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Released Demo for RS!DX
OK, Liberty, I got a chance to play the new version of the demo and thankfully didn't find any gamebreakers. I also noticed you made some changes to a few things. Here is my feedback, mostly comments and observations, as I played along:
For anybody playing, WARNING CONTAINS SPOILERS
- There were no missing files in this version. As far as I can tell the current version does look like your screenshoots.
- I noticed a few typing and spelling mistakes. In some cases I am aware you tried to give some NPCs an accent, so those don't count.
- I wonder whether we'll see the guy who healed her at the beach again.
- The temple graphic in the world map I think might a little bit too oversized.
- I hadn't noticed before that if you try to go elsewhere at the beginning, all the messages that appear will point you where to go to.
- There's a few graphical issues in Camlon City: in the house near the entrance, there's that large potted plant that's floating in a corner darkened wall; the issue with Quill's sprite getting cut off when talking to the old woman in the bed persists but only occurs when you talk to her from the right side of the bed; and, in the house furthest to the west, there's a couple of books apparently lying on the floor that you can walk under as if they were floating!
- One thing that I thought was strange was after spending the night at the inn, when you leave it, the street lights are lit up. Isn't it supposed to be morning?
- Quill's sprite when leaving Camlon City is different from the earlier demos. Before, only when she tried entering a place would it change to large from very tiny. The strange thing with this change, was that when you get a large sprite in the worldmap, you end up moving very quickly in the worldmap and every screen, so there is little fine control. I am aware that is probably something related to RM2k, since it has happened to me while playing in other games as well. Unfortunately, now since your sprite is large when you exit the City, you are moving very quickly everywhere, with no possibility of a fix.
- In the forest, the only place I couldn't get to or find was the cabin. Are you supposed to be able to get there in the demo?
- I noticed in the first battle, you would get stats and info on the monster type attacking you. It doesn't seem to happen when you meet the other type of monster, unless you exit and re-enter the forest. I know that you could do it as you did with the healing items (give info always) but that could get repetitive.
- Quill's sprite in battle has white hair. Also, her movement is a bit awkward, almost as if she were a wind-up toy. Sei's motion is better, but you don't actually see him strike the enemy.
- In Traveler's Delight inn, I hadn't notice you could enter the room at the bottom. I find it strange, that you can find Lady Ursua and her bodyguard there as well as in one of the rooms of the inn. More importantly, though, I found the only way to leave that room with the save point is pressing action in one of the two tiles in front of the shaded tiles. If you try to exit normally by walking out, you just end up going through all those tiles and remain in the screen, out of sight.
- The sprite for the Quill in the Worldmap once leaving the forest is very small. The speed of movement issue, though remains.
- If you try using the "Leave" option for Sharda Village, the game gets stuck. This probably occurs because you are the trying to move the Quill's sprite to a certain place and the path won't allow you to go that way, I suspect.
- I like the grayed out thoughts you have in dialogue boxes. Wish more games gave us that insight into what the characters are actually thinking. Shows how much what they think and say differ.
- Noticed how you dealt with the dialogue faceset issues. Since you already give the person's name or description of who they are, showing a faceset is redundant. If you didn't do that then you would definitely need the faceset.
- Noticed you fixed the blue-haired royal guard so that now she answers the questions.
- Interesting how having the moth in the screen with Lady Orlia was actually on purpose.
- I noticed how there a couple of places in Camlon Castle that lead nowhere: a stairwell in the second floor to the right of the main stairwell and the doorway to the right of Lady Orlia's screen.
- I didn't get the deal with the scene at the desert oasis. I thought it might be just Quill dreaming ... and also, I am guessing it must have so symbolic significance.
- In the castle, there are all these tables that have a visible grey rectangular tile that obscures Quill's sprite if you walk in front of the tables. In the ballroom this is even more noticeable: in both tables nearest the king, the rectangle obscures part of the chairs in front of the tables, and for the one in the left, a plate with food on the table. Good thing that you removed these rectangles from the buffet tables, though.
- Did Quill wear the same clothes to the ball?
- I like the fact that you can now enter the ballroom using any path, do what you want to and once you try to leave, that's when the king starts his speech. Strangely, the princess, duchess and lord that you saw outside are also in the ballroom.
- I found a defect within the ballroom: if you are standing on the podium where the king and princess are seating, you can walk one step into the wall and also walk down from the podium by going left and right.
- If you try to leave the ballroom using the furthest path to the right, Quill and Tiya end up occupying the same spot and the game gets stuck after the speech ends, probably because the king bumps into Quill and can't leave the ballroom. If you try to leave, using the path 2nd furthest to the right, Quill and Sei end up occupying the same spot, but at least the game can proceed. Trying to leave through the two leftmost paths doesn't produce any issue whatsoever. Perhaps you can always move Quill to the 2nd furthest left position instead having her remain in the one she used to exit to avoid the issues altogether.
- I didn't see Tiya at all until the speech started ...
- Is Master Toa's sprite always pointing that sword at people?
- One the princess says to continue the festivities, all the dialogue following it occurs with no graphics, except for a few balloons with "..." and "?". Makes me wonder what happened with Master Toa and how the gardens look ... Also, look forward to visiting the library ...
- Good thing you put something to indicate that the end of the demo was reached.
- Another good thing is you got rid of the rain, so that you don't get indoor screens where it is raining.
- Also, I'm curious to find out if some of the things mentioned by NPCs will lead to sidequests.
- I enjoyed the BGMs a lot.
For anybody playing, WARNING CONTAINS SPOILERS
- There were no missing files in this version. As far as I can tell the current version does look like your screenshoots.
- I noticed a few typing and spelling mistakes. In some cases I am aware you tried to give some NPCs an accent, so those don't count.
- I wonder whether we'll see the guy who healed her at the beach again.
- The temple graphic in the world map I think might a little bit too oversized.
- I hadn't noticed before that if you try to go elsewhere at the beginning, all the messages that appear will point you where to go to.
- There's a few graphical issues in Camlon City: in the house near the entrance, there's that large potted plant that's floating in a corner darkened wall; the issue with Quill's sprite getting cut off when talking to the old woman in the bed persists but only occurs when you talk to her from the right side of the bed; and, in the house furthest to the west, there's a couple of books apparently lying on the floor that you can walk under as if they were floating!
- One thing that I thought was strange was after spending the night at the inn, when you leave it, the street lights are lit up. Isn't it supposed to be morning?
- Quill's sprite when leaving Camlon City is different from the earlier demos. Before, only when she tried entering a place would it change to large from very tiny. The strange thing with this change, was that when you get a large sprite in the worldmap, you end up moving very quickly in the worldmap and every screen, so there is little fine control. I am aware that is probably something related to RM2k, since it has happened to me while playing in other games as well. Unfortunately, now since your sprite is large when you exit the City, you are moving very quickly everywhere, with no possibility of a fix.
- In the forest, the only place I couldn't get to or find was the cabin. Are you supposed to be able to get there in the demo?
- I noticed in the first battle, you would get stats and info on the monster type attacking you. It doesn't seem to happen when you meet the other type of monster, unless you exit and re-enter the forest. I know that you could do it as you did with the healing items (give info always) but that could get repetitive.
- Quill's sprite in battle has white hair. Also, her movement is a bit awkward, almost as if she were a wind-up toy. Sei's motion is better, but you don't actually see him strike the enemy.
- In Traveler's Delight inn, I hadn't notice you could enter the room at the bottom. I find it strange, that you can find Lady Ursua and her bodyguard there as well as in one of the rooms of the inn. More importantly, though, I found the only way to leave that room with the save point is pressing action in one of the two tiles in front of the shaded tiles. If you try to exit normally by walking out, you just end up going through all those tiles and remain in the screen, out of sight.
- The sprite for the Quill in the Worldmap once leaving the forest is very small. The speed of movement issue, though remains.
- If you try using the "Leave" option for Sharda Village, the game gets stuck. This probably occurs because you are the trying to move the Quill's sprite to a certain place and the path won't allow you to go that way, I suspect.
- I like the grayed out thoughts you have in dialogue boxes. Wish more games gave us that insight into what the characters are actually thinking. Shows how much what they think and say differ.
- Noticed how you dealt with the dialogue faceset issues. Since you already give the person's name or description of who they are, showing a faceset is redundant. If you didn't do that then you would definitely need the faceset.
- Noticed you fixed the blue-haired royal guard so that now she answers the questions.
- Interesting how having the moth in the screen with Lady Orlia was actually on purpose.
- I noticed how there a couple of places in Camlon Castle that lead nowhere: a stairwell in the second floor to the right of the main stairwell and the doorway to the right of Lady Orlia's screen.
- I didn't get the deal with the scene at the desert oasis. I thought it might be just Quill dreaming ... and also, I am guessing it must have so symbolic significance.
- In the castle, there are all these tables that have a visible grey rectangular tile that obscures Quill's sprite if you walk in front of the tables. In the ballroom this is even more noticeable: in both tables nearest the king, the rectangle obscures part of the chairs in front of the tables, and for the one in the left, a plate with food on the table. Good thing that you removed these rectangles from the buffet tables, though.
- Did Quill wear the same clothes to the ball?
- I like the fact that you can now enter the ballroom using any path, do what you want to and once you try to leave, that's when the king starts his speech. Strangely, the princess, duchess and lord that you saw outside are also in the ballroom.
- I found a defect within the ballroom: if you are standing on the podium where the king and princess are seating, you can walk one step into the wall and also walk down from the podium by going left and right.
- If you try to leave the ballroom using the furthest path to the right, Quill and Tiya end up occupying the same spot and the game gets stuck after the speech ends, probably because the king bumps into Quill and can't leave the ballroom. If you try to leave, using the path 2nd furthest to the right, Quill and Sei end up occupying the same spot, but at least the game can proceed. Trying to leave through the two leftmost paths doesn't produce any issue whatsoever. Perhaps you can always move Quill to the 2nd furthest left position instead having her remain in the one she used to exit to avoid the issues altogether.
- I didn't see Tiya at all until the speech started ...
- Is Master Toa's sprite always pointing that sword at people?
- One the princess says to continue the festivities, all the dialogue following it occurs with no graphics, except for a few balloons with "..." and "?". Makes me wonder what happened with Master Toa and how the gardens look ... Also, look forward to visiting the library ...
- Good thing you put something to indicate that the end of the demo was reached.
- Another good thing is you got rid of the rain, so that you don't get indoor screens where it is raining.
- Also, I'm curious to find out if some of the things mentioned by NPCs will lead to sidequests.
- I enjoyed the BGMs a lot.
Even Day
edchuy's Progress in Giving Feeback/Reviews of ALL RS X Releases
I have posted the feedback for The Looming Spire Tech Demo in the discussion section of the game. Liberty has posted a revised demo for Even Day, so I guess I am back to dealing with it. Hopefully, third time's a charm.
The Looming Spire
OK. I am aware that you have changed some things around. I think I have checked everything I could have regarding the demo. I used some RM2k3 french RTP 1.08 to be able to get the game going. Sorry to say I have tried anything else you have posted in RMN. Here is my feedback, mostly comments and observations, regarding the demo:
- I do like your implementation of a circular menu option for the Items and Runes. However, I would like it to able to remember what was the last item used or what the current rune is, to use those at starting points for selection when I call them up.
- I found the information given by the crystal to be very thorough and useful.
- I hope you will have an option in the menu to exit to title screen!
- I found using fire and earth runes field skills doesn't reduce Mag. I tried all others and they do reduce it, as expected. Also I found that using a particular rune skill, it takes a couple of seconds to recharge.
- For items, it would be nice to have a description of the currently selected one both in the field and battle, so that you wouldn't have to use an item to actually figure out what it does.
- I like the fact your battle system is passive ATB. That'll be good especially if you plan to have more skills for each rune and more runes equipped. There is nothing more frustrating than having to hurry a battle choice (often making the wrong one at that).
- Are RPs points that get assigned to the currently equipped rune? Will the different levels for the runes let you access more skills or just stronger versions of them?
- Exp. I would guess are assigned to the non-rune level that the character has.
- Your choice to have to use arrows to find the Flee and Defend options in battle was good, especially putting those little directional arrows as reminders. I hope you do something similar when you add all those battle sub-options you have in mind.
- When you open a chest and find an item, the characters lifts it up to show, kind of like the character in Legend of Zelda games does.
- I found if you walk into a diagonal wall and continue pressing the directional button you'll move to the next part of the diagonal wall in the direction you're pressing.
- I wasn't able to use neither the Sky nor the Freeze in the field against enemies for the intended use, probably in some cases because the enemies move too quickly.
- I don't feel it is bad to have surprise attacks. It keeps you on your toes.
- I hope there's enough magic restoring items available especially once dealing with stronger monsters.
- Probably due to RTP I used, in the screenshot where you show bats or moths (?), I had hogs (although some others have said they are orcs) for the sprites of the enemy. When I attacked these enemies, I found that instead of the expected animation, the sprite would get changed into that of a grim reaper. I have found that, particularly with RM2k3, it is probably best for the developer to include most of the resources you intend to need for the game, since there's no 1 standard RTP. I had also tried this KVlad RTP translation, but it wasn't enough for me to play the game. Otherwise, some things might work, but not as originally intended by the developer.
- I do like your implementation of a circular menu option for the Items and Runes. However, I would like it to able to remember what was the last item used or what the current rune is, to use those at starting points for selection when I call them up.
- I found the information given by the crystal to be very thorough and useful.
- I hope you will have an option in the menu to exit to title screen!
- I found using fire and earth runes field skills doesn't reduce Mag. I tried all others and they do reduce it, as expected. Also I found that using a particular rune skill, it takes a couple of seconds to recharge.
- For items, it would be nice to have a description of the currently selected one both in the field and battle, so that you wouldn't have to use an item to actually figure out what it does.
- I like the fact your battle system is passive ATB. That'll be good especially if you plan to have more skills for each rune and more runes equipped. There is nothing more frustrating than having to hurry a battle choice (often making the wrong one at that).
- Are RPs points that get assigned to the currently equipped rune? Will the different levels for the runes let you access more skills or just stronger versions of them?
- Exp. I would guess are assigned to the non-rune level that the character has.
- Your choice to have to use arrows to find the Flee and Defend options in battle was good, especially putting those little directional arrows as reminders. I hope you do something similar when you add all those battle sub-options you have in mind.
- When you open a chest and find an item, the characters lifts it up to show, kind of like the character in Legend of Zelda games does.
- I found if you walk into a diagonal wall and continue pressing the directional button you'll move to the next part of the diagonal wall in the direction you're pressing.
- I wasn't able to use neither the Sky nor the Freeze in the field against enemies for the intended use, probably in some cases because the enemies move too quickly.
- I don't feel it is bad to have surprise attacks. It keeps you on your toes.
- I hope there's enough magic restoring items available especially once dealing with stronger monsters.
- Probably due to RTP I used, in the screenshot where you show bats or moths (?), I had hogs (although some others have said they are orcs) for the sprites of the enemy. When I attacked these enemies, I found that instead of the expected animation, the sprite would get changed into that of a grim reaper. I have found that, particularly with RM2k3, it is probably best for the developer to include most of the resources you intend to need for the game, since there's no 1 standard RTP. I had also tried this KVlad RTP translation, but it wasn't enough for me to play the game. Otherwise, some things might work, but not as originally intended by the developer.
Even Day
comment=25464
Okay, so the newest version is up. Whether it's got anything else wrong with it I'm not sure, but I should have killed all game killers. Thanks all (edchuy ^.^) for being so patient. Enjoy~
OK, Liberty. I'll be downloading it know. I hope not having to let about any major issues (cross your fingers!). I'll be playing it through once more and let you know about anything I find along the way.
As an aside, this RMN upload system since to have an issue, since it didn't even change the date and type of posting. I figured it was different thanks to all the underscores you've been adding! Because of this issue, your newest version won't be shown in the "Latest Games to Play" in RMN's main webpage.
Also, I found out that somebody had let you know about the issue with Duchess Angelique in response to your most recent blog post. In general, I'll have to make sure to read any discussion or blog comments to make sure I'm aware of whether somebody reported something yet regarding a game.
The Looming Spire
Sorry that I need to ask. Is getting to the shaft blocked by the large pool of water as far as you can get in the demo? Thanks in advance for the response.
edchuy's Progress in Giving Feeback/Reviews of ALL RS X Releases
Frog World RPG
You're welcome. Sounds to me your newer version is a cross between at sim, at least at the beginning, and an adventure. I guess you are probably trying to have insignificant details that might be easily glossed over some players play a significant role on what your character will have access to. I look forward to seeing what you come up with, since it looks like your development has led you to things quite different from the demo.
edchuy's Progress in Giving Feeback/Reviews of ALL RS X Releases
Thanks for everybody's support so far ... keeps me going.
I just posted my feedback for Frog World RPG. Next up playing: narcodis' The Looming Spire (http://rpgmaker.net/games/1939/ ) Tech Demo. Choosing this was just a coincidence, since I have only two other things to play remaining and a pending one to continue, for which I have to what for the new version to be posted. I play no favorites here.
I just posted my feedback for Frog World RPG. Next up playing: narcodis' The Looming Spire (http://rpgmaker.net/games/1939/ ) Tech Demo. Choosing this was just a coincidence, since I have only two other things to play remaining and a pending one to continue, for which I have to what for the new version to be posted. I play no favorites here.
Frog World RPG
I played your demo twice and I'm providing feedback for it, mostly observations and comments. Just to let you know, I have played Twenties Flappers vs The Mummy previously and found it very good, in spite of being linear. In addition to that, the only other non-RM game I have played from RMN are Blue and Dragoon Legends, Part 1.
For any players: WARNING CONTAINS SPOILERS:
- Sorry to have to say this but James reminds me more of a rat or dog than a frog. Still, I commend your idea of trying of doing graphics by hand, with your own talent, rather than ripping them off someone else. I confess I probably couldn't have that much better than that freehand you did. The other things that's interesting about this approach is it allows you to draw things not using straight lines, which is good if you don't want this to be too detailed.
- I guess you like to use black outlines for the graphics. I personally like this, as long as the outline is not excessively thick and unless the color of the object is too dark, so that such combo doesn't produce a good contrast. I like the use of floating eyebrows and how expressive they are.
- The James' movement feels a bit stiff. There is minimal movement animation (some arm and leg).
- I found whether you can walk somewhere or not, might not be clear (sometimes you can literally walk into or behind other characters). Also, where you need to stand to do actions on something or someone is sometimes unclear as well.
- Interestingly, when you change the direction you're facing, James eyes seem to blink for a fraction of a second. I wonder whether you intended this or not.
- Sadly, only Z serves for Action. Space and Enter don't work.
- Do you intend for the game to have some sound? It would be nice to have some background music appropriate to the context and sound effects that are activated with particular actions.
- I tried the TV. These blurbs are a good opportunity for you to put something interesting and unique.
- James must be based on Clark Kent. I expected him to just put his pants on. He ended up with shirt and tie, and glasses as well.
- I tried the phone. I guess James doesn't have cell phone.
- I notice James' stork neighbor. I think for this character you did a nice job, since he does hold certain resemblance to certain people, physically and personality-wise.
- Are the houses supposed to be modeled after mushrooms?
- I checked the trash cans. I guess what trash people throw away really tells you a lot who they are.
- Once I pressed action at the bus stop, the bus can in a hurry! Is that a school bus he's taking?
- I guess the old lady must be some sort of insect ...
- I wonder whether the dinosaur was charged double fare for being double wide! Also, such as big guy being scared of a little toad ...
- The Toad looks a little bit what I thought a frog would look, except a little bit fatter.
- The Lizard looks a lot like James, only cooler. I guess smoking's allowed in public in Frog City. It is interesting that the choice of giving him the light or not provides or doesn't an interesting option. Side quests, anyone?
- I guess the Businesstoad similar to the toad in the bus, shows that toads are not to be messed around with.
- Joyce is also good stereotype of the receptionist ...
- Tried the elevator. I wonder whether it has music playing in it.
- What ... no messages for James and can't walk behind receptionist desk? I guess James is a low-level drone.
- Vinnie's (the gator) jerk! Are his lackey frogs(yes-men) as well? Nice Daytona and Fortune 500 ref.
- I guess they wear uniforms at work. Wonder how many sets they've got?
- Nice that you made the cubicles not straight and included the mandatory water cooler.
- I guess his marketing coworkers have interesting (although sometimes ridiculous) things to say. The dragon (or lizard) is another jerk.
- What with all the posts in the bulletin boards and cubicles?
- Poor James, his e-mail got spammed as the rest of us have ...
I also went ahead and read your blog post. I realize that the demo is incomplete and nowhere close to what you intend. I like the idea of being able to explore a world freely and not within a linear plot, but somehow you have to frame well why James wants to break out of the routine. Another question is whether you will allow the player to choose what to pursue (I am thinking introduce paths or sidequests, by slipping information leading to them) and whether James will be able to try them all as they are introduced. Also, I wonder whether you intend to have some ending event to the game.
I think you could have a little more dialogue between James and some characters. It is when you have a discussion that something interesting can come out and we can find out his reaction to it. Giving some personality to those NPCs definitely helps. I expect this project to be quite different than any other here in RMN. Good luck on this project!
For any players: WARNING CONTAINS SPOILERS:
- Sorry to have to say this but James reminds me more of a rat or dog than a frog. Still, I commend your idea of trying of doing graphics by hand, with your own talent, rather than ripping them off someone else. I confess I probably couldn't have that much better than that freehand you did. The other things that's interesting about this approach is it allows you to draw things not using straight lines, which is good if you don't want this to be too detailed.
- I guess you like to use black outlines for the graphics. I personally like this, as long as the outline is not excessively thick and unless the color of the object is too dark, so that such combo doesn't produce a good contrast. I like the use of floating eyebrows and how expressive they are.
- The James' movement feels a bit stiff. There is minimal movement animation (some arm and leg).
- I found whether you can walk somewhere or not, might not be clear (sometimes you can literally walk into or behind other characters). Also, where you need to stand to do actions on something or someone is sometimes unclear as well.
- Interestingly, when you change the direction you're facing, James eyes seem to blink for a fraction of a second. I wonder whether you intended this or not.
- Sadly, only Z serves for Action. Space and Enter don't work.
- Do you intend for the game to have some sound? It would be nice to have some background music appropriate to the context and sound effects that are activated with particular actions.
- I tried the TV. These blurbs are a good opportunity for you to put something interesting and unique.
- James must be based on Clark Kent. I expected him to just put his pants on. He ended up with shirt and tie, and glasses as well.
- I tried the phone. I guess James doesn't have cell phone.
- I notice James' stork neighbor. I think for this character you did a nice job, since he does hold certain resemblance to certain people, physically and personality-wise.
- Are the houses supposed to be modeled after mushrooms?
- I checked the trash cans. I guess what trash people throw away really tells you a lot who they are.
- Once I pressed action at the bus stop, the bus can in a hurry! Is that a school bus he's taking?
- I guess the old lady must be some sort of insect ...
- I wonder whether the dinosaur was charged double fare for being double wide! Also, such as big guy being scared of a little toad ...
- The Toad looks a little bit what I thought a frog would look, except a little bit fatter.
- The Lizard looks a lot like James, only cooler. I guess smoking's allowed in public in Frog City. It is interesting that the choice of giving him the light or not provides or doesn't an interesting option. Side quests, anyone?
- I guess the Businesstoad similar to the toad in the bus, shows that toads are not to be messed around with.
- Joyce is also good stereotype of the receptionist ...
- Tried the elevator. I wonder whether it has music playing in it.
- What ... no messages for James and can't walk behind receptionist desk? I guess James is a low-level drone.
- Vinnie's (the gator) jerk! Are his lackey frogs(yes-men) as well? Nice Daytona and Fortune 500 ref.
- I guess they wear uniforms at work. Wonder how many sets they've got?
- Nice that you made the cubicles not straight and included the mandatory water cooler.
- I guess his marketing coworkers have interesting (although sometimes ridiculous) things to say. The dragon (or lizard) is another jerk.
- What with all the posts in the bulletin boards and cubicles?
- Poor James, his e-mail got spammed as the rest of us have ...
I also went ahead and read your blog post. I realize that the demo is incomplete and nowhere close to what you intend. I like the idea of being able to explore a world freely and not within a linear plot, but somehow you have to frame well why James wants to break out of the routine. Another question is whether you will allow the player to choose what to pursue (I am thinking introduce paths or sidequests, by slipping information leading to them) and whether James will be able to try them all as they are introduced. Also, I wonder whether you intend to have some ending event to the game.
I think you could have a little more dialogue between James and some characters. It is when you have a discussion that something interesting can come out and we can find out his reaction to it. Giving some personality to those NPCs definitely helps. I expect this project to be quite different than any other here in RMN. Good luck on this project!














