UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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I is stupid.

Well, I tried a few things, and I'm stumped. The only thing else I can think of is use a New Game+ script and turn off items carrying over but keep the switches that give you the bonuses from killing the special monsters.

The other option is just plainly letting the players keep those items; if it comes down to it, and there's no other good option, what problems are created if they do keep the items? Maybe we can fix the problems rather than the item removal itself.

I is stupid.

Damn, not being able to remove items at all is a major problem with that script! I'm pretty code-dumb, but I have a couple of ideas I can try. Dunno if it'll help at all, but I'll give it a shot.

Writing!

Oh wow, Pegasi and Prefects sounds awesome! I very much want to read it when it comes out! ^_^ Will you post a link to it here when it becomes available?

As for writing, you're absolutely right. The editing and polishing is the time-consuming part (and the part I personally suck at ^^;; )

Indefinite hiatus

Mawk has hit the nail on the head here. I also applaud your honesty and your attitude, and I'm also looking forward to seeing what you do next. I know this step couldn't have been easy for you. Best of luck!

I'd really like some feedback/comments on my game so far!

I've played your game through the platformer garden stage. You've got a lot of interesting content here. I'll leave my comments below, under a hide tag :D

First off, I have to say that all of the custom animation, art, and resources for this game are really impressive. It really gives the game its own feel, and a lot of the game shows a high amount of polish. Very well done!

Some may find the music taken from other games to be a little bit off-putting, but it wasn't a serious negative for me. You've got the opening that's clearly doing a Super Metroid opening spoof, and there's plenty of Earthbound and Mario in there. While they fit the game, seeing as so much of this game is unique and made with custom resources, it almost seems like a less-recognizable soundtrack would make it stand out more. Just my opinion.

As for the tutorials, I agree with Marrend here. Everything before the Timed Hits tutorial is automatically assumed by anyone who's played any other VX Ace game. Perhaps put a choice in there asking "Do you need basic control information?" and if the player says no, skip to the Timed Hit tutorial? Or something similar?

I have to say that you're very good at giving the tutorials. They have a lot of visual aids and are very well done.

The text scroll honestly didn't bother me, since I've played plenty of games that do that for the old-school feel. Healing/Saving, however, got a bit tedious after a few times. You enter the shower, music plays and the screen flashes. Then you get three lines of text telling you that HP/SP has been restored but TP has been reduced, then you are asked if you want to save, then after you say "yes" and choose where to save, a new screen comes up with a random anime girl on it and a bar fills up. After that, you exit the shower and the character poses while the metroid music plays. That's cool the first time, but every time after that becomes tedious. If you could make healing/saving quicker, I think the game would flow better.

Now after you exit your house, you can get into battles. I like the way you do the touch-battles rather than the random ones, but I found some oddities. First, Adam's special move is costly, misses often, and if it hits, it doesn't do a significantly increased damage amount compared to a well-timed regular attack. Regular attacks never seem to miss, but then I spend SP and/or TP to do a special move and it misses more often than it hits. This is frustrating.

Also, the first enemies are pretty unforgiving. I could only fight one or two of them before I had to retreat back to the house and use the heal/save shower. Given that this is the very start of the game, I would suggest making them a little less deadly.

Also, I never found an item in my playing of several stages that revives fallen characters. Which means, if you lose someone, you have to make it out and back to a shower to revive them. Unless, maybe, I missed an item shop or something? I didn't encounter one in my playthrough (again, I went to the end of the garden platforming area).


I also found a weird difference in the way character faces look verses their in-battle drawings, especially Shannon here. Look at the two pictures of her here. They look almost like different characters, with different eye-colors and a different visual style.


You've got a very cool style with the art, and the menu-box graphics are really nice! From an artistic point of view, though, I find it a little jarring that the lines in the battle backgrounds are way thicker than the enemy characters. Personally, I'd recommend either drawing backgrounds with very thin lines, or drawing them with a dark grey instead of black so they don't overpower the enemy pictures.


While a lot of the dialog works nicely, there are also weird parts like this where the dialog doesn't seem natural. Trying saying the dialog out loud and seeing if it sounds like something that a person would actually say (I have to do this a lot myself, as I'm not great at dialog).


A platforming stage in an RPG! This was incredibly cool and well done! I have no idea how you were able to do this, but it is very very nice! My only complaint was the wall-jumping, which I found to be really hard to pull off.


I found this tutorial that Joe gives rather strange. I'm sure it's not the same on all playthroughs, but on mine, every time Joe uses his special move to try to demonstrate elemental weaknesses, he missed the opponent! And the dialog continues as if he had hit them.

Also, with the train you take between areas on the world map, it'd be useful if the streets you have to use are all put on the overworld map. I couldn't remember the name of the street with my house on it and spent extra money trying to get back there.

Okay, that's all I have so far. I must say, this is one of the most unique games I've played on the site, and it shows a lot of promise! You've obviously put a ton of work into this and it really shows! Great job! ^_^

Moving Forward

author=skaiano
Aww, I'm glad you feel that way! As far as my stuff, there's one more major update actually planned for Dunlop, and then there's... something else?


Oooh! Now I'm super-curious! :D

author=skaiano
I should probably stop cramming this post on other peoples threads ha,....


And I specifically asked, so you're not allowed to regret sharing that post :P

Moving Forward

author=skaiano
In any case, you have a much more cohesive outline than anything I've ever done! My projects just leave me in a mental mess toward the end. I'm what you'd call a sporadic developer I suppose.


I'm not always as organized, but this time I tried to come up with the game's "skeleton" first, which was just a basic outline of things that had to happen and places that needed to be there, and went from that point.

The sporadic method works too, but I wanted to make sure this game was relatively short, and, if I don't keep myself in check, I might accidentally turn it into a huge never-ending game. I have an old RPG Maker 2000 project that fell victim to that ^^;;

author=skaiano
Anyway, this project is actually the one I get pretty excited for every time I see it in my feed, hope things go smoothly!


Thanks so much! You've totally made my day! I'm also looking forward to what you come out with next. Dunlop Cavern showed a lot of promise, so I can't wait to see your next game!

author=Marrend
Releasing in chucks is my mode of operation. I to say to myself something on the order of, "This has three chapters, so a release for each chapter". Okiku is actually quite similar. It doesn't have "Chapters" per-say, but it does have six items that can be found across three islands. The intended division there is "islands" thus the Rule of Three is upheld.

With this game, the division could very well be "artifacts" also upholding the Rule of Three.


That's a good idea! That might be the best way to do it :D

Moving Forward

Hmm, initially I was thinking to get the whole game done before releasing any new downloads, but it might be helpful to me to release it in chunks so that I can use feedback and criticism to improve the game as I go along.

I'll probably play it by ear a little until I decide exactly how I'm going to split this up; right now my idea is to wait until it feels like there's a substantial amount of new content and then put up a new release for download.

A Sporadic Update

Wow, nice to see that this project is still alive :D

This game is a mess and I hate it

I agree. There's always the possibility that you're being too hard on yourself.

Worst case scenario, if you really decide that the game should be abandoned, is there any chance you could re-purpose the graphics, music, and resources for another project?