HALIBABICA'S PROFILE
I'm a multifaceted content creator with too many things to do. I have a Let's Play channel on YouTube and Rumble for indie games, DDLC mods, and SMBX episodes. I put my webcomics/reviews on ComicFury and my artwork on deviantArt.
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Questions you always wanted to ask other members, but felt too lazy or awkward to do so.
author=Euphorian link=topic=1835.msg35641#msg35641 date=1222995071This. All the porn I've ever seen has never surpassed my own imagination. I'm somehow ashamed to admit that...
Then, in theory, wouldn't porn be totally obsolete for anyone with a strong imagination?
Rate the above person's avatar.
I don't recognize the anime that's from, but it still looks cool. I like swords...7/10.
author=Lexyvil link=topic=1313.msg35357#msg35357 date=1222902629You mean you've never heard of Strong Bad?!
Awesome little drawing of...I don't know what ^^ 7/10
Rate the above person's avatar.
Release Something! Day IV: Discussion Thread!
author=GameOverGames Productions link=topic=2017.msg34877#msg34877 date=1222728830I think it came up because I tried to turn the caterpillar system off. When the option to leave it on or off came up, I chose off, but there was still an invisible event following my character around. I couldn't walk through it, and I got stuck in a corner that I couldn't get out of because the event blocked me in. It happened in the island cave...author=halibabica link=topic=2017.msg34796#msg34796 date=1222701803
- A Grim Tale -
I didn't get far with the game itself, as the broken caterpillar system trapped me in a corner, so I can't say much about the gameplay.
Really, I thought I had all the bugs worked out of that, I've played through most off it without problems. What area were you in?
Release Something! Day IV: Discussion Thread!
It would seem I'm easily impressed...maybe I need to play more RPG Maker games...or maybe I'm just too nice.
Release Something! Day IV: Discussion Thread!
I thought it was a nice step up from reduced hero walk speed. I'd rather be able to run some of the time than never (of course, running all the time is optimum for me). So, if you're gonna have reduced walk speed, this is a better way of doing it in my opinion.
Release Something! Day IV: Discussion Thread!
Playing games...and not giving feedback! I've become everything I've always hated!
I'm finally posting what I think of the games I played for RS!D.
WALL OF TEXT AAAHHH
- Cavern of Doom -
I was very surprised by this game. Based on looks alone, it's nardly a game at all. I heard a lot of people complain that the 16x16 "pixels" hurt their eyes and forced them to back away from their compys, but it was no problem for me.Probably b/c I'm used to ugly graphics But, anyway, the graphics aren't much to look at (no kidding!).
Where the strength of this game lies isn't in its looks, but its execution. First of all, the writing is brilliant, and puts you right in the medieval setting. I've always loved old English, and 't worked quite well indeed! Forsooth!
The game itself plays well enough. Although the big pixels don't make anything look too distinct, you can usually figure out what you're getting into. Most of the gameplay is crawling through the dungeon and fending off seriously pixelated foes in 2K3's DBS. I only played it on the easiest mode, so I assume the higher modes raise the difficulty significantly. In other words, it was almost too easy to start off.
All in all, the game put just enough of a new spin on the old ways of 2K3 to make a fresh and interesting experience. I'd say it's definitely worth a look, and if the graphics hurt your eyes...then back up! Don't miss out just because of that!
- Shadowrun: Missions -
I've never played the Shadowrun series before, so I don't know how much of this was original and how much came from the commercial games, but I was very impressed with this demo. While there isn't a whole lot of actual game to play in it, what is there is implemented spectacularly.
One of the game's strongest points for me was the atmosphere it created. The chipests, mapping, and effects used in the game's locations really set the mood perfectly. The dialogue fits the setting well also. Although the game has a lot of talking going on, it doesn't drag quite so much because it's well written and interesting. I particularly liked how the main character would clarify and explain important points to the player before letting the conversations get too confusing.
Beyond atmosphere and dialogue, there's not much I can say. After you set up your initial party, there isn't much left to do in the demo. It's a bit unrewarding not being able to see the consequences of your party choices, but I can see the full version reflecting the player's choices noticeably.
So, if you're looking for something with a little more action to it, you may want to try something else for now. But, if you're feeling patient, you may want to give this a look. It certainly couldn't hurt!
- A Grim Tale -
The creator of this game said that they had to rush things a little to make the demo work for RS!D. I must admit, that's how most of the game felt while played: rushed. The game starts by introducing a lot of important elements (such as relevant items, history, and the villains), but all of it goes by so quickly that the player could be left wondering "what?"
I didn't get far with the game itself, as the broken caterpillar system trapped me in a corner, so I can't say much about the gameplay. I can say this, though...the game looks like it's in its early phases, and it has a long way to go. Based on what I played, it needs to be paced better, and some things (especially conversations) need to be fleshed out more.
It's not all bad, but it needs a lot of spiffing up. My advice to the maker would be to keep practicing and improving. As you create the game, step back every now and then and ask yourself "how might I this work better?" Do your best not to neglect any area of the game too much, and the finished product will be significantly improved. To those who would play it, well...I'd recommend either waiting for a later version or giving advice as best you can. It needs a lot of work, but it could be great with enough effort put in.
- 1873 -
To me, this project seems to be in its early phases. It does fairly well creating a western theme, but it still has a long way to go.
I liked how the game started you in the middle of the action, without telling you exactly what your characters are up to, and dropping hints along the way as to their goals. I also liked the ammo system and how you had to reload in order to keep attacking. Unfortunately, these were the only two strengths I could pick up on.
The graphics choices (both ripped and custom) work pretty well for the setting. The first few maps aren't much to look at, but the Inn looked good. I heard some complaints about the battle backgrounds, but I didn't notice anything myself.
It's hard for me to say what this game needs to do to improve. It does a lot of stuff right or adequately, but the whole thing still feels like it could get better. I suppose pnly time will really tell. My advice would be to keep up the good work, make what's there even better, fix your bugs, and don't give up! There's plenty of potential for a western RPG, and I'd hate to see the idea go to waste.
- Cabrone's Village -
This game was translated from Spanish, so I cut it some slack in the dialogue department. This game has a lot that's good about it, but still needs help in a couple ways.
First off, I loved the introduction. The custom art and edits worked well to lay out the ground story. It's something I would've liked to see more of as the game went on, but there wasn't much beyond that.
The graphics and mapping aren't anything to scream about. The cave and dungeon worked fairly well, but the areas leading up to them seemed bland and uninspired. I was also a bit put off by the humor the game tried to employ from time to time. Some of the jokes just didn't work or seemed forced, and I don't think they helped the game at all.
The game itself plays just fine. The only real bug I encountered was that places where the other party members would appear were blocked by the transparent events placed where they would be standing. Otherwise, it was about what you'd normally expect from 2K3.
So, while the game works well and has some nice art, it needs a bit of work in its mapping and implementation. The dialogue wasn't spectacular either, but again, it was translated from Spanish. I'd consider a better translator perhaps, and try to decide what it is the game is trying to accomplish. As a comedy game, it's not particularly funny, and as a serious RPG, the humor would be holding it back. Still, though, good work, and good luck with the rest of it.
- Starless Umbra -
This game looks as good as it plays. I liked a lot of the features it added to the usual 2K3 stuff, and it's definitely worth a look.
Some of the things that impressed me were the walk/run system and the Adventure of Link approach to the world map. Being able to run for a short period of time may sound tedious and annoying, but it worked really well here. Running perpetuated more running by increasing your endurance and allowing you to go for longer time periods. As for the world map, monster encounter events would appear as you explored, and you could either face them head on or try to avoid them.
I liked the approach the magic system took. It reminded me of the materia system from FF7, but with the capability to actually learn the spells from them. It was mentioned by others that the magic didn't really help much since the game's enemies were too easy, but I found the magic to work a lot better in boss fights. What I didn't get was the item fusion system for other kinds of magic/skills. This probably has more to do with the fact I didn't try to understand it, but it was really confusing to me when it was explained. Since it wasn't entirely necessary to progress, I didn't bother with it.
This game works really well, and suffers only from being too simple to play. If the difficulty and strategy aspects were amped up a little, there wouldn't be much to copmlain about at all. Good work! Definitely worth playing at least once!
- End -
Too long, didn't proofread. I'll submit these as reviews later, methinks...
I'm finally posting what I think of the games I played for RS!D.
WALL OF TEXT AAAHHH
- Cavern of Doom -
I was very surprised by this game. Based on looks alone, it's nardly a game at all. I heard a lot of people complain that the 16x16 "pixels" hurt their eyes and forced them to back away from their compys, but it was no problem for me.
Where the strength of this game lies isn't in its looks, but its execution. First of all, the writing is brilliant, and puts you right in the medieval setting. I've always loved old English, and 't worked quite well indeed! Forsooth!
The game itself plays well enough. Although the big pixels don't make anything look too distinct, you can usually figure out what you're getting into. Most of the gameplay is crawling through the dungeon and fending off seriously pixelated foes in 2K3's DBS. I only played it on the easiest mode, so I assume the higher modes raise the difficulty significantly. In other words, it was almost too easy to start off.
All in all, the game put just enough of a new spin on the old ways of 2K3 to make a fresh and interesting experience. I'd say it's definitely worth a look, and if the graphics hurt your eyes...then back up! Don't miss out just because of that!
- Shadowrun: Missions -
I've never played the Shadowrun series before, so I don't know how much of this was original and how much came from the commercial games, but I was very impressed with this demo. While there isn't a whole lot of actual game to play in it, what is there is implemented spectacularly.
One of the game's strongest points for me was the atmosphere it created. The chipests, mapping, and effects used in the game's locations really set the mood perfectly. The dialogue fits the setting well also. Although the game has a lot of talking going on, it doesn't drag quite so much because it's well written and interesting. I particularly liked how the main character would clarify and explain important points to the player before letting the conversations get too confusing.
Beyond atmosphere and dialogue, there's not much I can say. After you set up your initial party, there isn't much left to do in the demo. It's a bit unrewarding not being able to see the consequences of your party choices, but I can see the full version reflecting the player's choices noticeably.
So, if you're looking for something with a little more action to it, you may want to try something else for now. But, if you're feeling patient, you may want to give this a look. It certainly couldn't hurt!
- A Grim Tale -
The creator of this game said that they had to rush things a little to make the demo work for RS!D. I must admit, that's how most of the game felt while played: rushed. The game starts by introducing a lot of important elements (such as relevant items, history, and the villains), but all of it goes by so quickly that the player could be left wondering "what?"
I didn't get far with the game itself, as the broken caterpillar system trapped me in a corner, so I can't say much about the gameplay. I can say this, though...the game looks like it's in its early phases, and it has a long way to go. Based on what I played, it needs to be paced better, and some things (especially conversations) need to be fleshed out more.
It's not all bad, but it needs a lot of spiffing up. My advice to the maker would be to keep practicing and improving. As you create the game, step back every now and then and ask yourself "how might I this work better?" Do your best not to neglect any area of the game too much, and the finished product will be significantly improved. To those who would play it, well...I'd recommend either waiting for a later version or giving advice as best you can. It needs a lot of work, but it could be great with enough effort put in.
- 1873 -
To me, this project seems to be in its early phases. It does fairly well creating a western theme, but it still has a long way to go.
I liked how the game started you in the middle of the action, without telling you exactly what your characters are up to, and dropping hints along the way as to their goals. I also liked the ammo system and how you had to reload in order to keep attacking. Unfortunately, these were the only two strengths I could pick up on.
The graphics choices (both ripped and custom) work pretty well for the setting. The first few maps aren't much to look at, but the Inn looked good. I heard some complaints about the battle backgrounds, but I didn't notice anything myself.
It's hard for me to say what this game needs to do to improve. It does a lot of stuff right or adequately, but the whole thing still feels like it could get better. I suppose pnly time will really tell. My advice would be to keep up the good work, make what's there even better, fix your bugs, and don't give up! There's plenty of potential for a western RPG, and I'd hate to see the idea go to waste.
- Cabrone's Village -
This game was translated from Spanish, so I cut it some slack in the dialogue department. This game has a lot that's good about it, but still needs help in a couple ways.
First off, I loved the introduction. The custom art and edits worked well to lay out the ground story. It's something I would've liked to see more of as the game went on, but there wasn't much beyond that.
The graphics and mapping aren't anything to scream about. The cave and dungeon worked fairly well, but the areas leading up to them seemed bland and uninspired. I was also a bit put off by the humor the game tried to employ from time to time. Some of the jokes just didn't work or seemed forced, and I don't think they helped the game at all.
The game itself plays just fine. The only real bug I encountered was that places where the other party members would appear were blocked by the transparent events placed where they would be standing. Otherwise, it was about what you'd normally expect from 2K3.
So, while the game works well and has some nice art, it needs a bit of work in its mapping and implementation. The dialogue wasn't spectacular either, but again, it was translated from Spanish. I'd consider a better translator perhaps, and try to decide what it is the game is trying to accomplish. As a comedy game, it's not particularly funny, and as a serious RPG, the humor would be holding it back. Still, though, good work, and good luck with the rest of it.
- Starless Umbra -
This game looks as good as it plays. I liked a lot of the features it added to the usual 2K3 stuff, and it's definitely worth a look.
Some of the things that impressed me were the walk/run system and the Adventure of Link approach to the world map. Being able to run for a short period of time may sound tedious and annoying, but it worked really well here. Running perpetuated more running by increasing your endurance and allowing you to go for longer time periods. As for the world map, monster encounter events would appear as you explored, and you could either face them head on or try to avoid them.
I liked the approach the magic system took. It reminded me of the materia system from FF7, but with the capability to actually learn the spells from them. It was mentioned by others that the magic didn't really help much since the game's enemies were too easy, but I found the magic to work a lot better in boss fights. What I didn't get was the item fusion system for other kinds of magic/skills. This probably has more to do with the fact I didn't try to understand it, but it was really confusing to me when it was explained. Since it wasn't entirely necessary to progress, I didn't bother with it.
This game works really well, and suffers only from being too simple to play. If the difficulty and strategy aspects were amped up a little, there wouldn't be much to copmlain about at all. Good work! Definitely worth playing at least once!
- End -
Too long, didn't proofread. I'll submit these as reviews later, methinks...
RPGMaker Smash Brothers: Characters!
There was also a Nameless in Shadow Run: Missions from RS!D. Popular name, it seems...for being without a name.
Since people are throwing in their own characters anyway, I suppose the one I'd have to pick from my games would be Phat T. Since he can use any weapon in my series, he wouldn't be limited to just a sword (and would probably end up an awful lot like Link in the real Smash Bros.).
Since people are throwing in their own characters anyway, I suppose the one I'd have to pick from my games would be Phat T. Since he can use any weapon in my series, he wouldn't be limited to just a sword (and would probably end up an awful lot like Link in the real Smash Bros.).
RPGMaker Smash Brothers: Characters!
Rhue - The Way
Talan - ABL
Madotsuki - Yume Nikki
Uboa - Assist Trophy from Yume Nikki
Quote - Cave Story
Curly - Cave Story
Balrog - Assist Trophy from Cave Story
Don Miguel - Don's Adventures
Lush - Rainbow Nightmare
Charles Barkley - Barkley Shut Up and Jam: Gaiden
I tried to pick more prominent ones...what other games have been really popular/impactful? I'd feel like a jerk listing any of my own characters.
Talan - ABL
Madotsuki - Yume Nikki
Uboa - Assist Trophy from Yume Nikki
Quote - Cave Story
Curly - Cave Story
Balrog - Assist Trophy from Cave Story
Don Miguel - Don's Adventures
Lush - Rainbow Nightmare
Charles Barkley - Barkley Shut Up and Jam: Gaiden
I tried to pick more prominent ones...what other games have been really popular/impactful? I'd feel like a jerk listing any of my own characters.
Release Something! Day IV: Discussion Thread!
:P Glad you've enjoyed it so far, Kentona. I forgot that you've never played the normal Pokemon games before! It's weird for me to think about. I've been around all this stuff for so long, that I guess I take it for granted. To see this stuff as new...is mindblowing for me. I think my horizons just broadened a little.
I never thought of adding a tutorial for the elements. That would be a good idea, since I'm emphasizing their importance this time around. There's a sidetrip available almost right off the bat that reveals important elemental info about the enemies, but a tutorial is definitely something I'll consider.
As far as Pokemon games go, mine is almost nothing like the normal ones. Since you've never played them before...I'd recommend you don't. They're just about the biggest time-waster games on the market. Oh, they're fun, sure...but kiss a solid chunk of your free time goodbye. It's frighteningly addictive.
Thanks for playing, and I hope you enjoy the rest of the demo!
I never thought of adding a tutorial for the elements. That would be a good idea, since I'm emphasizing their importance this time around. There's a sidetrip available almost right off the bat that reveals important elemental info about the enemies, but a tutorial is definitely something I'll consider.
As far as Pokemon games go, mine is almost nothing like the normal ones. Since you've never played them before...I'd recommend you don't. They're just about the biggest time-waster games on the market. Oh, they're fun, sure...but kiss a solid chunk of your free time goodbye. It's frighteningly addictive.
Thanks for playing, and I hope you enjoy the rest of the demo!













