Otaku Son: Thanks so much for your bug catches and stuff!
Because of how I set up an anti-lag script, it caused a whole bunch of weird issues with events going to strange places on maps. I'll get a new demo up with that fixed. But first I'll take care of some of those stupid things you found. Good point about talking to Mia on each floor. I'll simplify it and put all her stuff in one place.
QUOTE (Otaku Son @ Oct 17 2009, 09:32 AM)
First and foremost, don't force full-screen.
I can see how that would be annoying. I'll remove it.
"Secondly, the BGM is too loud; it's drowning out the sound effects."
Really? I find the oposite to be the case on my end. I find that the sound effects are usually too loud and grating and the music seems too quiet. Any songs in particular that struck you as overly loud? Especially, which song had clipping? That's no good.
"No introduction? Just BAM! thrown right into the game? At least some kind of introduction—like about this prophoecy that someone will appear during the hour of need—would be nice."
There is a title song where I plan on fading in and out still shots from the game with simple sentences setting up the mood . . . but no actual introduction per se. The Prophecy of the Prince doesn't really have much to do with the game (despite how it seems in the first part of the game).
You can select "Nevermind" from the list of choices right away, rather than having to go through the questions first. Which leads to Tyrin remarking if he got here while sleeping, he must still be sleeping. Howm does he know he arrived while sleeping if he never asked how he got here? Change it up somehow so you have to ask the questions before getting the forth option.
Yikes. I'll tinker with it so that even if you don't ask the questions and say "Nevermind" it will still make sense.
"I have something to show you. Not THAT you perv." Yeah, I wasn't thinking about that, and I highly doubt Tyrin was, either; he seems too concerned trying to figure out where he is.
A very good point, but maybe Mia just assumed that Tyrin was having dirty thoughts.
"Not to mention I was able to go downstairs and continue on with the game (didn't even need to talk to Mia) before going upstairs to get my equipment."
It's funny to have Mia in my party from the fouth floor and then talk to her on the second.
Very good point. Instead I'll have the dialogue start immediately on Tyrin's awaking
"Do something about those stairs teleporting you face-first into walls, please."
Very good point. I was VERY sloppy with that in the beginning of the game and forgot. Thanks for reminding me. I'll fix all those.
"Not to mention on the lower levels, they're leading into the walls, while the upper levels are facing away from the walls (in other words, the staircase-in and staircase-out are facing opposite directions)."
I get what you're saying, but to do it otherwise would look weird to me. If a stair's first step was on the other side (not next to you, but up against a wall) . . . that would just be weird.
"Losing to Mia results in a Game Over? What the hell? Pretty harsh for a tutorial boss, don't you think?"
Good point. I'll make it continuable even if defeated.
"While I was in the castle, a ghost treasure chest started stalking me."
Eek! Scary! I think I just fixed that with how I changed the anti-lag script to work. I'll make sure before posting my next demo.
"Typing of the lamps, when I hit the action button when facing a one, it sorta dances. I'm thinking you don't have the "Direction Fix" enabled,"
Ah! Nope! I didn't know about that. I'm still fairly n00bish at RPGMaker on some things. I'll fix those. Yikes . . . so many lamps in the game to fix.
"By the way, you're trying to make a vertical pillar using the top halves of pillars. That doesn't work, because they have a passability."
Would you believe they're secret passages? Nope? Damn. I'll have to fix them. Duh, why I didn't realize that astounds me.
"You have two locked doors. One reads "Locked" and the other reads "LOCKED." Please have some consistency."
That's the exact sort of nitpick-y stuff I love! I'll fix it.
"I'm interested to know what dirty magazines from our world are doing in this alternative world, and why Mia knows what Playboy is and/or why she would be interested in Playgirl if she's got a problem with perverts."
Very good questions. And, actually, the answers are forthcoming (about two thirds into the game). And that's not all. Wait until Baeon starts talking about cars and light bulbs . . .
I'm starting to get the idea that "Familiar of Zero" has influenced this game
I've never heard of it. But you made me curious and I googled it. It looks interesting. But I'm not really a fan of much Anime (except Ghibli/Miyazaki). The only influence I can think of would maybe be Piers Anthony's Xanth books . . . but only very, very vaguely.
"I can talk to the Prince before talking to his father. I guess that's not necessarily wrong... though it is strange."
I like to give players the options to NOT do stuff. I don't like forcing players into having to do simple stuff . . . so long as the fact that they haven't done said thing or spoken to said person doesn't contradict anything later.
"Your rounded doors open up into tunnels."
Wow, I totally forgot about that. Day one of my RPG Maker mistakes I STILL haven't fixed. Time to fix time.
"Your little girl who wants to go see the treasure mountain seems to be playing a game of red light/green light. And I applaud her to be keeping balance on one foot."
Haha, funny! Gotta fix that!
The girl explaining Grune Day and free Grunes loses her face.
Scary! But I see what ya mean. Fixed it. Thanks!
And the game froze when I went into the Granny's house with a bunch of flowers.
Yes, sorry. There's an Auto-Run in there I had forgotten to turn off. I've fixed it since, but haven't posted a new demo with the fix.
Thanks so, so much! I'll have a new demo up within a week with all those fixes.