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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The Screenshot Topic Returns

author=kory_toombs
Tile Mapping vs. Parallax Mapping = Tile Mapping is restricted to 32x32 square and to 2 layers. Parallax mapping has no restrictions to the grid and layers are endless.

Currently trying to make parallax mapping relevant inside a house.
See how I put the plants, this is not possible with tile mapping.


Ah, I see. Is it hard to keep track of stuff like what the player can walk on?

I'd also like to see how a game made like that feels to play. Any Paralax Mapped game suggestions? :D

author=nemojbatkastle
This is a little transitional area I whipped up.


That's beautiful!

Okiku, Star Apprentice

I think its cute! :D

A Very Long Rope to the Top of the Sky

Hehe. I highly doubt Mint took part of the unicorn feast. Or was she going to be in your Unicorn Adventure at all? :D

A Very Long Rope to the Top of the Sky

I got through the dungeon with no problems now and moved forward! There was a really touching part and also we met Yvette, who is awesome and hilarious. (Her courtroom scene is too funny!)

A Very Long Rope to the Top of the Sky

Oh, okay. I didn't think hard enough on the clue. I'll give it another try, thanks :D

A Very Long Rope to the Top of the Sky

I've gotten stuck in the holy ruins where the lights turn on and off. I got past the first area with the lights just fine. Then there's the next area, that adds pits, and spikes on the lower floor. I spent 2 and a half hours trying to navigate the area. I even went so far as writing down step by painful step what directions I need to take when the lights go off. But even then I couldn't find an exit.

I had to cross spikes so many times that Mint ran out of MP for healing, and I ran out of restorative items. A random encounter was able to easily finish me off and I'm too frustrated to continue for today.

I've really loved the dungeon mechanics in the game so far, but the lights off part is really frustrating to me. First off, and it may just be me, but I get a headache when the lights have to keep being switched off an on. Also, having to navigate in near-complete darkness without even a circle of light around your sprite is very frustrating. You have to completely memorize your surroundings when the lights are on and the holes in the ground mean you must be exactly precise. You also have to be staring at the screen in darkness to tell when you hit a wall and your sprite hasn't moved. The way you're supposed to go isn't made clear, and the green pillars that block your path when the lights are on prevent you from getting a good grasp of the direction you should be traveling.

Am I missing something? Is there some trick to get by this part?

Your Game and Music

So, if I've counted right, there are 107 bosses, some of which are recurring, and there are 118 boss tracks. Huh.

I agree with the advice of pick a general boss battle theme, a mini boss battle theme, and a BIG boss battle theme, and pick maybe a handful of boss battles that have their own unique theme. If you're afraid of battles with the standard boss theme not being unique enough, then that's a problem to fix through gameplay or storytelling; just slapping a new theme on them isn't going to do much.

As for which songs to cut, the idea of going through 260 songs for a franchise I'm not very familiar with to tell you which few are keepers and telling you to either delete the rest of them or move them to an optional download is not exactly an endeavor that I'm jumping at the chance to do, nor do I think many others would be, unless maybe they're huge Touhou fans with a lot of free time. This may be something you have to decide for yourself.

author=LockeZ
I 100% approve of changing the normal battle theme as the game goes on though. I can't even name a game where it didn't start to get grating after 300 battles.

I completely agree, especially if the switch in battle themes happens after a plot significant or emotionally significant part of the story.

The Screenshot Topic Returns

I have what's probably a newbie question: I see people mention "Parallax Mapping." What is that, exactly?

Your Game and Music

260 tracks seems to be enough for ten games rather than just one, to me. I understand that this, being based on a franchise, is going to have a lot of music to pick from, but to me this seems to be way too much.

The 118 boss themes is what sticks out to me. That's over three times the amount of character themes. Why must there be so many of them?

On how to cut down the filesize: Have you edited the songs into short loops? I cut the filesize of the music in my project in half just by going back through it and editing down the actual files to good loop points.

[Poll] What do you think about multiple endings?

author=Housekeeping
That's something that you have to decide for yourself. Either way would work fine, but it depends on the themes and intent of the story. If your game is about morality, then giving the player the option would work into that. That's not to say it has to, especially if you haven't been giving moral actions that impact the story/gameplay prior to this. Forcing your game to give the player a moral choice out of the blue could just end up seeming out of place and irrelevant. Think about the intent of your story and what would be best for it.


author=zacheatscrackers
I'd personally prefer if the player him/herself gets to choose which is better, but either could work depending on the story's conflicts and whatnot.

Again, though, whether or not you decide it's necessary is up to you, like Housekeeping said.


Great food for thought. That helps a lot. Thanks to both of you! ^_^

author=pianotm
Okay, I'll come clean. I'm working on two projects. A big one and a little one. Both of them have multiple endings. Here's the thing, my story lines branch...drastically, so that depending on the choices you make or how well you deal with circumstances, you literally follow a different course in your game. You go through maps and get items you ordinarily wouldn't get making all the right choices, and by the same token, there are maps you would have gone through and items you would have gotten, but now won't because you failed an objective here, or made a different decision there.


That is incredibly cool! Sounds like a lot of work, but with really big potential payoffs. I definitely want to see what you do with those games!