In Her Footsteps (DEMO 03/21/15 UPDATE)

JAD94

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Woot, a bunch more typos to fix (And honestly, after the message box update I did a full run through to see about any text cut offs - thought I got them all but you'll never nail it 100% I guess :p  Thanks for all the catches~!)

Everything you mentioned that needs a second page/third page will definatly get them.  That, too, was something I was looking to ensure I had covered.  Obviously I missed a few ^^)

I did not even THINK of that thing for the weapon shop - But you make ALOT of sense.  I'll adjust that.

Not a fan of the all caps huh?  I figured it would better serve to convey its importance and not be confused with actual dialogue.  I can see how it might off across as shouting but...  I might leave it in as it is, but theres an equally good chance I'll change it.  Thanks for your opinion (I'll check with a few others :) )

Biggin's events should be tweaked to avoid such confusion, yes.  Another fine catch.

I'll move the 2nd skit into the guardhouse, I think.  It'll make more sense that way.

I kind of see what you mean about the skit in the guardhouse hall, but at the same time, from how you explained it, Rail/Esk ARE currently with you (When you move into a map and theyre already out waiting for you, its implied you stopped to have a cutscene like that)  Tons of older FF games did similair things to setup cutscenes, so I followed suit.

The "Odd Jobs" skit definatly references dialogue that could be skipped entirely with more then enough gold.  I'll adjust that scene to make mention of Serenthia's odd jobs in both instances.

I could definatly move the TP demo fight to an earlier one (And indeed if I do I'm likely bringing it up how you did, as it makes loads of sense) but I kind of like having it after Serenthia is actually able to fight.  Especially since Focus Energy explains what it does, (Gives TP) and Stunner has such a low cost now that a few attacks grant it as well.  Yes, people wouldnt get HOW theyre getting TP in the first place (Besides Focus Energy, which explains it) but likewise they only have a few battles before they would likely encounter the tutorial anyway.

Still, you raise good points about it so I'll think about moving it (Deleting the Ooze fight entirely and doing as you suggested) So we'll see!

Is there a way to remove MP bars for specific classes?  I'm not sure if I ever noticed a way to do that through a script or anything...  If so, for characters that simply NEVER get MP I'll try it (Though I feel like the Menu might look funny for characters that get BOTH TP and MP...)  

Yeah, the end of the demo IS very story-heavy, but I dont really see an issue with that.  I feel like putting up front "You will encounter story and plot development" as a header to an RPG is kind of...  Well, stating the obvious.  I mean I guess to how most games nowadays are marketted, it makes some sense.  I dunno, it doesnt sit well with me though.  Its an RPG - one styled after classic FF games, Tales of stylings and so-forth.  People should expect RPGs to have stories (Hell they expect horror games to have stories...)  But likewise, I dont want you to think I'm flatly ignoring your counsel, especially when you've been exceedingly helpful in pointing out things to fix, so what would you best suggest as sort of a compromise?  Perhaps reference what kind of older RPGs I'm styling this after, to give them an idea of how much story involvement there will be?  I'd have no issue with that.

And yes, my typos are terrible, but don't worry, as the game gets closer and closer to a final release (Still a long ways off, as I'm currently considering tearing down all the maps of my capital city, and shelling out $10 for those STUNNING medevial tilesets I saw on the downloads page.  Seriously, I want.) I've got a friend whose always triple-checking my writing for typos and the like who wants to scour my entire game start to finish for them.  In the meantine, I'll fix EVERY one you found again, and you've my gratitude ^_^

As before, thank you so much for taking the time to play through it again, and I'm very happy you reached the ending this time (And my stupid battle unbalancing didnt put you off)  I'm actually MUCH happier having made those changes.  Honestly, will all the amazing advice you've given me, I'm likely going to add you to the credits, even if you do nothing more then just test and review it from time to time.  You're a true help :) )
The only way I know how to remove an MP bar for a class is to not give them a magic slot in either the player or class page in the database
 

Kes

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In my setup, using Yanfly's Battle Engine, if the actor has no magic skills, then no MP bar shows.  Your script credits just say that you're using a lot of Yanfly scripts, but don't specify which ones.  I assume from the way it played that you've got Battle Engine, but thought I'd just check.
 

SpiralSigil

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Yup, Yanfly all the way.  I do have both set for no MP skills, so I'm not sure why they still show (Well, in the menu.  Doesnt appear as though they show in the battles)
 

JAD94

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Yup, Yanfly all the way.  I do have both set for no MP skills, so I'm not sure why they still show (Well, in the menu.  Doesnt appear as though they show in the battlesYeah 
That's weird. I too am using Yanfly scripts and have some cast members set with no magic. And in battle their MP bar isn't there.
 

SpiralSigil

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So, working on the next demo with several adjustments, additions and etc.  It's going to be going a decent ways further into the game, and allow access to the next two dungeons (Respectively a forest and a mountain area) I HOPE to have that demo up and posted in the next few days here to get some more feedback.

But as I'm not really big on posting so little as an "update", here are a few screenies!



The very first map of the "Spirit Woods", an area rich in lore tied to both the world and it's Creator.  The newest party member is your guide through it, and yes, there will be a maze.  I'll admit the mapshot doesnt *quite* do it justice, as its lacking all the effects and atmosphere, but hey, something to look forward too!



Part of the Lokken Mountain Range.  Don't mind the panorama that didnt stretch all the way across, it totally works in-game.  Like with the forest, this mapshot doesnt showcase the effects/lighting on the mountains.



Intrigue and mystery!  And introducing the next character!
Hope to have a new demo, ready for your inspections, soon!
 

Kes

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On that screenshot - you've got trees with wildly differing levels of saturation.  Mixing XP and Ace is always tricky.  You can also see clearly that the very big tree in the centre has the XP shadow, which is a different colour from the Ace one.  Closer inspection shows that the smaller XP trees also have it.  So trees and their shadows need significant editing before they will blend in.
 

SpiralSigil

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Updated with the new demo!  The first post contains the new links for both.

A few quick notes about it, however;

Save files from the previous demo should not work, as I did alot of database editting (And I'm told thats what causes them to freak out and not play properly) So you'll have to start again (Sorry!  If this is a deal-breaker for some, I can certainly start including a save file that begins at the new content each time for people)

The demo runs up until the end of the third "dungeon" area of the game (The mountain, in this case) as theres a small scene that follows that area, then poof, titlecard.

Naturally, any and all issues I'd love to see reported back so I can fix them (If you happen to note any spots with typos, I'd appreciate the callout, but if not its no biggy as I'll have someone who will be sure to pick up on every one of them when she gets around to playing :p )

For repeat players: Some of the earlier areas do have included items/things to find, though albeit not a TON.  Bookshelves still are empty, as they'll be among one of the last things I throw in.  (Unless mapping the capital continues to be a mind-numbing slog x.x)

ksjp (specifically) Your post mentions the forest-tree shadows and how they clash?  I went ahead and removed the shadow from the large tree there (I actually did not notice it until you pointed it out, as the forest area is shadow-y and has effects running over it to begin with) But im not sure which smaller trees are included in your post.  They all look like they have slight shadows so...  Were you meaning I needed to tweak/remove them all, or only specific ones?  (Unless you were meaning the forest simply had a boatload of different kinds of trees, in which case that is explained through dialogue)

Happy gaming~!
 

Kes

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ksjp (specifically) Your post mentions the forest-tree shadows and how they clash? .......................  Were you meaning I needed to tweak/remove them all, or only specific ones?  (Unless you were meaning the forest simply had a boatload of different kinds of trees, in which case that is explained through dialogue)
If you go up from the big tree, right next to what looks like an enemy sprite, there is another XP tree with the wrong shadow.  That tree also occurs down near the entrance.  Because of the scale I cannot be sure, but is that clump of trees on the other side of the sprite completely without shadows?  Those trees also occur top left corner.  If they are without, you'll have to add a slight something to the tile sheet to make them blend in.

If I were going to use the very big tree and the two smaller trees that I mentioned, I think I'd try to do something about the saturation and brightness to make them a bit more similar to the Ace trees.
 

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