JELLE'S PROFILE

after a long period of nothing, i'm now working on a game i intend to release in chapters, i plan on working up to chapter 5 until i release it though

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Resident Evil Demake

i'll be looking out for a download :)

What areas of RPG making really hinder your project?

leveling, parameters and balancing battles, thats what i can't do XD right now i'm trying to get the leveling for game right

one full hour of "maybe add 2 each lvl? no, 3? no, change base stats? no" and i'm still nowhere

Survival in RPGs: Hunger, ammo, sleep and porn withdrawal.

author=Caz
In Skyrim, they chose to make food curative instead. This was great, other than the fact that I'm an idiot who never carries potions. Therefore, I'd tell the dragon to stop shooting fireballs at me for just a moment so I could down 28 potatoes, 3 cheese wheels and a couple bottles of wine for good measure before I jumped to my feet to fight him again.


going of-topic, i'd like to see how steady that jump was, fact being that skyrim is a medieval setting and wine was more like beer in terms of alcohol percentage XD

Resource Museum

if you (and/or Thalzon) where here i'd hug you both until something broke!

i was looking for some more battlers to use and this is as good as perfect!

author=tpasmall
http://www.rpgmakervx.net/index.php?showtopic=47000These are the Battlers I'm using for my game, Thalzon does great work and even takes requests. My final boss sprite is being done by him, I honestly couldn't recommend anyone better.

553818_442944702410711_1634751791_n.jpg

i like the way this map looks

Palasiel Quest

this sounds promissing alright, *suscribes* and as for the mapping, i have little confidence as well, i can spend an hour on one map and it still looks plain, it's a matter of experience

kana's adventure

author=Ratty524
Too bad this is on hiatus, though I'd say there is a lot more that you need to fix with this game then what you are stating.

You start right off the bat in your house with no introduction or anything to give you a sense of the world you are in. Then you go into an unusually cheerful town into the inn, then you are imprisoned, and then some random bat-lady who is your friend comes to save you, then the "valkyries" (they look more like little pig-tailed girls than any valkyrie I know of) start chasing you. Now you walk up to fight a boss who ends up killing my partner with some uber move, but I still win, only to find out that there is absolutely no recovery after the boss fight, and until I finally got the death recovery item I had to put up with a lot of fights with one character, and with how slow-paced that default system is this got tedious really fast.

It doesn't end there, after the cut scenes I'm taking to some long, overblown hallway that is so spacious that you can barely tell where anything is, because everything looks the same. Getting past the bosses and adding new members, the dungeon gets even worse as there are MORE long, uneventful corridors filled with tiresome random encounter battles. I'm at least glad you enabled dashing through these maps. Once I got to Behemoth I was definitely relieved to have a change of pace, because everything else was so damn boring until that point.

The core problem with this game so far is that there was no thought put in with the design. Walking down narrow corridors and fighting random monster simply isn't fun, nor is it challenging because as soon as those battles become useless in terms of rewards, you feel no point in even bothering to fight the enemies in this game. Thus you create a problem where the game becomes stale. If the dungeons had some puzzle-solving and were much shorter I wouldn't be complaining. Right now, until I reached behemoth your game bored me to tears.

There are also numerous grammatical and spelling mistakes throughout the game. It's "were", not "where", and please use capitals and periods in your character descriptions.

On the story itself, it's okay. I like light-hearted adventures and your game doesn't seem to be too dark nor too goofy. The characters could use some fleshing out, though. The only character that felt lively to me was that samurai guy who flirts with Kana, everyone else's dialogue feels really dead and hardly conveys the personality of the characters in question. To give some advice on how to fix this, lets use... Whoever that demon person is that joins Kana. So she is in debt to Kana for saving her... from what? But on-subject how would this connect to her personality? Is she a dependent or independent person? How does she react to certain situations? That's the kind of stuff you need to think about when developing a character.

So... Those are my comments so far. I just beat the behemoth boss and I'll continue in the future.


i know all that, and except for the corridors being to long (i like them spacey but i agree they can use some puzzles, i'm looking into learning how to make them, for now all i can do is present a locked door and force a detour for the key) i agree fully with all your points, as i said, "to ambitious for a first game"

i have been thinking of how to give a little more backstory before starting the actual game and for the spelling, i believe it isn't that bad considering i never even had english class nor is it my native language

kana's adventure

author=midge
author=jelle
author=midge
just tried the demo, looking forward to seeing more of this i like the idea of bonus areas one thing though maybe tone down the frequency of the random encounters just a little bit other than that i like the look of it, subscribed
thank you, about the encounters in the bonus area, do you want them to be less frequent because the oponents are to powerfull? (i have a feeling they aren't balanced yet)
i thought the bonus area was ok when i made the comment about the random encounters i meant in the game as a whole it felt at times that i was only taking a few steps before being pitched into another battle but in another way i leveled up quicker and it made the boss fights a bit easier so i suppose it is a bit of a catch 22 situation it is not a huge problem for me personally also meant to say that i liked the idea with the tomes never got the chance to use the cerebus skill is that a summon ? or another stat booost for the player/party ?


the summoning tomes teach a skill to one character and then that character can use a TP skill which "summons" (there's no reall animation of the monster) the boss's power, for example the Corrupted Cerberus summon is a powerfull attack with a 100% chance of stunning all enemies

and i went with 30 steps/encounter because that was the basic encounter rate, i might increase it for bigger maps, i'm not to sure yet

dragon_bones_dont_attackmost_of_the_time.png

do you know where i could get some more tilesets? or anything i could use

i would like some more tiles and enemy graphics

author=djking
You're gonna need some help on the mapping.
It best to try out some other people RPG Maker VX or Ace games that have
great mapping with RTP or others Tilesets resources you can get your hands on
like Mack Tiles.

Or get some tips from the Sample Maps by loading them.

kana's adventure

author=midge
just tried the demo, looking forward to seeing more of this i like the idea of bonus areas one thing though maybe tone down the frequency of the random encounters just a little bit other than that i like the look of it, subscribed


thank you, about the encounters in the bonus area, do you want them to be less frequent because the oponents are to powerfull? (i have a feeling they aren't balanced yet)
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