LIGHT487'S PROFILE

Tales of Medea (Prologue...
Young man goes on camping trip and gets caught up in adventure.

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Release Something Weekend

author=seita
It's something we all have to battle with. The way I handle it, instead of adding more content at the very end before finishing a demo, I do a polish run-through of the game. I play it over and over to find bugs myself, because I know where to look, compared to playtesters. Then I do one more playthrough completely opposite of what a player should do, and see if it gets broken. Then I fix all said errors/bugs and finally submit it.

Yeh I did that.. I spent the final week doing just that but there are things that a single set of eyes misses and something I didn't even think of at all.. while there were other things I added and didn't realise the effect it would have till someone mentioned it.. it's not that I didn't play test that part, it's that I use that differently to other people and so on.. :)

The current version is definitely good.. I wouldn't have released something bad or bug riddled.. but yeah.. now that I am getting feedback, I want to change things and release a demo update immediately :) hehe.. I've already made many changes.. but I'm holding off the release a couple of days to get some more interactivity added as well as hopefully some more feedback.. however, the feedback I'm getting now seems to be a repeat of other feedback with a new snippet of info here and there..

Release Something Weekend

Is it neurotic/obsessive of me to want to change my demo immediately after receiving feedback to make it better and release an update as soon as possible? :)

I am holding off releasing a new update as long as I can stomach it.. I am spending the time adding interactions into the maps.. I don't want to release a new version and then a few minutes later get more feedback on the first version that is something really obvious.. but at the same time, I'm growing increasingly anxious that there is a less than perfect version of the demo on the site.. *sigh*

Release Something Weekend

So many submissions.. so little time :)

Release Something Weekend

That "Oops! Something went wrong, there is a good chance we know about it and are working on it!" is if you click the "Manage" button. Try clicking on either the "My Teams" or "Submit" button.. I believe, from what I can tell, the "Manage" button is for admins.

Release Something Weekend

Ahh fair enough then.. :)

Release Something Weekend

lol..

Ignore the trailer.. why do you have a trailer that makes the game look boring? :)

I haven't watched the trailer (at work so I can't view).. but it made me laugh reading that :)

rpgmaker.net needs your help (again)!

Started my $3/month plan.

I know it's not much but I'm not sure I am ready to stay around for a long time yet, to be perfectly honest. I like what is being done here, so I'm happy to support it but I'm still new to RPG Maker in general, so don't want to over commit plus I am still spending money on resources to get my palette of tools up to scratch.

Demo Feedback

There "may" be something to your comment about the village elder... :p Will just have to wait till I finish more of the game. :)

Demo Feedback

Thanks for the feedback, I really appreciate it. I've begun compiling a list of changes I will be making, though I probably won't be able to get a new version released for a few days (though weirder things have happened).

Of particular note: I'm adding a lot more interactivity to the maps so you'll be able to talk to every NPC and interact with a lot more objects. I'm also putting dashing back in and tweaking the enemies so that when they see you, they'll run faster. You'll still be able to run faster than them but I think it is a good compromise in what I was trying to achieve and allowing for the convenience of running. There are a number of other changes I will be making as well but I'll save that for a proper blog entry.

With regards to the sacks in the level 2 farmhouse, you can walk behind them but not under them. The stack is 2 tiles high, so just like walking behind a cupboard or bookshelf, you should be able to walk behind the sacks too.

I'll try to make it more obvious that the keys are actually on the corpse in the cave area. That was my intent but I guess I need to put more text in there to make it more clear.

With regards to the combination, it's a random number each time you play, so I will explore options on how to make a key item that has a changeable description for that purpose, thanks for the idea! :)

I actually didn't intend for Ignatius to have two weapons like that.. I realise my mistake now (Dual Wield ability). So that will actually be removed because I am balancing everything based on him not having two weapons, hence the extra attack when you wield the extra weapon.

With regards to the grammar things, I guess there are going to be some differences of opinion there as I learned English in Australia and there are different conventions that we use that seem odd to others I guess. However, I thought I was using ",,," in every dialog, I will need to look through all the dialog and replace any of the ",," I find :) Anyway, I will still look at improving the dialog and see if your suggested grammar changes sound "right" to me and how I am wanting the people to speak. Just because it might seem odd to me, doesn't mean I won't consider changing it :)

Release Something Weekend

Just bear in mind that the "Resource Checker" script wasn't perfect when I ran it through my game. I am not using any scripts that call images.. just events and so forth, like the resource checker script asks for.. but it still missed a bunch of SE's and Battlebacks for example. It did a pretty good job.. just not perfect :)