Destiny of a Wizard

Matt Beer

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Some of your mapping is really bizarre perspective wise, and some of your mapping is awesome. Your font is a really odd choice too but I love it for some reason. Nostalgia maby... keep chugging along man, great work for your first project. You're smart to keep it simple.
 

Ultimacj

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Some of your mapping is really bizarre perspective wise, and some of your mapping is awesome. Your font is a really odd choice too but I love it for some reason. Nostalgia maby... keep chugging along man, great work for your first project. You're smart to keep it simple.
Thanks Matt.  I think the black border of the screenshot somewhat throws it off and I apologize if it gives that effect.  I did the traditional shift+prnt screen and post as is.  People who are beta testing I recently asked them two questions directly about this forum:

"Are the maps cohesive enough?"

"Are you able to distinguish between point A and point B?"

For the most part I got a yes and nothing looked "off" or wrong.  Most of them are still in early testing phases.  Only one friend has made it to chapter two so I await more feed back.  I put a lot of work into shadowing and detailing the walls for the final part of my project so I hope it works out the best.

As "simple" as this project was, it's been a 6 month project in the making :) lol

The font is a similar look to "Secret of Mana" and Robotrek from the SNES days, so that's probably where your getting the "nostalgia" feeling heh.

Thanks for your input!

I will post a few more screenshots this week.
 

Mr. Detective

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I'm surprised, and I mean extremely surprised, that none of the pros on this site has came in and smashed some sense into you. I thought this was an amateur game in development and you are still asking for feedback. But you said this is completed and you're going to make a commercial version? No one in their right mind would pay for this game. It is, for the lack of a better word, crap. One thing you can be happy about is that there are worse games out there.

What those two were referring to is not the black border around your screenshot. They were criticizing the mapping of the game! The mapping is terribly awful and wrong in many ways. Your friends know absolutely nothing about RPG Maker and how it works, so there is no way they could give you feedback that are as accurate as the people on this site can. 6 months? You think that's a long time? After a year using VX Ace, I still have to post up my maps for help and feedback. You think 6 months are enough to make a game and charge money for it?

And the font... Oh dear. Don't use a different font just for the sake of being different. The default font is a lot better and easier on the eyes. You don't have to use the default font, just go with anything that's easier to read. The other two are okay with it, so this is probably just me.

"Are the maps cohesive enough?"

"Are you able to distinguish between point A and point B?"
I'd fire them the moment they said yes.

I am not a pro myself, so I usually wouldn't criticize another one's project. But when I read that you are going to make a commercial version of this crap, I think I better stop you before you humiliate yourself any further.
 
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Kes

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I have hesitated to comment on this game, but I have to say that I agree that both the mapping and the fonts need serious attention.  I know that people have commented on your maps on at least one other thread, all pointing out the same basic errors and had thought that you would be acting on their advice, but it seems not.

One small example, the 3rd map on page one - you are using wall tiles as if they are ceiling tiles.  It's basic errors like that which show that you haven't yet got a sufficient grip on what needs to be done.  Going commercial is not cheap, you have to pay to set yourself up as a commercial entity, payments systems etc. etc.  You are going to be seriously out of pocket if you try to sell this game because at the moment it is not commercial quality.

Please, please delay release of the game until you have re-done your maps at least.
 

Ultimacj

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I appericate the input.  While the people I have beta testing the project out haven't worked with RPG Maker itself, they've played many rpg games both old and new style.  One of the important aspects I am looking for is navigation wise such as getting to point A to point B w/ little / no confusion out the 9 people that are currently testing it out 3 of them are about midway though the game; so confusion wise isn't an problem for the most part as I've asked them this question a few times and they haven't asked for any help/guide if they got lost.  As for different tile sets, I'm use the tilesets associated with each wall/floor that matches it, at least according to the program.  The only custom tileset I'm using is for my underwater caves/water temple area, which I'll be posting later on.  As for the font, I wanted to keep it retro style/old school style though I might change that in the future.  I did not pick it to be "different" it just looked nice and flowed well with the game.  I haven't had any of the testers say it was a bad font but I will bring that up the next time I talk to them.  While the game *is* completed it is still under going some testings with maps and such (the game is fully playable from start to finish no addtional content will be added - and as far as I know map/combat wise there are no known bugs but I'm still awaiitng on more feedback).  I will proberly add a few more details map wise like for backgrounds to walls such and see where it goes from there.

You can watch a gameplay footage of "Thieves Guild" of a playthrough, (link is in the few posts back) it's about 13 minutes.  However, I've redone those maps and combat system so they won't be as nearly as detailed.  I will more than likely post an updated version of it on my youtube as I've added a lot of detail to the Guild since then (the game was in early development when that video was made).  Thanks again for your input!

@ksjp17 The maps on the first page on the top section are old and outdated, the ones at the near bottom are the most recent.  I've updated each those as I realized I used the wrong tile on accident and that's been updated.  Map refinements were the final step to the game and a few tweaks are still being managed out. As for the font, I've gotten different input about but the testers are still hammering it out.  The size might be too small and I could increase it by a couple of points if its difficult to be read (message system not game system).
 
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Matt Beer

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I'm surprised, and I mean extremely surprised, that none of the pros on this site has came in and smashed some sense into you. I thought this was an amateur game in development and you are still asking for feedback. But you said this is completed and you're going to make a commercial version? No one in their right mind would pay for this game. It is, for the lack of a better word, crap. One thing you can be happy about is that there are worse games out there.


What those two were referring to is not the black border around your screenshot. They were criticizing the mapping of the game! The mapping is terribly awful and wrong in many ways. Your friends know absolutely nothing about RPG Maker and how it works, so there is no way they could give you feedback that are as accurate as the people on this site can. 6 months? You think that's a long time? After a year using VX Ace, I still have to post up my maps for help and feedback. You think 6 months are enough to make a game and charge money for it?


And the font... Oh dear. Don't use a different font just for the sake of being different. The default font is a lot better and easier on the eyes. You don't have to use the default font, just go with anything that's easier to read. The other two are okay with it, so this is probably just me.


I'd fire them the moment they said yes.


I am not a pro myself, so I usually wouldn't criticize another one's project. But when I read that you are going to make a commercial version of this crap, I think I better stop you before you humiliate yourself any further.
I feel that this post was needlessly malicious, and in no way is it conducive to the moral of this forum. If you would like to be constructive, please refrain from language that is discouraging. It is hard to put your stuff out there. What makes a game fun, isn't the same for everyone. I would prefer you refrain from claiming the right to speak for all of us. The "pros" on this site would conduct themselves more "professionally" then you, that is for sure.


to Ultimacj, please do not allow these comments to discourage you. Trust me, My first project was bad. While I feel yours could use some polish, it is by no means shameful for your first project!
 

Mr. Detective

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My post was not, in anyway shape or form, malicious or meant to discourage the creator. You can still be constructive while being harsh. Someone will have to be Gordon Ramsay or Simon Cowell and straight up tell the creator that his game is awful. That's a way to make him wake up and realize what he has done wrong so he could fix his mistakes. That's not hating, that's helping. And I wasn't even insulting him yet. When I do, that's when you can tell me I'm being a douche. The pros on this site wouldn't do this? You haven't been around many RM sites long enough, then. That, and maybe you're too soft.

When you put your stuff out there, be prepared to get all kinds of criticisms. That was my honest and constructive criticism. If you think I had malicious intent and wanted to discourage the creator, then you aren't quite ready yet. The creator appreciated the input, while you looked at it in a negative way. In terms of accepting criticism, he handled it better than you. I took harsher criticisms before, so I should know when people are trying to help as opposed to just flaming.
 
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Ultimacj

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@Mr In a sense I agree and disagree at the same time.  The comments were a slightly harsh but I understand what you meant and I appericate feedback.  Somewhat reminds me of "Wind Waker" in the Zelda series.  Many people wouldn't touch it simply because it used cell shading for graphics and changed the "standard" of what most Zelda games are to be expected, which was a shame because the game wasn't that bad.  I am working on getting some new screenshots up with some map refinements and one beta tester is almost completed with the game.  I will also have a 3rd video similar to the 2nd video of game play of same thing but with the extra stuff added (This is also planned to be in the demo).

@Matt thank you for your comments.  One of my beta testers I just asked him recently about maps he said some of them were "wonky but are clear and conherit" but at the same time he likes games that are wonky so that's his personal preference, (which i didn't know at the time) so everyone is different and has their own sense of style.  My game will more than likely not meet some 'standards"  of what most developers usually take of RPG Maker and what some players expect. The fact I've heard "I hate this boss" put a smile to my face because it challenged one of the beta testers.  I'm hoping to hear more from them soon so I can apply "patches" to the final product.
 

Matt Beer

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My post was not, in anyway shape or form, malicious or meant to discourage the creator. You can still be constructive while being harsh. Someone will have to be Gordon Ramsay or Simon Cowell and straight up tell the creator that his game is awful. That's a way to make him wake up and realize what he has done wrong so he could fix his mistakes. That's not hating, that's helping. And I wasn't even insulting him yet. When I do, that's when you can tell me I'm being a douche. The pros on this site wouldn't do this? You haven't been around many RM sites long enough, then. That, and maybe you're too soft.


When you put your stuff out there, be prepared to get all kinds of criticisms. That was my honest and constructive criticism. If you think I had malicious intent and wanted to discourage the creator, then you aren't quite ready yet. The creator appreciated the input, while you looked at it in a negative way. In terms of accepting criticism, he handled it better than you. I took harsher criticisms before, so I should know when people are trying to help as opposed to just flaming.
I've been around rpg maker forums a long time. Just not this particular one. Telling someone their game is bad CAN be constructive, but only if you provide direction. Next time you decide to be "constructive" try to give them direction. Tell them how to stop their game from being bad instead of just telling them it is, and they should "stop now before being embarrassed."


If telling him his project is utter crap, is not insulting him...I'm not sure what is. As for these mysterious and magical "pros" you keep referring to...I'd suggest looking at my project Toby's Island. I am no amateur. This will be my last post about your post, we are getting OFF topic, and this thread should be reserved for comments about the OP's project. I'm sure the mods would agree.
 
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Mr. Detective

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The other guy already told him to look up mapping tutorials, and I am just going to remind him to improve his skills first before thinking that he can charge any penny for his game. That, along with battles that only require smashing the attack option, consider the font. Telling his project is crap wasn't meant to insult him. Saying that about his project while he tries to sell it, is waking him up. If that's an insult, then unfortunately, I'll let it be.

Your project is worked on by how many people? One? No. This is my last post about yours as well. I am sure the creator has enough ideas to know what he needs to fix.
 
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Ultimacj

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Updated and Refined Screenshots  I've been working on:

Top of Mayor's Mansion Room Refined (unlike before):

Third floor of the Mayors Mansion Refined (unlike before):

(Map re-edited / better stair location and ceilings :) )

Cave of Earth with refined ceilings and walls:

Cave of Nooblets: (This is a starter dungeon and uses RM's tile sets but I wanted animated water for the floor so I had to edit what tiles you could walk through specifically for this map to keep the animation as their originally un-passable - the entire area except grass are mostly animated):

Firesbang Coal Mine/Oasis Town  (This is mostly a rocky town added waterfalls/pools that supplies the tower before it was just rock):

Firesbang Inn:  Refined this map with ceilings detail unlike before there wasn't as much:

Thieves Guild Bottom Floor Refined:  (Re-did this area with trees it may look "off" but it's not since its a scrolling map, everything is symmetrical)

Sub. (Underwater) Caves:  Custom tile set.  Changed the floor to match the walls/trees/ceilings better (unlike before - See Page 1) and refined the ceilings:

Tower of Wind (Added Ceiling touches for the walls didn't have any from before):

Tower of Wind (Outside).  Outside bridge like structure to another connecting small tower, also added ceiling detail.

Volcano area:  Refined with walls changed a staircase to an opening shaft instead to blend it in better with map, lava outside is obviously animated to give off that "heat" effect:

(Not the same as before -- see page 1)


I'm going to continue polishing up the rest of the maps but this is what I've detailed in so far, this will take awhile but it's coming in nicely.  The video below will more than likely be the last "preview" trailer as I don't want to spoil everyone for the demo itself.  The portion below shows game play footage of the voice overs, with the map refinements, and final combat look/menu look.




Note in the beginning of the game, you don't have access to magic yet.  To unlock magic, the hero must discover the four elemental crystals, one in each chapter.  As the hero discovers these crystals, he/she begins to learn spells
 
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mlogan

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I will give you credit, these maps are MUCH improved from the originals. There are still quite a few errors I see, but definitely an improvement. I hope that you will continue to study mapping techniques and keep working hard on it.
 

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Let me start by saying I can see some slightimprovements in your mapping but it still needs alot of work. You don't really seem to be listening to people who are giving you feedback on your maps, we are trying to help you improve but you just seem not to care. This wouldn't bother me but the fact that you want to go commercial with this is a little concerning. To me it looks like something that has been slapped together very roughly. Besides the un attractive maps, theres nothing else that really stands out about this game to make me want to play it let alone pay for it. I highly recommend ditching the commercial idea and use this game to learn from. Listen to feedback and try to improve so you can make this game as good as you can. Ok that's my rant. Good luck.
 

Ultimacj

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I will give you credit, these maps are MUCH improved from the originals. There are still quite a few errors I see, but definitely an improvement. I hope that you will continue to study mapping techniques and keep working hard on it.
Attention to detail is not my strongest attribute but if I spot any indifference's, I'm going to correct them :) I'm gong to polish other maps of each of the dungeons since I only did one floor a piece to post here. I'm hoping to be finished in a couple weeks after I hear back from my beta tests.  I'm not the perfect mapper/artist let alone the best detailer so I'll try my best.  Going to ask my beta testers to see if they spot out an errors.  At least these maps are flowing better now.

Thanks for your input.  I'm hoping to have the game released by Mid-March.  I'm not sure 100% what exactly is off, maybe some of the ceilings.  I'll need to make some of maps bigger so I can slide into a few more details.
 

Goatrider

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An example of some mapping errors above would be the forest map I think it's the 6th one, the tops and bottoms of the trees are cut off by the crates. The second map has alot of errors, the ceiling suddenly changes to a wall tile on the left right and bottom with lamps oddly placed on top. The wall also changes from two tiles high to one tile high on the same wall. It's these little things you need to work on that will make your game look much nicer in the end.
 

Ultimacj

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Ok I see where your getting at, I make some adjustments here.  For the forest part was a background, I just used the filling in tool after drawing in the crates and that's what it produced.  The 2nd map did seem a bit off but I wasn't sure.  Thickening the walls up should give it more definition.  I would never think such things would *stand out* let alone but I don't usually catch them myself (unless it's directly related to the game such as a puzzle or a switch).  Making the edits please refresh the page momentary and the changes should be done.  I kinda had to change a bit but both maps are now symmetrical but they are scrolling maps so it might look off but it is evened up.

I appericate you pointing this out and I can look to see what other maps have this issue.  The one thing is though I've seen lots of old school rpg games (Not RM ones) have put things similar to like the lamps, I think that's one reason I was going with that angle.
 
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Milennin

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The new maps aren't... fantastic, but compared to the ones you had previously they're absolute masterpieces. Congratulations.
 

Ultimacj

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@ Milennin Thank You!  :) While I'll expect I will not please everyone no matter how much refinement or detail I put into my maps because everyone has their sense of style and taste.  I've put a lot of work into game play, story, and other elements.  I'm going to continue applying refinements based on what I've read here as I've seen a quite few more maps that have similar errors people have pointed out those will certainly be addressed and then some  (thank you for addressing this, because I myself would probably not have caught it).  Be sure to watch the preview trailer #3, it features (other than magic) part of the game play & story from it for the first chapter, the video also shows what possible music will be used on a commercial release unlike the previous trailers (those were musics I picked originally but I know I can't use them they were mostly my favorite music pieces / to go with the theme of the game).

I will be getting feedback from my beta testers this coming weekend and the next on their progress.  One of the 9 people have already completed it, he said there were a few things out of place when it came to maps but nothing confusing or unclear and few other errors but nothing serious.  I'll get it more info this weekend!

Thanks again.
 

Ultimacj

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Update:  Two of my 10 beta testers have completed the game in whole and found nothing game breaking (other than some bugs which have already been patched).  However, I'm still waiting on my other beta testers to find the time to play and wrap it up so I can patch all of the data I've collected into the final version of the game as well as the demonstration version.  For the Demo, what is planned at the moment is that the player will be able to play all the up to the first chapter.  The full version of the game will have the remaining chapters.
 
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Ultimacj

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Update:

Finally finished my game with all updated graphics music and features as well as with a fine tooth comb wittled out all the bugs.  After several beta testers later, "Destiny of a Wizard" a project I started nearly a year ago is finally completed!  The FULL verison is in the works to be available, but for now you can download the DEMO version of the game through the Steam workshop!

As for the full version, if it plans to go commercial I'll add updated information on the steam workshop page as well as the developers forum page here on RPG Maker Web.  I will be also added some very newly updated screenshots.  I appericate all the feedback from here as well as my beta testers helping me finish this project.  I hope you enjoy the demo (and in the future) the final version of the game as much as I enjoyed making it.

I would love your thoughts good and bad on the game.  The DEMO will take you through the introduction as well as through the entire first chapter.  The Demo is roughly about 2-3 hours in length depending on your experience in rpg games themselves.

http://steamcommunity.com/sharedfiles/filedetails/?id=282470008 here is where you can find the workshop item. 

Feel free to PM here or directly contact me on the steam community as well.

Thanks again and enjoy :)

You can also download Destiny of a Wizard DEMO  The shared file is on my Google Drive through this link:  https://drive.google.com/file/d/0B-IPJHCjlsH7TFNTU2JxeDBjSUk

/edit?usp=sharing

Edit:  The demo has been updated a tad this is the new link.
 
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