ShadowDragon

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the red circle location in town is this girl, but she isn't visible, when you talk to
her, she become visible, when she is done talking, invisible.

not sure if it's intended? or a bug, but I check around, and battle seems much
smoother on pc itself. but not sure how to switch between skills (might because
I skip intro how it works.) because I like to figure it out.

I test some more around and see if I can learn how to swim, took the quest :)
weird.png
 

Synrec

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the red circle location in town is this girl, but she isn't visible, when you talk to
her, she become visible, when she is done talking, invisible.

not sure if it's intended? or a bug, but I check around, and battle seems much
smoother on pc itself. but not sure how to switch between skills (might because
I skip intro how it works.) because I like to figure it out.

I test some more around and see if I can learn how to swim, took the quest :)
View attachment 188921
Yeah, that's a bug. Event players aren't supposed to be active because of certain maps missing from the demo which can lead to weirdness.

As for switching between skills,

[SHIFT] + [<] or [>]

Will have to patch out that bug tho
 

ShadowDragon

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here are 2 funny things, I beat the chimera on 3rd try after some countless death
on that map and finding it in that map, but some are kinda bugging I see some
glimmer on the map as well, not sure if you can dig it out or not or later concern
if not implimented yet.

but that chimera is hard, not sure why I cannot use my sword against it, but it was
annoying so you must keep walking constantly. than instantly died right after of
the light and spikes that comes out. but anyway, I didn't fully explore the maps
yet, but I got 1 bug unless inteded, and 1 funny thing (didn't do the crafting part yet),
but I might try that as well.

Synpassable.png red line is passable, near the long line waterfall.
SynJump.png this one is almost on any map, weird thing and funny thing,
you can only jump out of screen, most of the time at the right side.

but reaching chimera, was painfull, not exactly sure how you did it with the light,
but there are some bugging parts.

when walking, and not reach the water or poison, it does dmg, so walking in general
is a bit clunky so to speak, not sure if its the multisprite like residents or whatever it
was called, or the dashing in general (which I use), walking might work correctly, not
tested yet, but at least the dashing part.

but it was a nice demo in overall to learn the battle system. but maybe some text or
on switching skills? in case of forgetting it? like you done on the skill gauge to use?
but fixed text?

it looks really nice, I will craft later on when I have the materials (I got some so it might
be doable to test it out).
 

Synrec

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here are 2 funny things, I beat the chimera on 3rd try after some countless death
on that map and finding it in that map, but some are kinda bugging I see some
glimmer on the map as well, not sure if you can dig it out or not or later concern
if not implimented yet.

but that chimera is hard, not sure why I cannot use my sword against it, but it was
annoying so you must keep walking constantly. than instantly died right after of
the light and spikes that comes out. but anyway, I didn't fully explore the maps
yet, but I got 1 bug unless inteded, and 1 funny thing (didn't do the crafting part yet),
but I might try that as well.

View attachment 188930 red line is passable, near the long line waterfall.
View attachment 188929 this one is almost on any map, weird thing and funny thing,
you can only jump out of screen, most of the time at the right side.

but reaching chimera, was painfull, not exactly sure how you did it with the light,
but there are some bugging parts.

when walking, and not reach the water or poison, it does dmg, so walking in general
is a bit clunky so to speak, not sure if its the multisprite like residents or whatever it
was called, or the dashing in general (which I use), walking might work correctly, not
tested yet, but at least the dashing part.

but it was a nice demo in overall to learn the battle system. but maybe some text or
on switching skills? in case of forgetting it? like you done on the skill gauge to use?
but fixed text?

it looks really nice, I will craft later on when I have the materials (I got some so it might
be doable to test it out).
So for the poison damage, I have an idea what the problem is there. RPG Maker calls the players current tile as THE tile once it confirms it can go to that location. It's not a tough fix but I know where these problems stem from.

The glimmers on the map, you can pick them up but they are sort of bugged right now in that when you pick them up, you end up jumping at the same time. You can buy a bottle from the shop in the city. At the same time, demo only, unlocks Rebecca's union.

Also, yeah, the chimera is intended to be a tough boss fight. You can combo it with [Advance] and [Slash] and take him down reasonably easy tho, at least until it goes phase 2 then you need to use either ranged skills or unions.

Thanks a ton again for the feedback
 

ShadowDragon

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I beat chimera with shooting only :D took some time though :p
didn't know about the shop, but there is a easy way to fix poison tiles :)

but I hope you change the swimming sprite later too? because it looks weird now.
if you like too, I can be a beta tester if you want it too. so I will literly checks
every piece of the corner for bugs/glitches/passabilities.

I dont think it has much use for now as it's very early and demo related how
some functions works.

but whatever you do on feedback/suggestion is up to you, as its your game :)
 

Synrec

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Updated the demo to fix graphical glitches and the jump glitch.

Balanced the Chimera's ailment rates. It is now more deadly.

Also, name poll:
 

ShadowDragon

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I dont have twitter, but I would vote "No".

every game uses names that either exist or doesn't exist at all, if it fit
the games and you like the name, why change it?

EDIT: (cannot double post)
@Synrec Here are some issues in the spoiler in the demo (cannot say if it was in
the previous one though. but I was on my way to chimera to check it out.
and test some other things among them.

Passability on the red line to go on top of this cliff, not sure the cause of this.
SynCliffP.png

Later on this floor to get below, there is another place to go on top if this, but 3 tiles width.
SynCliffP2.png

than a tile that checks for water tile, which is weird, (see water meter on top)!
Synwater.png

I dont have a clue what this means, but Rank after use is dropped to 52, but weird part is the
{0% not sure if it's long or what the % should do.
SynUnion.png

Not exacly sure if the crafting has the same issue, but this was checking my rune screen.
when selecting a square, it says "No Data" but the text goes away and off screen, if the
description is visible, it would be unreadable.
synRuneSele.png

When I select "place" to place a rune (if I have any) if not, it throws this error.
so I cannot say what cause it.
synPlaceRune.png

as far for testing the demo and testing other things like "escape" (same in runes) it has a 10 second timer,
on one side, I love that, but when I figure out you need to press/repeat pressing "Z" it looks like impossible
to compleet it, I couldn't reach half way and timer was up, if this is adjustable or per enemy on the field
that is it harder or longer to escape, see if you can adjust it.

I love the idea of that part, on a union skill, it has the same thing, but was to late to figure it out.
but maybe you can learn a skill "dig up" or "loot" with space bar to make this work nicely for the glimmer
on the ground pieces or in the tree.

I did this time rather go straight to chimera, but is there a way to recover the "charges" or refilled after
battle? furthermore, its seems good.
 
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Synrec

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I dont have twitter, but I would vote "No".

every game uses names that either exist or doesn't exist at all, if it fit
the games and you like the name, why change it?

EDIT: (cannot double post)
@Synrec Here are some issues in the spoiler in the demo (cannot say if it was in
the previous one though. but I was on my way to chimera to check it out.
and test some other things among them.

Passability on the red line to go on top of this cliff, not sure the cause of this.
View attachment 189003

Later on this floor to get below, there is another place to go on top if this, but 3 tiles width.
View attachment 189004

than a tile that checks for water tile, which is weird, (see water meter on top)!
View attachment 189008

I dont have a clue what this means, but Rank after use is dropped to 52, but weird part is the
{0% not sure if it's long or what the % should do.
View attachment 189007

Not exacly sure if the crafting has the same issue, but this was checking my rune screen.
when selecting a square, it says "No Data" but the text goes away and off screen, if the
description is visible, it would be unreadable.
View attachment 189006

When I select "place" to place a rune (if I have any) if not, it throws this error.
so I cannot say what cause it.
View attachment 189005

as far for testing the demo and testing other things like "escape" (same in runes) it has a 10 second timer,
on one side, I love that, but when I figure out you need to press/repeat pressing "Z" it looks like impossible
to compleet it, I couldn't reach half way and timer was up, if this is adjustable or per enemy on the field
that is it harder or longer to escape, see if you can adjust it.

I love the idea of that part, on a union skill, it has the same thing, but was to late to figure it out.
but maybe you can learn a skill "dig up" or "loot" with space bar to make this work nicely for the glimmer
on the ground pieces or in the tree.

I did this time rather go straight to chimera, but is there a way to recover the "charges" or refilled after
battle? furthermore, its seems good.
Oh wow, forgot to address this, but first things first,

1) The escape system, I'll adjust the difficulty but it's based on player AGI.

2) I wanted to keep the control scheme towards the base RPG Maker engine to make it as controller compatible as possible but when I implement control mapping, this will be possible.

3) As of the demo, the only way to recover union charges is via sleeping.


----------------------------------------------------------------------------------------------

Game demo available on steam!
 

ShadowDragon

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for union, I can understand, but more for the skill charges (attack, healing etc).
but if you figure out the error "0" for placing runes (I got none at the time),
so I cannot say if there is any at the moment.

but that makes sense. but didn't know AGI was based the escape,
but will keep this is mind (maybe a mini manual for the basics?

Escape, Attack, Move Skill, Union, Runes/Crafting to have a something
to remember or how this works (dont make it to long on explanation,
or to short, but more to the point and direct how to use it or effectively.

the rest is something they can figure out :) but it looks good.
So no worries if you didn't respond earlier :)
 

Synrec

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for union, I can understand, but more for the skill charges (attack, healing etc).
but if you figure out the error "0" for placing runes (I got none at the time),
so I cannot say if there is any at the moment.

but that makes sense. but didn't know AGI was based the escape,
but will keep this is mind (maybe a mini manual for the basics?

Escape, Attack, Move Skill, Union, Runes/Crafting to have a something
to remember or how this works (dont make it to long on explanation,
or to short, but more to the point and direct how to use it or effectively.

the rest is something they can figure out :) but it looks good.
So no worries if you didn't respond earlier :)
The sprite in the player house should offer some tutorials on the battle scene and craft scene, if it's not sufficient which I assume is the case because I really don't have much external reference, I'll have to mod it.
 

ShadowDragon

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the fairy one, if so, I didn't check that fully, would need check those.
because it wouldn't be there in the full game, so it wasn't important to
look/check into it.

will do in the new demo and more checking for glitches :)
 
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Synrec

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the fairy one, if so, I didn't check that fully, would need check those.
because i wouldn't be there in the full game, so it wasn't important to
look/check into it.

will do in the new demo and more checking for glitches :)
Thanks, glitches aside, I do hope the game is fun?
 

ShadowDragon

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fun, hard to say, because i dont know if there is a story on it yet,
or just go through the game and find monsters/bosses to kill.

as for exploring, not sure either.

as for the quests? (1 at the moment), I love the choice run away and the reaction,
or how the quest is done.

as for battles, I love megaman, so I love this too, maybe not as smooth yet,
or as far AI goes, but it is good practice, and if you get the hang of it, it's lovely.
you dont see that in any game, but I love your unique battle system and more
control makes the game also a bit harder because YOU as player must avoid
if they attack.

as for the boss Chimera, that one is a real challenge, even if it's the weakest boss
you met so far.

The cave where it is location can be a pain, but I love a challenge to reach something.
I think many would die on that spot, so saving there is a good start, because of fast
thinking is required as well for keep moving.

but I think, this if it has a story or direction on what to do and explore to reach
the goal, I think this can be a really nice fun game :)

also because of the unique mechanics of crafting in there. which I didn't saw
before either (and couldn't really test it yet).

but I will next run to check more than before.
 

Synrec

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fun, hard to say, because i dont know if there is a story on it yet,
or just go through the game and find monsters/bosses to kill.

as for exploring, not sure either.

as for the quests? (1 at the moment), I love the choice run away and the reaction,
or how the quest is done.

as for battles, I love megaman, so I love this too, maybe not as smooth yet,
or as far AI goes, but it is good practice, and if you get the hang of it, it's lovely.
you dont see that in any game, but I love your unique battle system and more
control makes the game also a bit harder because YOU as player must avoid
if they attack.

as for the boss Chimera, that one is a real challenge, even if it's the weakest boss
you met so far.

The cave where it is location can be a pain, but I love a challenge to reach something.
I think many would die on that spot, so saving there is a good start, because of fast
thinking is required as well for keep moving.

but I think, this if it has a story or direction on what to do and explore to reach
the goal, I think this can be a really nice fun game :)

also because of the unique mechanics of crafting in there. which I didn't saw
before either (and couldn't really test it yet).

but I will next run to check more than before.
Huh, if Chimera is a challenge, the others are going to be nightmares especially because in the full they have state reactivity and unique mechanics.

The story, I'm making it so that there's certain layers to keep it open-styled.
World plot -> Individual Plot -> (maybe) player plot.

Each NPC has their own story which is supposed to tie into the game world. I've started working on the "main" antagonist as well.

Everything ties into your Aunt's disappearance however.
 

ShadowDragon

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if it's a bit of zelda based (can be done in any order if you have the right
item) than it would be awesome game, and I love a challenge, specially
if there is 1 difficulty :)

but I look forward to it, I love to be a beta tester on this game =)
 

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