The Legend of The Legendary Worlds

Maomi

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The Legend of The Legendary Worlds



The Legend of The Legendary Worlds is an action role-playing game created with RPG Maker VX ACE and along with many different community scripts created by other talented individuals. The game is currently under development and you are more than welcome to provide me any feedback and suggestions.

For more info please visit:

http://thelegendofthelegendaryworlds.com/

If you happen to be a steamuser, you are also able to provide your suggestions on Greenlight.

Steam Greenlight [LINK]

—————Special Thanks To The Following Authors——————————–

RPG Maker VX Ace

Sapphire Action System IV + Add-ons By Khas

Awesome Light Effects By Khas

Basic Quest System By Vlue

Yanfly Engine Plugins By Yanfly

Map as Title Screen By Acezon

XaiL System By Nicke

Map Hud by Lanthanum Entertainment / Adiktuzmiko

Window_MapName Plus+ By Bigace360

————————————————————————————————-

 

 

Game Features:

 

Name you own character to become an all powerful Mage.

Eccentric Story and eccentric Characters

open world exploration between worlds.

Complete side Quest for advanced skills and items.

intense boss battles and Class system.

Find out the secrets between world.

Eccentric Characters:

There will be many encounter for for interesting NPC.

Note:

The demo is fully translated in English for English speaking players.
Please let me know if there any grammatical errors.

[Trailer]

[Download]













 
 

Ratty524

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I was drawn in based on the lulzy title. xD

Anyway, your outdoor maps have a nice amount of detail but at the same time they don't make sense.

2nd Screen from the top: You have forests of tiny pine trees placed alongside big trees that really don't merge together and it all looks inconsistent. You also might want to put a shadow underneath the floating isle to indicate that it is, indeed, elevated and not stuck to the overworld map.

Next screen from the last I mentioned: The tall grass sprouts near the left of the screen clash horribly with the VX tile style. The watery cliff edges surrounding the lily pads and everything looks weird and I think you misused them. Speaking of lily pads, don't arrange them in a perfect square/rectangle, please. Break them up and scatter them to make it look convincing.

Generally, I'd avoid putting groups of similar plant tiles next to each other in lines and squares, especially in such an inconsistent manner as you have it. It makes everything in your screen look unnatural.

5th screen from the top: Your mapping just took 1000 steps backwards with this one. Really, there is no reason to design such large, empty rooms that take up almost the entirety of the screen unless you want your player to be bored or get lost easily. Design your maps so that the player can interact with the obstacles in their environment on a deeper level than "slash a horde of enemies in a big empty room."

It seems sort of interesting overall, though.
 

Maomi

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I was drawn in based on the lulzy title. xD

Anyway, your outdoor maps have a nice amount of detail but at the same time they don't make sense.

2nd Screen from the top: You have forests of tiny pine trees placed alongside big trees that really don't merge together and it all looks inconsistent. You also might want to put a shadow underneath the floating isle to indicate that it is, indeed, elevated and not stuck to the overworld map.

Next screen from the last I mentioned: The tall grass sprouts near the left of the screen clash horribly with the VX tile style. The watery cliff edges surrounding the lily pads and everything looks weird and I think you misused them. Speaking of lily pads, don't arrange them in a perfect square/rectangle, please. Break them up and scatter them to make it look convincing.

Generally, I'd avoid putting groups of similar plant tiles next to each other in lines and squares, especially in such an inconsistent manner as you have it. It makes everything in your screen look unnatural.

5th screen from the top: Your mapping just took 1000 steps backwards with this one. Really, there is no reason to design such large, empty rooms that take up almost the entirety of the screen unless you want your player to be bored or get lost easily. Design your maps so that the player can interact with the obstacles in their environment on a deeper level than "slash a horde of enemies in a big empty room."

It seems sort of interesting overall, though.
Thanks for the feedback. I'll see what I can do. I hope you got a chance to play the demo. I'd love to hear more from it.
 

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