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GrimmHallows

All That's Left

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Alright, I've been working on this for a while now, trying to get it all to work, and while it didn't take long, and the music hardly fits (I'm using songs I've previously added, but in the next version, I will have made better music)

 

I want to include a random dungeon Generator like in Lizzie_S', but frankly, i couldn't figure it out too well, and decided to abandon it until I can figure it out for a later update.

 

The game is fairly simple, and I've used the following for custom content;

 

Sprites - http://www.famitsu.com/freegame/tool/chibi/index1.html

 

Face Sets - MS Paint and Face Maker (Paint for fixing up the faces)

 

Music - Sibelius 6 and MAGIX Music Maker 17 Premium, with loops from previous versions.

 

Game download!

http://www.mediafire.com/?gnr5qk65br0fnna

 

Tell me all what you think?

Thanks in advance, and please, pick it to death!

:clap:

 

-Grimm

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Totally Rocks Can't Wait For you To Write Reviews About YOur GAme! :lol:

 

I actually just found a really awesome FFXIII Battle system!

I've added it into my game, so when I next update, you'll see just how awesome it is!

And like I said, better music.

I'll also be adding more maps, and adding heaps more to the storyline.

 

Well, back to the music packs I'm making! :alright:

 

-Grimm

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You might want to mention that it requires the RMVX RTP.

 

 

EDIT: Played it and beat the everloving poo out of 'dem monsters.

 

I'm going to be honest and say that it needs some work, but I <3 the music.

 

Also, make sure you are fluent with your message box usage. Some times, the black gradient textbox was in the middle, and sometimes at the bottom. I say keep it in the middle at all times. And don't use the transparent one.

 

And you have an autorun loop at the end. xD

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Lets start with the technical issues and bugs first.

 

First map, the doors to the lower left start the Open animation, but the player cant walk thru them without that Open Animation occuring. Occurs BEFORE talking to Princess character.

 

Vampire does NOT disappear after being defeated. Fix with New Event Page, Self Switch A switch is on, and conditional fight branch should set Self Switch A to on (which allows for different graphic, in this case, set Event Page with the Self Switch Condition to have Graphic set to NONE.

 

End of Game needs an End of Game event, just say end of story so far.

 

---

 

Gameplay. I didnt care for the map. Too much of a Maze, it didnt feel like a castle. Not enough detail. Too many fights. I got poisoned on my first random encounter and didnt survive with no anidotes. Boss fights were way too hard while still for a first map, which I was still doing tutorials in. I like the idea of having the tutorials.

 

Fonts on the word Manipulation was different than the other menu options. I didnt care for that. Fonts should be consistent for all items in that menu. The characters looked like they were twins. I also had no idea there was another character in my party when I first started playing. Consider implementing a Caterpillar system. The conversations appeared as if the player was talking to themselves because there was no other sprites on the screen to appear to be having a discussion.

 

Also, during the fights, due to the difficulty, I found my character leveling several times after just one fight, but even 2nd fight was difficult enough that my attacker turned into my Healer, and my Healer was dishing out all the real damage. Needs a 3rd character to be a dedicated Healer type.

 

Needs a lot of work, but dont give up.

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Yeah, I agree with all your points, Heretic.

I will certainly work on it some more and improve it to the best of my ability!

And I will be uploading a new song, and a new title page, with a new name (my friend suggested it, and I didn't mind the idea)

 

I'll be adding a new character that you can rescue in the prison to start off with, and I'll try my hand at the scripting to see if I can't make it better; I've yet to see a healer actually use a healing spell, and a Breaker do anything. Would also like to add monster sprites, rather than the sprite they use (Have a sprite for individual monsters)

 

I'll also re-do the map; I agree that it is too random, and I'll remake all the monster database so that it's nice and clean, with plenty of variety while keeping it simple.

 

I'm making new Sprites, Keeping Grimm as he is, and changing Alyssa; and I'll be taking your suggestion, and adding a Caterpillar Script from somewhere (I have no skill with scripts what so ever :sweatdrop: )

 

 

Finally, I will have eliminated the end loop. I can't believe I forgot to get rid of that!

:haha: I was obviously tired.

 

Thanks for your efforts, and an update will be posted, which will have more maps, and more of a story line.

 

-Grimm

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Since you're using VX, one of the better Caterpillar Scripts that I know of and use is Zeriab's Caterpillar.

 

http://rmrk.net/index.php/topic,35167.0.html

 

Yeah, its not on this forum, and I dont really like having to link to competing forums to provide scripts, but thats just the way the cookie crumbles. Modern Algebra on that forum is a flat out genius and was able to take the original XP version of the script and modify it to be VX compatible. He added a couple of very cool things, like the "ghost" character, a follower that isnt in your party, and some other stuff. There are a couple of things that are lacking in the script that I modified for the XP version. If you need to, I can try to mess with the VX version to include the same 3 features (more like 3 lines of code) that I was able to implement. If you need them.

 

The caterpillar may not work for your style of gameplay also. But I think it is worth checking out at least. If you decide against it, you could use events, pop them on top of the character, then make it look like they are walking out of the party to deliver their dialogue. Or something like that.

 

I thought the music was fine, but keep in mind that music is only half of the game. Even the default music is fine as well for specific instances, but thats when the music really has to shine through. When it changes from map to map, its kind of expected, but changing the music once or twice for a long cutscene can make or break the cutscene. I just feel the cutscenes need a secondary character to provide for that visual interest, the visual part of the visual audio experience. If you're up to it, go download my Once More, With Feeling demo. Its only like 6 megs and its way way short, but I tried really hard to make the characters really animated as part of both a visual and audio experience. Just another character on the same screen would definitely spice up your game.

 

Bugs suck, and sometimes its impossible for the developer to find them all. Players do everything they can to break the rules set by the developer and can sometimes come up with very clever manipulations in order to achieve specific goals. Speed Runners do this constantly. Like being able to finish Super Mario 64 from start to finish in under 5 minutes. Lots of stuff we just dont expect. But such is the life of anyone building a game is the bugs. Your bugs weren't horrendous or make the game unplayable, and yeah its a work in progress, and that's what we are here to help with. Constructive Criticism, not just Criticism.

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I've decided, thanks to your post specifically on the monsters and the fact I had only one real map, that I will be making at least 5 maps before you can get to the throne room, and each will have a mini-boss, not to mention side rooms (Rooms that come off the main map, that aren't actually necessary, but can be more than worth it)

 

Redesigning the map is going to be awesome, and I have even downloaded that Portable version of VX so I can work on it during class.

 

Again, thank you all, and I agree completely with all your points again Heretic.

I'm so glad people like you exist ^^ :alright:

 

EDIT: Okay, so on closer inspection, it seems that all they did was eventing? I figure it can't be all that hard if that's the case.

Maybe just simply having the characters constantly "Move Toward Player" in the "Set Route"?

I'll see what I can do on my own for now, and you'll see it in the next update I guess.

Edited by GrimmHallows

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I've decided, thanks to your post specifically on the monsters and the fact I had only one real map, that I will be making at least 5 maps before you can get to the throne room, and each will have a mini-boss, not to mention side rooms (Rooms that come off the main map, that aren't actually necessary, but can be more than worth it)

 

Redesigning the map is going to be awesome, and I have even downloaded that Portable version of VX so I can work on it during class.

 

Again, thank you all, and I agree completely with all your points again Heretic.

I'm so glad people like you exist ^^ :alright:

 

EDIT: Okay, so on closer inspection, it seems that all they did was eventing? I figure it can't be all that hard if that's the case.

Maybe just simply having the characters constantly "Move Toward Player" in the "Set Route"?

I'll see what I can do on my own for now, and you'll see it in the next update I guess.

 

 

Its a little harder than that. A lot of caterpillars allow the players character to walk through the other events, but allowing them the Through option makes them all stack on top of you and follow simultaneously. Scripts are easier to deal with, but then again, the style might not work with a caterpillar, like I said.

 

The bosses I think need to be graduated for difficulty. Thus, the first boss will be the easiest and shouldnt take 20 rounds of healing and strategy implementation to beat. You could even use it for a Tutorial, or some banter between the characters which provides for a Tutorial Opportunity. Banter during fight scenes I think should be really really short. "Use the whatever spell to disable his magic shield" or something like that.

 

Looking forward to the revised version, but dont rush it on my behalf. I'd much prefer if people took their time and did it to the best of their ability moreso than rushing out a product because of someone elses deadlines.

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Oh don't you worry! I rushed the first one just as a test; I'm taking it a lot more seriously, adding better cut scenes, and a much better storyline and my first map for the Castle is done!

 

I've finally designed a plan for myself, all typed up, and the castle will be a total of 10 floors high, with a save point in between.

 

I've been looking at the database, and I just realised that you can change the hue :sweatdrop:

 

This will help in making new monster types (Green slime = stronger, Yellow Slime = magic etc)

 

Just ideas now that I've finally realised that little thing, I can make it heaps better.

 

Also, all the music that will be in the game will be uploaded separately for those who want to ultimately replace the RTP music; I'm making enough music to cover all the necessary parts, and while it's only a classical assortment, my next one will be made with Techno, since people also tend to make Sci-fi games.

 

Thank you all! :clap:

 

-Grimm

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