SORRY GUYS IF YOU DOWNLOADED IT RECENTLY. I accidentally forgot to change the start point when doing testing so it messed up the game. If you started at the cabin and you were the realistic looking dudes that was an error. you should start with scrolling text right after you click new game. my bad.
This version I just put up I played all the way thru and it works fine.
File size is a bit big. The music files are generally the culprit. You could try online converters amongst other things to achieve this. A google search should provide you with all the information you'd need about reducing the file size of an RPG maker game.
----
Played for about 40 mins. Here's a list of stuff I wrote while playing:
Quite a few passability problems in first house everywhere! When I played through I could walk over almost every tree, barrel, etc. You really want to play through and fix some of these.
“Think of TP as your Rage meter” – Why not change the name of TP to RP? Or RM?
Love how a quote comes up in the battle log when using that one special attack... "someone's pride" was it?
Smoke in the chimneys in Port Town are one tile higher than they should be.
Is the guy who hates elves in Port Town with the creepy laugh the same guy that trained me?
I can use arrows from the item menu? What do they do?
Switch down Port Town well doesn't stay flipped.
The girl in Wild Bills who’s sleeping should have “direction fix” on.
Ahaha! Love the pirate in Wild Bills XD
One thing that could make the game a lot better is by just adding doors to the houses. Right now, maps just look incomplete without them.
Despite the plethora of buildings, Port Town seems kind of... unpopulated. Try adding some random civilians in the maps to the north.
Played up to the point where I fight that guy with the Evil sword and beat him, but after that I wasn't sure what I was meant to be doing. I ran around the world for a bit but couldn't find anything. I think there needs to be a bit more direction in the beginning of the game. I found that most of (all of) the time I was just doing random things and waiting for stuff to happen.
Game seems like it has a lot of potential. However, my the biggest piece of advice that I could give you is this. You have a lot of pretty sweet features. If you can make them a big part of the game, it would be nothing short of amazing... but... Most of these features revolve around making you stronger in battles (i.e. upgrading skills, adding those runic stone things to your equipment, etc).
The best way to make these features better, and the best way to make your game the best it can be, is by making the battles more diverse. Have enemies that are super fast and you need to stun or freeze them to hit them, and have a runic stone or something that grants you a skill to do just that.
Oh yeah, I thought I should mention that I love the humour. I actually laughed out loud in a couple of parts.
*Ahem (Wow, sorry, that's a lot to read through)
Basically, the three things I think that you might want to focus on when refining what you have are:
Finishing maps (adding people and doors and working on passability).
Work on adding a bit more direction for the player
Diversify battles
p.s.
Indrah gave me a pretty good rant about the layout for my game's topic, it may do you some good to read through it. There's a link to it in my spoiler. Just click the image and read through the first comment. (I swear I'm not trying to promote my game, I just think you'd benefit from reading her comment).
Thanks for the review! Alot of the places are new or recently added on and are indeed unfinished. Ive been playing all my games I just bought on steam summer sale so it may be a while before i update lol. Sorry for the file size. I have them all converted I just have alot of files that I either dont use in the game (had them for an older version of the game before new scripts) or only used like one tile. and alot of music that i cant make my mind up on which ones to remove! I will try and filter through that stuff. I like having acess to all of it while im still making the game tho. the arrows are ammo for the bow that you get from the item stores chest. they are for the bow "tool" for "on map" use like the hookshot/flamethrower ect. used to trip switches that are out of reach. It seems no matter how many times i run thru this game i can never get all the kinks out lol. its sloppy because its my first game and didnt have alot of structure when creating it in the beginning, but im getting better. Im not sure what part you could figure out where to go is? it comes up on the screen and tells you "we should head to fire island", its the fiery looking lava filled island on the minimap. you can get access to the boat by talking to the pirate at the bottom of porttown south. also if you forget what to do the Kings guard (on the horse) tells you to return to see him in the castle and he will give you an update on what to do. The progress should be (portown-cutscene to the past-fire island-key shaped small island-ice island-south forest island-secret island-back to main island and the big castle in west-back to porttown- to airport and get plane to go on top of the north ice mountain to ancient temple-to the center - to the other 2 worlds. the elf place and the fire mages tent is optional but are worth it. Also the guy that looks like the guy that you thought was your grandpa...well im gonna fix that. I believe it will be same guy. Ill change the speech to make it make sense, I added the granpas cabin intro recently.
They should talk about where to go next, or someone will tell you. I tried to make sure to put that, maybe i forgot one. maybe ill add a quest log or a arrow on minimap
I do have a plan written down for the story and all, just havent implemented alot of it (including the blood knight sects story part) I do plan on updating skills and monsters. its such a big job for one person lol. especially using the kaduki sprites and victors scripts for all the enemies. I was so tired after manually doing each one that i havent made them very specific. also the runes i plan on adding alot more. What i have now is the skeleton for what I want the game to be like. its got the features i want, just havent tailored them. changing TP to RP is brilliant, I will do that! why didnt i think of that lol
updated the things you said. also added a bloodknight section. couldnt change tp to rm for ragemeter. theres about 8 scripts to alter for that, not worth it, just changed the dialogue. added and altered some anti-lag scripts. fixed the smoke positions, added hints to where to go. autosave script will not work with napoleons minimap, added save menu popups at certain points in game. fixed most the passibility issues.
NEW DEMO OUT PEOPLE~ Check out the new dungeons with tool integration ie hookshot, bombs arrowa ect
new and improved story guidance
EDIT** JUST DID A PLAY THROUGH AND FOUND I STILL HAD A REQUIRE SWITCH ON TO OPEN THE STEPS TO THE BASEMENT OF THE FIRE ISLAND DUNGEON. I WAS DOING SOME CHANGES AND FORGOT TO TAKE THIS OFF, SO IT WAS NOT LETTING YOU GET PAST THAT PART...
SORRY BOUT THAT, UPDATED A NEW LINK TO A FIXED VERSION.
Palladinthug plays lost blade! (Magi part 1 video)(video wont play on a phone)
Skip to minute 9 i think it is and watch him use harikari! I almost died laughing....(i put that in the game as a joke) anyways seriously tho ive since fixed the problems he has pointed out: fixed the wait time on the pre-menu intro, fixed the chest to say its locked, explained things better, took off the techno music lol, fixed passable issues, changed my cool infinite snowman to a one time boulder : ( fixed transitions, fixed the cart from being able to be pushed the wrong way, and removed harikari. (The blades in the tool equip category it confused him but it is not an error, its just confusing so I explained that better in the game as well). I also fixed a few little things, i wouldnt have uploaded a new version but there was a un-passible tile blocking you in one of the final castle rooms and also found a script call i forgot to add, that confuses the luna msg system and crashes game if u save and reload at dimension rift instead of playing straight through it. whew....ok peace out!.
My next updated demo wont be for at least a month or two. Play this demo updated as C 8-20-14 and tell me what i should put in the next update. (Currently focusing on the story, and quests.)
Got the Demo size from 260MB down to 170MB! Also adding alot of new kaduki enemies and kaduki (Animated) Bosses!(going to fully convert to animated enemies and characters) more to come! keep checking!
+1 for Vegeta's theme at the main menu and +1 for the "Turned me into a newt I got better" thing. Heh I'll have to may be give this game a try some time. Heh hook shot train. Every body just hangs on to one a nother huh? Heh heh Seems like a fun game.
Thanks for the support! I have a long list of things to fix, time is an issue for me as well. I've been doing alot of research lately....
and by research I mean playing old super nintendo games on my phone to get ideas. All of the issues are simple clicks to fix I just got to get around to it. Hope you enjoy!
some fixes i'm thinking about/working on are:
*more custom skills
*more map details
*map passability fixes
*chest/door direction fixes/animation /sounds (alot are fine theres just some new places i did in a rush)
*new state animation loops (remove sound)
*castle town has same stores as porttown (i duplicated the maps for time) im going to make them custom.
*making the festival games more meaningful and intros to them
*festival tileset things for the festival
*add more people and quests
*more character development
*more story
*more places
*and of course finish the game and the other two worlds
*face/sprite matching (some have slipped past me I have to playthru to find alot of these errors)
*adding jobs? blue mage lv27 ect. blood knight,
*adding action bars where it takes time to use a skill again ect
*removing enemy healthbars (or at least for non bosses) idk yet
*more scenes and intros
*more skill sound effects
*make the scenes look better (character positioning and animations)
*dialogue box fixes
Thanks for all your help and ideas!
just a matter of hammering out the little things and getting back to the fun part (story progress)
I believe im done with scripts it has enough to make it look and play great (although they arent needed I love the cool features)
I put up an updated version. Its not a huge update. But i changed some things with the battle system and skills, also polished a few other things like the minigames. Now u can try to collect festival coins thru games and win a prize. Also made the duped stores custom
Finally fixed the problem with the battle system items and skills use making the actors step back and not return forward.
also added a few skills with the help of ladyminerva's examples! Added cooldown on some powerful skills so you cant just spam one skill. added mogs weather ex also from an example of ladyminervas game! ok so i like the way that game looks lol
That will be my last script i add i promise......maybe. also made some of the dialogue scenes better with the characters moving and looking at each other. and the bees at the intro dont just appear they fly towards you before the battle begins. okedoke so im happy with the progress.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.