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Super Mario RPG: The Starlite Worlds, Demo v2.0.2 |
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Feb 27 2011, 04:45 PM
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Level 14

Group: Revolutionary
Posts: 247
Type: Developer
RM Skill: Undisclosed

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Well, this game sounds awesome. Is there an expected release date? Or could you approximate how much progress you have made so far?
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Mar 8 2011, 06:47 PM
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Level 12

Group: Revolutionary
Posts: 216
Type: Developer
RM Skill: Skilled

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I'm not going to make the mistake of suggesting release dates, but I will let you know how far we are.
Right now, the game (demo) is about 5 hours long, with 3 chapters and a prologue. During this period, you collect 1 Starlite Crystal, and as you can imagine, you'll end up collecting several of these throughout the course of the game (however it's not really a fetch quest like Seven Sages, our first game was). The pacing of Starlite Worlds is a lot better, and I'd hazard a guess that the full game will have a chance of being 20+ hours long. Long story short, 25%-ish percent or less.
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Aug 8 2011, 08:57 PM
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Level 2

Group: Member
Posts: 18
Type: Event Designer
RM Skill: Intermediate

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This is an awesome game so far. I love the fluid animations of both the heroes and the enemies, the custom battle system, the plot, everything! You really did a good job at making this a "Mario" game!  But, there is one gripe I have with the battle system. I have a REALLY hard time guarding. I've tried to practice guarding just with easy enemies like goombas, and no matter what, I cannot get the timing right. I guard about only 1 out of 40 attacks. For me, that's pathetic. And I try to find the right timing to do it, but still it doesn't want to work. I consider myself to have decent timing skills in video games. For example, I was pretty good at superguarding in Paper Mario TTYD, yet I can hardly pull off a regular guard in this game. Does anyone else have this problem? It can't be just me. Maybe you should extend the number of frames just a little to make it a little easier to guard. Because at this state, it's almost impossible to do it. And yes, I'm pressing the correct button to guard just so you know!
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Aug 9 2011, 11:01 AM
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Level 2

Group: Member
Posts: 20
Type: None
RM Skill: Advanced

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Thanks for your comments. It's very appreciated. Just to be clear, the battle system isn't "custom" because it's still based on SBS tankentai XP, but U Division has made many scripting changes to it and I made all the eventing additions to the point that it's a system we call our own.
You're very right about the timing difficulty. It's been changed and fixed, but these changes aren't in the demo and you probably won't be able to see it until the next release. Just know that it's fixed I guess.
I was wondering about what people thought about Peach having her own sort of arc. There will come a time when she has to do something. Do you guys that part to be completely playable and her have a party and have battles, or are you tired of changing parties and do you want the focus to stay on M&L?
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Aug 10 2011, 06:53 PM
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Level 2

Group: Member
Posts: 20
Type: None
RM Skill: Advanced

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QUOTE (Kwrpg32 @ Aug 10 2011, 09:25 PM)  I'll imperatively be trying this game; will post how it goes.
From what I see in the screenshots, it looks like M&L but is virtually reminiscent to the Paper Mario (particularly TTYD) series. Definitely going to be fun for me. :3 Wow, that's pretty much exactly what we're going for. It's our own system, but it resembles M&L in graphics, but is closer to PM in mechanics. @Bill Nye, The completely customizable badge system effectively replaces suits. You can use a lot of fire related badges (including skills) to create a "fire suit" or etc...
This post has been edited by C-Division: Aug 10 2011, 06:56 PM
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Aug 11 2011, 08:11 PM
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Level 2

Group: Member
Posts: 20
Type: None
RM Skill: Advanced

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Thanks a lot for the quick feedback. Performance has been an issue for some people (myself included) because it seems like rpg maker xp does a bad job of utilizing a computer's capabilities. If we can find an anti-lag script that works well, we will use it.
Btw, the battle music is the MIDI version of the ML3 battle song so that's why it's worse and low quality.
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Aug 12 2011, 10:09 AM
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Level 2

Group: Member
Posts: 16
Type: Developer
RM Skill: Skilled

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QUOTE (C-Division @ Aug 12 2011, 12:11 AM)  Thanks a lot for the quick feedback. Performance has been an issue for some people (myself included) because it seems like rpg maker xp does a bad job of utilizing a computer's capabilities. If we can find an anti-lag script that works well, we will use it.
Btw, the battle music is the MIDI version of the ML3 battle song so that's why it's worse and low quality. Ah, I see. Also, I'll see what happens if I try running the game different ways.
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Aug 15 2011, 11:55 AM
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Level 2

Group: Member
Posts: 18
Type: Event Designer
RM Skill: Intermediate

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Awesome! Glad you are going to "upgrade" the guarding system. I took a look into the guarding mechanics of the game, and I did find that sometimes, it is impossible to guard (because the star graphic does not change, even when increasing the time frame of guarding). So, I'm glad that bug is being worked out. As for the lag in the game, it really all depends on the speed of your computer. I myself had no experience of lag in the game, but then again, my computer isn't slow either...  And I find the idea of Peach being able to do something in the game interesting. In my opinion, I think it would be cool to have her own party. Again, this game is very fun to play so far, and I cannot wait for the next demo to come out!
This post has been edited by NewHope: Aug 15 2011, 11:56 AM
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May 15 2012, 10:09 AM
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Level 12

Group: Revolutionary
Posts: 216
Type: Developer
RM Skill: Skilled

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Just to let you know we're not dead and the project is still going on, here is a new video showing off some newer skills. Tell us what you think! http://www.youtube.com/watch?v=GPeh5i2QO-8
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Nov 28 2012, 12:59 PM
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Level 12

Group: Revolutionary
Posts: 216
Type: Developer
RM Skill: Skilled

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Updates:-There's a new download link for those who haven't played demo 2.02. It's one file instead of two, and is about 207mb -In terms of progress, the game length is currently about 10-15 hours. To put that into perspective, that's about as long as the entirety of Seven Sages, and we're only a little past halfway! -Every chapter in the game has it's own flavor, and you'll find that it's never just Dungeon -> Artifact -> Repeat. Thanks to C Division, the most enjoyable part of the game just might be the humor and characters. Finally, a new video showing off some mini-games you'll see throughout the game.http://www.youtube.com/watch?v=m0q7lAjUSn0
This post has been edited by udivision: Feb 17 2013, 01:29 PM
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Feb 17 2013, 01:28 PM
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Level 12

Group: Revolutionary
Posts: 216
Type: Developer
RM Skill: Skilled

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King Bowser vs King Stiron... "Who is the King of Bad?" Here is a more theatrical trailer for our game: It's supposed to be a little over the top. http://www.youtube.com/watch?v=YXhO0eFzTrE
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