requesting her treats :)


Yeah, you mentioned it. But I couldn't recreate it. But I found some typos, so I assumed that was the problem.

Red Nova's "autorun" idea is solid.

Off to fix and play some other games!! :D

At Last Alone: Rescue at Moranthia

@Red_Nova: Thanks again for playing all the way through and all the constructive comments! It seems like people have been into the characters and world, so there will be more to come. Probably another 30min-1hr "episode".

Random thoughts:
Battlebacks: Crap! I thought I had those fixed... I'll go back and check. BTW, are there suggestions for good battleback DLC? I'm underwhelmed with the RTP battlebacks.

Path issue, sound, game over screen, other tiny things: Good catch!

The text box errors are really bad, my apologies (and after bragging how cool the last scene was! That's what I get for hubris!). I'll have to see what the issue is, because those are NOT happening when I playtest. I'll have to admit: I'm a little embarrassed. Has this happened to anyone else? I've checked the text boxes and busts multiple times and it all plays right in the playtest mode. :/

Talutah's faces: I know, I'm as disappointed as you are. The emotion faces were slightly off from the basic bust and I couldn't photoshop them. And I didn't want to hassle people for help on the boards as a first-time noob. Now that I'm a second-time noob, I'll probably ask for some help.



At Last Alone: Rescue at Moranthia

Red Nova, thanks for the comments. Thoughts and semi-answers below...

author=Red_Nova
Firstly, and most importantly, the game crashed on me after playing for about 30 minutes. This is the scene right before it crashed, and here is the error message I got.

I know... sorry! This got fixed in a later version. If you download it again, it's fixed. If you're familiar with the mirror bust script, you have to put in "bust_mirror(true)" to make them flip - and I kept putting in "mirror_bust(true)". And it's not like I can't read or anything... just have a bad memory. I now have a postit on my computer that says "MIRROR BUST".

author=Red_Nova
- The busts look like Frankenspriting. Did you do those? Because they look pretty good!

I got the main bust from some DLCs and websites online, but photoshopped the emotion faces onto the standard bust. It took a few days, but I am pretty happy with it! THanks!

author=Red_Nova
- This is just a personal preference, but can you have a name in the textboxes or use Yanfly's Message System to add a name? It would really help in making players remember who is who during that intro scene.

This was in the back of my head to do. But didn't know how people would like it. Now that someone else has suggested it, I'll try adding it in.

author=Red_Nova
- Can we have some sort of introduction to the wolf other than using it as a threat? Hell, having Cal refer to the wolf as, "the wolf," and not it's name is kinda demeaning to Georgie. This may sound a bit of a stupid observation, but if Georgie is going to be a party member, I want to know about him. At the very least I feel like he should be addressed by his name.

This is a really thoughtful suggestion! Thanks!

author=Red_Nova
- This story setup and the characters are interesting. I'm not sure what's doing it, but these characters stick out pretty well to me. They all have just enough distinction in their personalities that makes me interested in seeing where they go and how they develop. Though the one exception is Georgie.

Thanks! I agree about the Georgie issue... I'll figure something out.

author=Red_Nova
- The button input for the battles is an awesome idea. It definitely adds enough - player input to keep combat engaging to the player!

Thanks! I saw it in a youtube demo and hunted down the script.

author=Red_Nova
- However, it is kinda diminished by the fact that every character is practically the same, combat-wise. Double and Triple Attack is all you need to survive. That's a real shame, especially since every character has so many abilities. Like, wow. It's kinda overwhelming to see all these abilities for each character. Unfortunately, that's not a good thing, as every character feels the same.

Someone else mentioned this in the comments, and I totally agree. I went a little crazy with the abilities. There are some minor differences, but I could do a better job here. Since magic is limited in this world, everyone is a physical battler.

author=Red_Nova
- Why is the world does Georgia have punching animations for his attacks? Use the Hit 2 Physical animation instead.

I'm gonna chalk this up to "first game ignorance" - I didn't know I could change that. Good idea.

author=Red_Nova
- Speaking of Georgie: It's very strange that he can equip the same stuff as Cal. You're on the right track by removing his weapons, now can you add some animal-specific armor?

Sure!

author=Red_Nova
- It feels rather strange that Samarah, an archer, has the close quarters skill tree. Not that I ever needed it, but still...

Initially, close quarters moves were meant to be of a higher power, but would lower defense. And there was a possibility that an ally attack would hurt a character that just did a close quarters battle. So there's a tradeoff there. I was inspired by LoTR-esque arrow jabbing in melee combat. But I couldn't get the battle system to work that way... Next game!

author=Red_Nova
- Can you please stretch out the battlebacks so that they fit the whole screen? It's not as hard to do as you might think: Just export the battlebacks, open them up in an image editor, and stretch them to the correct dimensions. To make it easier, you can paste Battleback 2 onto the Battleback 1 and only have one image to worry about.

That's possible?! Great!

author=Red_Nova
- The mapping is pretty good. I never thought I'd see such open-endedness in a simple castle. Although because it's so open, it doesn't have a whole lot of coherency. I can't really imagine this place actually functioning like a castle before the events of this game. The whole layout feels, for lack of a better term, "video game-y".

Thanks - hopefully my mapping will get a little stronger the more I do this.

author=Red_Nova
And that's what I've got so far. I don't have much in the plot department because there wasn't a lot of characterization in the 30 minutes I played before the crash. That opening cutscene certainly did enough, and I don't have any issues with that.

I would suggest downloading the new version (Where the conversation is fixed) and play through the end. I spent a lot of time on the end cutscene/events/scripts and I think, imho, it's pretty cool. Also, stay through the credits for a Marvel-esque scene at the end that hints to the sequel.

author=Red_Nova
Holy crap this is seriously your first RPG Maker project?! But there's so much work put into this! I am seriously impressed! Can I ask how long it took you to complete this demo?

Thanks!! I probably started sometime in August. I usually gave it a few hours every night and an afternoon or so on Saturdays and Sundays.

At Last Alone: Rescue at Moranthia

author=Krolan
Well, it is still strange, because the 2 assasins you see also can't pass that point (you actually can see that pretty good on the Wall-of-Friends image in the bottom right corner), and since none of them can have been on the same spot as that guy when they started chasing it seems to be a wall for them. Or is the chasing-limit a limit for all in one area?

Oh! I figured out why... There's a cutscene mapped to an event right where the invisible wall is - forming the invisible wall. I have the events across the whole hallway so it's a guaranteed walk-across for the player. Not sure why the bad guys get stopped from it though...

At Last Alone: Rescue at Moranthia

@ Linkis: Thanks so much for playtest! It was really helpful and I took all of your constructive comments to heart. Even if I didn't get them in this game, I'll keep them in mind for next time.

@Krolan:
#1: No they aren't supposed to be able to attack from off the wall. I thought I fixed that... I guess not! Thanks for pointing that out! :D
#2: Yeah, the wolf is a little OP. There's a few reasons for that. 1) With no mage, I felt like there needed to be a character who could heal out of battle. But he couldn't heal without TP, and couldn't get TP without "snuggle." 2) His agility, HP, and attack are sky high because my wife didn't want the wolf to die. She was very upset when I told her that there was a possibility that the wolf might die. 3) Since the wolf doesn't have many lines, I wanted her to be integral to the experience and not forgotten about - so making her the healer I thought would help that.
#3: Lol! Whoops! Good catch!
#4: I'll have to check on the poison thing... I think it's part of the larger Yanfly battle engine script? In contrast to the other things, which are my own bonehead mistakes, I'm not sure how to address this one? Has anyone else had this issue with Yanfly's battle engine?
#5: Lol! That first image, I'm assuming that the soldier isn't chasing you past a certain point. I think that has something to do with the chase script, which has a limit of 60 (I think) squares that he'll chase. Good catch! The wall of friends is funny too... I'm not sure how to fix this aside from getting rid of the choo-choo train of friends. Again, maybe someone reading this has some suggestions? Maybe there's a script that fixes it?

@unity:
Thanks for the suggestion about the moves and the TP. One of the biggest challenges I had was planning out moves.
Thanks for thinking the wraiths were cool! I'm not sure why they're so weak! Honestly, I think I had them really weak while I was debugging the counting variable so I could kill them quick... and I never strengthened them! Do'h!
I fixed that chest. Fortunately, it was not Super Awesome Armor or anything - just a power up.

Thanks all for the kind words! This community has been really supportive and if I provided anybody with a slight amount of enjoyment, then it's all worth it!

At Last Alone: Rescue at Moranthia

author=Krolan
White haired chick o.o

Must... play..
no...download link...

*becomes dust and vanishes with the wind*


(Of course I realize that this was only added yesterday. Good luck :) )


Ha! Thanks for the support! It's actually being tested right now and it's pretty close...