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Everything posted by theoryoferin
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Free Music Resource - Over 1800 Tracks
theoryoferin replied to Eric Matyas's topic in Resource Showcase & Critique
Wow, thank you so much for this incredible resource! My game is still far from finished, but I'm definitely going to be incorporating some of these tunes / SFX into it! -
Welcome!
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Welcome! Can't wait to hear more about your game.
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That's where the switches come into play. At the end of the event where you're talking to the person, it will trigger a switch. Then, with the door, you'll have [a minimum of] two pages of events within the door. One will have what happens if you haven't had the conversation yet, and then one with what happens when you've had said conversation. On that page, you'll have it only be available if the switch has been activated.
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Admittedly, I work in RMXP, not VX Ace, but from what I've seen around the internet / these boards, the engines are relatively similar in operation. The tutorials that I found most helpful when I was first starting out and learning how to operate the software were these: Tutorials. Like I said, they are for RMXP, but to give an understanding of how eventing and switches work, they should help out a bit, I hope.
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Good to hear!
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"insert welcoming title here"
theoryoferin replied to elodeme's topic in Introductions and Farewells
Welcome to the forums! -
[poll]Reset points for everyone?
theoryoferin replied to Marked's topic in Feedback, Bug Report and Forum Help
I'm torn. On one hand, it would be nice for newer members to have the same shot [but then, eventually the newer will be old... And then what of the new-newer group?], but also it's kind of fun to see who has 9k+ points and go in to see all of the hard work that they've put into the site. -
Welcome to the community!
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Welcome to the boards!
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Looks like an awesome map. It sounds like the way you're incorporating the seamlessness would be really interesting / original, too. My only crit would be to watch sudden landscape changes / boxy sections. Over on the right edge of the map the land is really straight and then where the desert changes back into the grassland [on both the north and east borders] is very straight-lined as well.
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Ooh, increase in story? Yay!
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Welcome! I'm unfamiliar with Tibia, but I can say that this forum has helped me a LOT with my own mapping / scripting abilities. Hopefully you will also find it helpful. [:
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yay! more new members is always awesome! welcome.
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Welcome! Skill with RMXP really comes with practice. Check out the tutorials linked above and just jump in! [:
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Looks awesome! I'm always a fan of games with things to collect, trade, and train. :D
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Aw, got to the end. I wanted to play moorrreee. ;] I wasn't QUITE done, but I saved just before the demo ended, so I'll have to play through another time to finish up with the stuff in the woods. But, I wanted to give you the remainder of my notes. I took screenshots of some stuff [a couple of very, very minor mapping errors and a handful of typos] and circled / underlined the trouble spot. I thought that would be easier than attempting to explain where things were. I uploaded the zip of the screenshots to mediafire for you here. Otherwise, here's the rest. 1. When you respawn sometimes, the music dies, too. Not every time though. 2. Overdrive. So far, I haven't seen a purpose for it or an option to use it. Is it going to be implemented later? 3. When you're heading to deliver the parcel and you walk into the crossroad area for the first time, there's no music. 4. When you destroy the rock and go into the forest, it would be nice to be able to go backwards in case you get stuck and want to save, or if you didn't explore that way and miss the chest. 5. The fight with 3 Bug-A-Boo and 3 goblins is REALLY overpowering. 6. In Freugo City, I think the move animation on the seagulls is turned off. They don't seem to flap their wings as they fly, simply gliding around the sky. I'm looking forward to playing more when you release it!
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[RMXP] Arcatis II: The Hero of Arcatis
theoryoferin replied to Bob423's topic in Early in Development
Your cliff village is adorable. :3 -
I was pretty well dead already when I took the elemental on the first time, but I just went and reattempted and won. I think the enemy is adequately tough. Maybe toning it down JUST a smidge would be good, but not too much, because you want it to be a bit tougher than the rest of them.
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Haha, awesome. I died the first time I tried to kill the elemental, so I ran away and never went back. Time to attempt it again, haha. :D
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Aw, don't think that there's a lot wrong! It's not really. In all honesty, the only one that even really mattered in the long run was the missing switch / event with the uncle, since you'd get stuck in that loop. I'm one of those obnoxious nit-picky people that wants everything to be absolutely perfect all the time, so that's why I had so much. Also, I think it's the fact that I do think your game is quite good and has a lot of potential to go somewhere. I've demo'd several games that I'm not even motivated to get through the first 15 minutes of, whereas yours I felt quite differently. Were the hidden items the tea / soup? I did find those, but not sure if that's what you're talking about? Otherwise, makes sense with the blue sparkles! Not sure if it's just me being 100% dumb, but in the next part, after you go west / destroy the rock and have to pick up logs. I only found one log. Is it meant to be that way? Because I am officially stuck. xD 25% is a good drop rate for the goblins. I was definitely on the lucky side when I went through and was thinking you might have had it set at 75%+. 25% is awesome, though! I noticed in the second half I was getting them much less than my initial play through, so that's perfect. Also makes sense for the ranch doors. I was just making sure it was intentional. I left an entire town without doors in my game until my brother played through as my alpha-tester and went "why does no one here believe in privacy?!" so I just wanted to point it out in case. [: I'm not sure about the menu anymore. Mine was strangely overlapped when I was playing before, but the screenshots you have look much cleaner / clearer. I'll have to boot it back up again and see if it does the same and screenshot. I look forward to the next update. [And help with the log section to get across the river because I'm pretty sure I'm just being slow, lol]
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A lot of these are just questions that might lead into suggestions. I wasn't able to get too far into the game before I had to alt+f4 out of it for a glitch, sadly. But, here's my feedback so far, starting from the beginning of the game: 1. I love your intro. It's not too long, the credits are interspersed with scenes to keep it interesting, and there's enough story to get the player interested right from the start without giving away your entire plot. 2. Watch your grammar -- there's a lot of lowercase "i's" strewn about with "I've" that should be capitalized. Obviously not going to affect the gameplay in any way, but if you're going for professional, which it looks like you are, you'll want to fix those. 3. I like the green sparkles and the question mark method. But, I have to say the blue sparkles take a little bit of the fun out of the classic RPG search and find. Makes things way too easy. 4. Why are there no doors in the Ranch? You have them evented very well in the other places I was able to get to, so I'm just curious why you chose to have those two doors nonexistent? 5. You may want to double check the potion drop rate with your goblins. My first time going through, I fought everything and got a potion from literally all of them. It was a little potion-heavy. On the walk back, I only got them about half of the time, but even that seems a little high. 6. When you find the log, why not use an actual log graphic instead of the sparkle? 7. The 1st store gives away with the powders that you're going to be adding party members, which might be more fun to keep a surprise. Along the same note, if you go into the party menu, you can add Zoro in from the beginning with no introduction or mention. Not sure if that's intentional or not. 8. With the "Kill 10 Goblins" quest, there's no method of knowing how many you've killed. Perhaps a bestiary or just have the quest giver tell you how many you've killed? 9. In your menu, if you go to the quit option, there is quite a lot of overlap and making the correct decision is really difficult because you can barely see the options available. 10. When you return to the ranch, you are unable to get more animal food to complete the little girl with the bunny's request. 11. After your Uncle joins your party and you return to the town, if you walk down it will retrigger the event and the game will freeze so you have no option but to crash it and start from your last save. ]: Your mapping up until this point in the game is beautiful. Great job with that! Anyway. Hope these helped at least a little. Let me know if you'd like me to go through and send you some more? I can either post here or PM them to you. [:
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Thank you so much! :D
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Title is pretty self-explanatory, I think... I'm looking for someone who is better at graphics than I am to make a side-view of the rope ladder / cave stairs (ie: Earth Cave tileset, especially) so that they can be put against walls on the left / right, instead of just straight ahead. Just for further clarification, I've added a screenshot to show exactly where I would like for something like this to show up in game (where the pointer is). If anyone could help out, it would be greatly appreciated!