IDDALAI'S PROFILE
I mainly use RPG Maker 2000/2003.
Been around the scene since early 2002.
Played and enjoyed many English, Spanish and Portuguese RPG Maker games.
I'm no longer here, you can read about it here: https://rpgmaker.net/forums/topics/26793/?post=940588#post940588
Been around the scene since early 2002.
Played and enjoyed many English, Spanish and Portuguese RPG Maker games.
I'm no longer here, you can read about it here: https://rpgmaker.net/forums/topics/26793/?post=940588#post940588
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Spider Trek
The error is "Spider Trek.exe is not a valid Win32 application".
I'm using an old computer with an old Windows version from way before Windows 10. So I'm pretty sure the issue stems from that.
Since these older OS's are no longer supported, you have nothing to worry about from your side ;)
I'm using an old computer with an old Windows version from way before Windows 10. So I'm pretty sure the issue stems from that.
Since these older OS's are no longer supported, you have nothing to worry about from your side ;)
Rome Protector
Sorry for the late reply, I only noticed this now!
Don't mention it!
That's a cool website, I should have paid more attention to the credits section in the readme file. My bad.
Ooh, cool, sounds like a dynamic difficulty. The better you are the more challenging it gets.
Even with reused code, it's really impressive that you managed all that in 2 weeks.
It's cool that you found a way to include this event in your melee experiments for another project. I think it worked well since Rome seems very much like it's own thing.
I played the event version.
I think the slimes were green.
I downloaded Lya and will try it out in a few days and let you know what I think in the gamepage, if that's OK with you.
Don't mention it!
That's a cool website, I should have paid more attention to the credits section in the readme file. My bad.
Ooh, cool, sounds like a dynamic difficulty. The better you are the more challenging it gets.
Even with reused code, it's really impressive that you managed all that in 2 weeks.
It's cool that you found a way to include this event in your melee experiments for another project. I think it worked well since Rome seems very much like it's own thing.
I played the event version.
I think the slimes were green.
I downloaded Lya and will try it out in a few days and let you know what I think in the gamepage, if that's OK with you.
1.44 Floppy Disc Event
author=orochii
Thanks Iddalai for taking your time on sharing your notes and stuff.
No prob! The "spoiler" tags don't seem to work with quotes. So I'll just reply without quotes:
"Shouldn't, unless it's like an empty black screen? I did make the characters for the "digital world" with a Gameboy'ish aesthetic because it was something I had lying around from a very old GBStudio test game that never saw any light."
lavendersiren cleared this up, I was just curious about the connection :)
"Yes I did. Whoopsie. Could have fixed that, but I was very sleepy."
Not an issue, was just pointing it out. Leading an adult life and making a game is hard yo!
"A nod to my personal hatred against our friendly operating system."
And it keeps getting worse with each new version D:
"The palette comes from an event, I think. Or something. I usually make my own palette, but I thought that having that as a limitation could benefit the general aesthetic."
I think it was a good call, the palette cohesion does benefit the style of the game in my opinion.
"I don't, because RM has this issue where moving diagonally makes you go through events with collision triggers, but it was a good compromise, I think. I'm just not a fan of RM's grid movement (yet I keep using)."
Oh. Fortunately I never ran into those issues.
"I wanted to do an open-world, so first thing I wanted was to kind of make it feel bigger than what it was without making it especially huge, but at the same time I wanted it to be traversable. Unfortunately I didn't make it more clear, as to where you can jump, and stuff."
It does feel bigger than it is, probably because it also loops and that helps in the illusion. After 1 hour of exploring the dungeon, it all makes sense, so it's cool.
"music list"
Thanks for the list! They actually blend together pretty well!
"I don't pull all nighters anymore. I am too grampa for that. ;("
I can relate... :/
Thanks for replying! Good luck in expanding the project!
RMN Tagline Thread
author=Mirakauthor
Each cock has different stats and they all have specific odds against each other, but there is a degree of randomness to it.
But it's true! :P
Version 1.5 is now available!
I started playing the last version and thought it was cool so far (didn't play that much though), will continue with this version then ;)
Eyesight issues
OATH Review
Despite everything, I am grateful for the review.
Although I feel it's rated a bit too high for an incomplete demo.
You raise a lot of good points! This shows me that I need to improve the following:
- Make hero motivations clearer;
- Make it clearer where to look for the West Outpost;
- Decrease encounter rate in dungeons;
- Make it easier to predict the outcome in cock-fights;
- Add more weight to the choices;
As for a lot of choices being redundant, there's a reason (SPOILERS):
The chipsets are RTP edits made by me.
The mimic has actually been changed to behave differently in my current build, so unfortunately that exploit may not work in the future (still deciding what to do, will need more feedback from more people).
It was never my intention to make the battles frustrating, so I'll need to think on what to do about that (also dependent on feedback).
The cock fights actually aren't random. Each cock has different stats and they all have specific odds against each other, but there is a degree of randomness to it.
The sound effects were made by me using Bfxr. The music was from a (now dead) website called “Studio by Tukito” featuring only original compositions.
*gulp* ...let me apologize in advance for my slowness in completing projects then!
Although I feel it's rated a bit too high for an incomplete demo.
You raise a lot of good points! This shows me that I need to improve the following:
- Make hero motivations clearer;
- Make it clearer where to look for the West Outpost;
- Decrease encounter rate in dungeons;
- Make it easier to predict the outcome in cock-fights;
- Add more weight to the choices;
As for a lot of choices being redundant, there's a reason (SPOILERS):
Everything the hero says is picked by the player, and since I'm only a single person writing the text, not all choices can meaningfully impact the story or I would be lost in a labyrinth of dialogue. To give you an idea, a particularly complicated dialogue tree with several different outcomes between 2 characters (not currently present in the demo) took me 2 days to create.
However, some choices have quite an impact, per example, try to start a new game and misbehave twice in front of the King, it will be like playing a whole new game from that point on.
However, some choices have quite an impact, per example, try to start a new game and misbehave twice in front of the King, it will be like playing a whole new game from that point on.
The chipsets are RTP edits made by me.
The mimic has actually been changed to behave differently in my current build, so unfortunately that exploit may not work in the future (still deciding what to do, will need more feedback from more people).
It was never my intention to make the battles frustrating, so I'll need to think on what to do about that (also dependent on feedback).
The cock fights actually aren't random. Each cock has different stats and they all have specific odds against each other, but there is a degree of randomness to it.
The sound effects were made by me using Bfxr. The music was from a (now dead) website called “Studio by Tukito” featuring only original compositions.
author=TheRpgmakerAddict
So Iddalai is warned... this game has to be completed!
*gulp* ...let me apologize in advance for my slowness in completing projects then!
UnBit
Sorry, I still get the same errors. Thanks for trying!
I'll just wait until someone records a playthrough for me to see how the game looks like.
I'll just wait until someone records a playthrough for me to see how the game looks like.
OATH
author=pianotm
I'm sorry. I overreacted.
The review's honest. I explored every available part of the demo and played until there was nothing left to do. I spent three hours writing it and I go over everything I can. 1551 wordcount.
I don't think it's a good idea for you to review the game after what happened. But you're free (within human limitations) to review whatever you want.
To answer your question, I believe demos shouldn't be rated.
1.44 Floppy Disc Event
author=Momeka
@Iddalai: Thanks for the comments. Glad you enjoyed it!
author=Iddalai
Looking through the game files, there were some enemies (knight and mage) that I didn't meet. Is there hidden stuff? Is it random? Or didn't you have the time to include them?
No, they are just unused art. I was planning on having more areas in the game. But decided to wrap it up after the skull plains.
Currently working on a full version with the missing areas and some gameplay changes.
Don't mention it! A full version is a great idea, the game was a lot of fun.














