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> Lexima Legends IV - Chaos Project
Blizzard
post Jan 21 2010, 10:43 AM
Post #1


Where am I?
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Group: Revolutionary
Posts: 613
Type: Scripter
RM Skill: Masterful






First of all: Blizzard is my alias, not my company name! The "company" name, if you will, is Stormtronics.


Intro

"Once long time ago, everything was Chaos
Then Chaos became order
And Chaos became life
After life is gone and order is destroyed
Chaos shall reign again and forever..."

This is how everything starts.


Background Story

Inside the legendary Tower of Memories, lies the Fire of Life....The eternal force that holds every single parallel universe together...
An old legend states that if the flame, the Fire of Life burns is to change into a color other than blue (Solar Cry) a horrible fate lies in store for the galaxy.
Two million years ago, the fire turned red... Nobody knew of this till it was almost too late. The flame changing color would have caused the destruction of all existence, had there not been two mysterious and powerful warriors. Nobody knew where they originated, nor where they were going.
But this was long ago... These two brave warriors, returned the flame to its original color. It is even said, that they were the reason for the Solar Cry... Thus all memories and records of this event were entirely wiped from existence... This is the reason, why the tower is called Tower of Memories...

Once again in the present the Solar Cry is about to occur. The consequences are sure to be fatal. However, this Solar Cry is different... The flame became green...
But because the Solar Cry is so powerful, what could surpass it's power, enough to make it happen? And more importantly...What is yet to happen, now the fire burns green? And so we go to the little planet Terra, where peace reigns... still...

This is a snipplet from the intro. Of course it is not possible to destroy every existence just by causing a Solar Cry. There is much more behind this. But the rest of the background story will be revealed during the gameplay.

The adventure begins

Jason is 21 years old and a normal young man, who just lives his life. He's going to college and bored, because it seems too easy to him.
After a little nap and a strange dream he decides to leave the library of his college and go home. He has no idea what is going to happen to him... Suddenly he finds himself in a room, that actually looks like a part of the college, but it is none! Confused about all of this he continues his way through a dark passage. Suddenly he enters a strange hi-tech laboratory. He turns around and can't find the exit anymore.
Exploring the strange laboratory he gets attacked by machines a few times until he hears a voice shouting for help. Fast he can find a person who is fighting against a strange monster. After a victorious fight he learns the name of the stranger: Endout. But the monster doesn't seem to be beaten! And so they start running for their lives. They run back into the room where Jason entered the old laboratory. Endout activates a machine and both of them jump into it. In the next moment they find themselves in on a little field surrounded with trees in the middle of the night.
They arrived near the peaceful village Reeva. After finding out about the problems in the village and finding the key to the door that leads them further to the west to another village called Lisk they encounter a man who tells them about his youth. He tells them that they should seek out the spiritual being in the forest further to the west. After finding this spirit and defeating him in a fight he asks them: "Are you ready to follow your fate and fulfill your destiny? If so, go first north, then west. Find Giada castle and find your destiny..."

Will Jason and Endout continue their journey...? Yes, they will. But... They have no idea what fate has in store for them. They have no idea that they are about to experience the adventure of their lives and find out more about themselves than they ever imagined to. They have no idea what threat lurks in the deep darkness of space...

The Characters

You will get the characters to know during gameplay. I will introduce all characters, but only 3 of them are available in this demo.

Jason



Race: Human
Class: Sword Specialist
Age: 21
Gender: Male
Speciality: Sarcasm and Humor
Background: One afternoon, as he wants to go home from college, he finds himself in room never seen before. Shortly after that he enters a strange laboratory...
More background will be revealed later during gameplay.

Endout



Race: Human
Class: Grappler
Age: 26
Gender: Male
Speciality: Martial Arts
Background: Will be found by Jason while fighting against a monster. Together they beat that monster and then...
More background will be revealed later during gameplay.

Lilith



Race: Devil Human
Class: Devil Girl
Age: 22
Gender: Female
Speciality: Dark Magic
Background: As she went out to find some food she will come across some strange ruins she's had never seen before around this area... Suddenly she gets attacked by a furious monster and shortly after that chased by two strangers: Jason and Endout.
More background will be revealed later during gameplay.

Vamp



Race: Vampire
Class: Vampire
Age: 74788423
Gender: Male
Speciality: Knowledge
Background: Vamp is not the real name of this vampire.
More background will be revealed later during gameplay.

Lucius



Race: Human
Class: Blade Master
Age: 29
Gender: Male
Speciality: Wielding dual weapons
Background: Lucius seems to be a kind of guardian over the Fire of Life. He also seems to know quite some background about Lexima and Chaos which he reveals in time.
More background will be revealed later during gameplay.

Ariana



Race: Human
Class: Alpha Sentinel
Age: 24
Gender: Female
Speciality: Guns and Ammo
Background: After saving Jason, Endout and Lucius from a bunch of thugs, she teams up with them for some adventures. Soon she will find out that this will be her greatest adventure ever...
More background will be revealed later during gameplay.

Sydon



Race: Human
Class: Dragon Trancer
Age: 34
Gender: Male
Speciality: Dragon Transformations
Background: Sydon joins Jason's party to pursue a mutual goal.
More background will be revealed later during gameplay.

Features

Experience the story of the 4th part of the Lexima Legends series made with RPG Maker XP!
  • multiple battle transition animations
  • a lot of background story connecting this part of the "Lexima Legends" series with the others
  • Bribing People System -> you can bribe specific people for valueable information, items, skills, and, and, and...
  • interactive Day and Night System
  • encounter different NPCs during night and different ones during day
  • monster behaviour variation during night and day (you will even encounter sleeping enemies!)
  • NPC personality - NPCs won't say exact the same stuff all the time
  • interactivity with the environment (play piano, put fireplaces off, look at pictures etc.)
  • easy understandable turn-based fighting system
  • Soul Rage System, Meta Status System and Meta Limit System to enhance the play experience and give you alternative ways to fight your enemies
  • get EXP for every killed enemy; that means you get EXP even if you escape and killed an enemy before
  • dynamic EXP distribution; more active actors will get more EXP
  • special StormTronics CMS v6.4b - Hybrid Edition DX (with many extras such as window-skin change, font change, battle music change, menu style and many more) that are not available in the normal STCMS
  • 3D Pseudo Battle Camera
  • many custom scripted additions to the battle system and the common system of the game
  • many original and already well known skills like Death-Roulette, Absorb HP/MP, etc.
  • nearly all special custom systems realized with highly optimized scripting instead of laggy Interpreter-in-Interpreter eventing
  • 100% non-RTP monsters or heavily edited RTP monsters
  • the only RTP used: tilesets, animations, sounds, some music, a few battle backgrounds and several NPCs
  • over 20 hours of gameplay
  • lots of puzzles, side quests and minigames
  • Experience Distributor NPC
  • various game modes can be unlocked by beating the game and the modes themselves
  • custom intro scene
  • custom shop layout
  • custom save/load screen layout
  • Advanced Analyze System
  • can update savegames from earlier versions so you don't have to start over the game each time you update
  • optimized basic script-code for less lag
  • the RM game with the most custom scripted additions EVER! (and believe me it will stay this way for a long time, maybe forever)
  • beta tested
  • and many more...


Screenshots

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[Show/Hide] Map Screenshot 1

[Show/Hide] Map Screenshot 2

[Show/Hide] Map Screenshot 3

[Show/Hide] Map Screenshot 4


Download

Download locations for full releases and patches can be found here.

Credits

The credits can be accessed from the title menu and will be displayed at the end of the game.

Everything else

If the game installer didn't install the fonts properly and even the game failed to install the fonts properly, install the fonts manually into your %SYSTEMROOT%\Fonts folder. %SYSTEMROOT% is usually C:\WINNT or C:\WINDOWS. WINNT can have problems when installing the fonts and it is generally recommended to play the game on Windows XP, but so far nobody had problems with Windows Vista / Windows 7 either. Keep in mind that the locations for savegames and screenshots differ in Windows Xp and Windows Vista / Windows 7.


__________________________


Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
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Rob_Riv
post Jan 21 2010, 03:19 PM
Post #2


Alignment: Neutral Good
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Group: Revolutionary
Posts: 2,460
Type: Developer
RM Skill: Skilled




QUOTE (Blizzard @ Jan 21 2010, 06:43 PM) *
  • encounter different NPCs during night and different ones during day
  • NPC personality - NPCs won't say exact the same stuff all the time
  • interactivity with the environment (play piano, put fireplaces off, look at pictures etc.)
  • get EXP for every killed enemy; that means you get EXP even if you escape and killed an enemy before
  • many custom scripted additions to the battle system and the common system of the game
  • the only RTP used: tilesets, animations, sounds, some music, a few battle backgrounds and several NPCs
  • beta tested
  • and many more...

You're kind of abusing the "features" section, it's supposed to be there to communicate the main features to people, to encourage them to play it. Listing 31 things and then putting "and many more..." is kind of missing the point.

The ones I've quoted really obviously surplus. Telling us what RTP you've used isn't really a feature.

"encounter different NPCs during night and different ones during day" - isn't this covered by your Day and Night system bullet point?

Also, the most custom scripted additions ever? How many exactly? How do you know it's more than everyone else?


__________________________

“Countless stories could be told of the kings, knights and adventurers of the world of LURRA, stories of HOPE, of HONOUR, and of VALIANCE."

---------------------------------------------- Unknown, The History of Lurra, Prologue
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darkyoshi
post Jan 21 2010, 03:39 PM
Post #3


o_O
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Posts: 1,244
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RM Skill: Undisclosed




The screenshots look interesting, but you've got a lot of grammar mistakes in both those and your thread.

QUOTE (Blizzard @ Jan 21 2010, 12:43 PM) *
the RM game with the most custom scripted additions EVER! (and believe me it will stay this way for a long time, maybe forever)

You sure about that?
http://www.youtube.com/watch?v=llABqESieIs


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Twilight
post Jan 21 2010, 07:40 PM
Post #4


Real name, Lily White
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Group: Revolutionary
Posts: 227
Type: Developer
RM Skill: Advanced




Score So Far 3/10

Installer 0/10
First and foremost, get rid of the installer, it turns people away from playing the game.
Games that use installers typically install files in more locations than the folder it's in (such as the system folder) which you shouldn't have to do for an RM Game.
Your installer had to be forcibly closed as it pretty much stopped working when installing fonts into the computer.

Story 3/10
As of now, I can follow the story, but the delivery is pretty bad. It reminds me of that one rpg with horrible voice actors that can't capture the feelings of the characters, nor put emphasis on their words. The story itself, however does seem interesting enough to keep me playing so we'll see what happens.

Gameplay 5/10
You've obviously hacked the games exe file as the keyboard keys are changed and my gamepad doesn't work with the game. I was already turned off by the extremely high and random damage values and the fact that you say this game has the most scripts in it.

So far, battles are a little unbalanced. The majority of battles are surprise attacks, which means you can't avoid them. Balancing needs a bit of work as the first boss did about 60% of both of my characters health with one attack, and levels don't seem to give anything that actually helps eases up the monsters brute force.

Mapping 3/10
A few of the maps are extremely bland in appearance and need a bit of work. The large halls and random structure of the floors in the ship need a bit of work as well. Considering it's a man-made structure, it should have some order.

In all honesty, this game has a LOT of potential, your just lacking in key areas that are temporarily holding you back. If you can improve on those, I'm sure this is going to be one hell of a project.
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Queue
post Jan 21 2010, 07:46 PM
Post #5


JU-DA-JU-DA-AH
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Group: Revolutionary
Posts: 235
Type: Artist
RM Skill: Beginner




"More background will be revealed later during gameplay." is NOT a good way of selling your characters. Background stories are meant to be juicy enough to get the reader interested but not spoil every single detail. The player isn't necessarily a character in-game, they're a spectator who should at least know one thing or another about the main character(s).

I see far too many ellipsis in your text, the character's pictures aren't big/detailed enough which makes me a tad irritated, your project logo makes my eyes bleed and there are a lot of grammatical errors which should be amended. And the feature-set? What was it someone said... Having more features than necessary is a way of hiding that you really haven't put enough effort into making a good game with the basics.

Your story seems very:
QUOTE
A staple of fantasy adventures. Farmy McFarmboy is just an ordinary humble farmboy/hunter/etc. living and working in a tranquil and pastoral land until destiny (and his Obi Wan) comes knocking, normally knocking down his house or town in the process. Farmy is typically very whiny and resistant to the idea of being the Chosen One but eventually accepts the idea. Generally, he's the son of somebody important €” either the Big Bad or The Dragon €” or else from an ancient line of wizards or kings and raised by an aunt or uncle.
- TV Tropes.


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Decedent
post Jan 21 2010, 11:03 PM
Post #6


Level 6
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Group: Member
Posts: 86
Type: Developer
RM Skill: Advanced




Downloaded and playing atm, thought I would post a few first impressions before I settle in for the long haul and play this.
*Installer and intro made the game feel very proffesional, and I enjoyed that. However the installer stoped working right near the end while attempting to install fonts, I had to stop it manually, so i may regret that later but for now the game is playing properly.

*Dialogue could use some work, maybe its how each scene is evented, I dunno, but as far as ive gotten so far (sleeping at the Inn) everything seems rushed, the character seems all too willing to accept everything. However, the part where he first swore, and you
explained that its a filthy habit and should not be repeated was funny.

*Battles are intresting, I like the fight system, I can't realy comment on it too much yet since I havn't played far enough, but I do agree the high values for the damage is

*Bunny girl talks too much. It does seem kinda silly saying this, but having to press the accept button a few times just to get through talking to her seems unnecesary. If you insist on that much dialogue when saving (seeing as she is a living being, and not a crystal/book/etc) maybe give her some unique things to say, comment on the current atmosphere/map/global event.

*SE and music, when I first heard the battle music I knew I listened to that particular band, took me a bit to figure out and I like how the Children of Bodom song was mixed into a battle music. However, I don't think the music part was credited very well, I did see the credits in the main menue, and it tells you to look in the Audio folder to see that (which I did) but that kinda defeats the purpose of a "credits" option if you are gonna leave out stuff... The menu sound effect, I would bet, is from FF7, as is the music from that first Village you enter, but there i can't see any mention of "Final Fantasy 7" in the audio folder (perhaps the actual name of the song is right, but thats not realy enough..)

*Controls bugged me, the original setup being reversed was weird, but that isnt what annoyed me. I can't use my gamepad, which would have realy made the experience much better, since to me, RPG's like this are a console game, not a computer. Maybe there is an easy solution to this, and I'm just a tool, so if you know how to fix this, let me know.

*Mapping so far has been one of two things. Acceptable (so far I've only seen this in the modern tileset part, with grates for floors, test tubes etc) or terrible. Everything that seems to have the original tileset has been, as stated above, bland. I can understand this if you are planning on phasing out original tilesets, and dont want to put effort into it untill then, but for now there is just way too much open space, you shouldn't be afraid of stealing parts from other original tilesets and mixing it in with others.

*Another mapping error, that I saw two examples of (and chances are will be repeated throughout the game) Stop motion effects on your events should be mixed up more. You have all the crystals in that intro scene moving up and down at the exact same time, which could make sense, but I feel that would have looked better if they weren't in sequence. Then another scene not far off from that has a room with a chair and some lights in front, once again all the ligths were in harmony, which looked off to me (anyone else who has managed to read through all this agree with me?)

So I will continue to play this, as it has me intrested and is pretty fun so far. If you want I'll let you know of any more errors I see.

Oh yeah, the "Victory" message at the end of battle looks out of place, the font is too big, colorfull and fancy tongue.gif


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Blizzard
post Jan 22 2010, 05:05 AM
Post #7


Where am I?
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Group: Revolutionary
Posts: 613
Type: Scripter
RM Skill: Masterful




QUOTE (Rob_Riv @ Jan 22 2010, 12:19 AM) *
You're kind of abusing the "features" section, it's supposed to be there to communicate the main features to people, to encourage them to play it. Listing 31 things and then putting "and many more..." is kind of missing the point.

The ones I've quoted really obviously surplus. Teling us what RTP you've used isn't really a feature.


People put "using a CMS" and "using a CBS" as features. If they can put "OMG I'M NOT USING THE DEFAULT, LOLZ" as features, then so can I.

QUOTE (Rob_Riv @ Jan 22 2010, 12:19 AM) *
"encounter different NPCs during night and different ones during day" - isn't this covered by your Day and Night system bullet point?


You're probably right there. I must've missed this when I reviewed the list.

QUOTE (Rob_Riv @ Jan 22 2010, 12:19 AM) *
Also, the most custom scripted additions ever? How many exactly? How do you know it's more than everyone elses?


Over 30000 lines of code in the scripts. Find a game that has that much and is not using Blizz-ABS (which adds 17000 lines by default, this game does not use Blizz-ABS).

QUOTE (darkyoshi @ Jan 22 2010, 12:39 AM) *
The screenshots look interesting, but you've got a lot of grammar mistakes in both those and your thread.


QUOTE (darkyoshi @ Jan 22 2010, 12:39 AM) *
QUOTE (Blizzard @ Jan 21 2010, 12:43 PM) *
the RM game with the most custom scripted additions EVER! (and believe me it will stay this way for a long time, maybe forever)

You sure about that?
http://www.youtube.com/watch?v=llABqESieIs


1. animations != scripts
2. The ABS has about 5000 lines, the SVBS maybe 3000 and the CMS maybe 2000. Again animations are not scripts.

QUOTE (Twilight @ Jan 22 2010, 04:40 AM) *
Installer 0/10
First and foremost, get rid of the installer, it turns people away from playing the game.
Games that use installers typically install files in more locations than the folder it's in (such as the system folder) which you shouldn't have to do for an RM Game.
Your installer had to be forcibly closed as it pretty much stopped working when installing fonts into the computer.


Better installing the fonts via installer than via the game. It's not my fault that you're not able to configure Windows right to work normally.

QUOTE (Twilight @ Jan 22 2010, 04:40 AM) *
Story 3/10
As of now, I can follow the story, but the delivery is pretty bad. It reminds me of that one rpg with horrible voice actors that can't capture the feelings of the characters, nor put emphasis on their words. The story itself, however does seem interesting enough to keep me playing so we'll see what happens.


So you're judging the game by the first hour of play? The story gets more interesting progressively. The first "dungeon" is more of a tutorial if you haven't noticed.

QUOTE (Twilight @ Jan 22 2010, 04:40 AM) *
Gameplay 5/10
You've obviously hacked the games exe file as the keyboard keys are changed and my gamepad doesn't work with the game. I was already turned off by the extremely high and random damage values and the fact that you say this game has the most scripts in it.


1. I actually used a scripted input module. The only thing I "hacked" in the Game.exe is the replacement of the icon.
2. The readme file does not say that the game supports a gamepad. If you want to play with a gamepad, get Joy2Key.
3. Random damage? The attack damage algorithm has a variance of 15% which i have not changed. The characters start out of values that are close the the default values of RMXP. The actor stat default values are 50, Jason starts out at 60-70 depending on the stat. The D.O.T. enemy is almost an exact copy of the "Ghost" default enemy in stats with little changes.

QUOTE (Twilight @ Jan 22 2010, 04:40 AM) *
So far, battles are a little unbalanced. The majority of battles are surprise attacks, which means you can't avoid them.


You're missing the point of the concept. Surprise attack means it's a normal random encounter. The "selectable battle" feature is a small ADDITION that appears in 20% of all cases. Then you have 50% change to actually avoid the battle if you select to avoid it.

QUOTE (Twilight @ Jan 22 2010, 04:40 AM) *
Balancing needs a bit of work as the first boss did about 60% of both of my characters health with one attack, and levels don't seem to give anything that actually helps eases up the monsters brute force.


Bad luck. The boss has 2 different attacks and so have your characters. If they are at least level 4, that is. If not, you have 3 possible actions: Attack, Potion, Phoenix Feather. Is it so hard to defeat that enemy with such a limited amount of possible moves?

QUOTE (Twilight @ Jan 22 2010, 04:40 AM) *
Mapping 3/10
A few of the maps are extremely bland in appearance and need a bit of work. The large halls and random structure of the floors in the ship need a bit of work as well. Considering it's a man-made structure, it should have some order.


3/10? If you are referring to the beginning of the game and the "future tileset", then all I can say is that I am limited by the tileset.

QUOTE (Twilight @ Jan 22 2010, 04:40 AM) *
In all honesty, this game has a LOT of potential, your just lacking in key areas that are temporarily holding you back. If you can improve on those, I'm sure this is going to be one hell of a project.


Sorry, but 4 years are enough of work and effort put into this. And I'm not going to rework 800+ maps in any way.


__________________________


Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
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Blizzard
post Jan 22 2010, 05:14 AM
Post #8


Where am I?
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Group: Revolutionary
Posts: 613
Type: Scripter
RM Skill: Masterful




SORRY FOR DOUBLE POSTING! I REACHED THE CHARACTER LIMIT IN THE PREVIOUS POST!

QUOTE (Queue @ Jan 22 2010, 04:46 AM) *
"More background will be revealed later during gameplay." is NOT a good way of selling your characters. Background stories are meant to be juicy enough to get the reader interested but not spoil every single detail. The player isn't necessarily a character in-game, they're a spectator who should at least know one thing or another about the main character(s).


You are totally right. I should totally reveal the entire plot in this topic along with all plot twists and every single detail about the story and the background story of the game. (This is sarcasm if haven't noticed.)
Revealing all the characters is already a spoiler for the game so I kept it at a minimum. I am aware that I'm not giving much info about the characters, but as I said, a single detail about one of the characters can reveal 2 hours of story in the game since a good part of the story is connected to the actual characters. That's why I kept background info to a minimum.

QUOTE (Queue @ Jan 22 2010, 04:46 AM) *
I see far too many ellipsis in your text, the character's pictures aren't big/detailed enough, your project logo makes my eyes bleed and there are a lot of grammatical errors which should be amended.


Because the text omits information, duh.

What made you think the character pictures were supposed to look detailed? The are replicas of the battlers.

If you have problems with my logo and your eyes, maybe you should go see a doctor. Eye bleeding just can't be healthy.

English is my third language and the guy who was supposed to check and fix the grammar hasn't sent me the fixes yet. He didn't make it before I released the game. This is definitely something that's going to be fixed.

QUOTE (Queue @ Jan 22 2010, 04:46 AM) *
And the feature-set? What was it someone said... Having more features than necessary is a way of hiding that you really haven't put enough effort into making a good game with the basics.


4 years of effort are not enough you say? Look, people add trivialities such a "custom day and night system", "CBS", "CMS", for god's sake "custom message system" and I am not allowed to mention the custom skill systems, secondary status effect system, custom enemy behavior / AI and dynamic EXP distribution during battles? Sorry, but that's just biased.

QUOTE (Queue @ Jan 22 2010, 04:46 AM) *
Your story seems very:
QUOTE
A staple of fantasy adventures. Farmy McFarmboy is just an ordinary humble farmboy/hunter/etc. living and working in a tranquil and pastoral land until destiny (and his Obi Wan) comes knocking, normally knocking down his house or town in the process. Farmy is typically very whiny and resistant to the idea of being the Chosen One but eventually accepts the idea. Generally, he's the son of somebody important �€” either the Big Bad or The Dragon �€” or else from an ancient line of wizards or kings and raised by an aunt or uncle.
- TV Tropes.


You are generalizing the game without actually considering what the game is about.
1. Nobody mentioned anything about a chosen one. In fact, there is no chosen one in this game.
2. If it's so much bothering you that Jason is "normal", then show me a game with an actual normal guy that's interesting. You won't find any. Why? Because normal is not interesting. On the other side, show me a game where the main character is already a legend and has killed a quadrillion enemies that's not cliché. Seriously, you can turn everything into a cliché which makes you argument about normal or not normal completely void.
3. He's not the descendant of anything. He was not raised by an aunt, an uncle, he was raised by his parents.
4. Nobody came knocking on his door. In fact he just happened to get drawn into a shitty situation and ended up on another planet.
5. Jason is not whiny. Sure, he complains sometimes, but it's always for the joke effect. On the other hand, how would you react in a situation like that? Suddenly it gets dark, you are in a place you have never seen before and there's no way home. God knows where you are. Now just tell me, you would pick up a weapon and fight your way through. Oh wait, that's what Jason's doing. How's that whiny?

Sorry, but all you have done is typing down a bunch of clichés that are completely unrelated to the game. Anybody who's played CP through (or at least the Final Demo) will confirm that.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
Downloaded and playing atm, thought I would post a few first impressions before I settle in for the long haul and play this.
*Installer and intro made the game feel very proffesional, and I enjoyed that. However the installer stoped working right near the end while attempting to install fonts, I had to stop it manually, so i may regret that later but for now the game is playing properly.


I'm really sorry about the font problem. I'll try to find a workaround so it either omits the font installation or installs it properly. Which Windows version are you using? It's possible that there are problems with Windows Vista / Windows 7.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
*Dialogue could use some work, maybe its how each scene is evented, I dunno, but as far as ive gotten so far (sleeping at the Inn) everything seems rushed, the character seems all too willing to accept everything. However, the part where he first swore, and you
explained that its a filthy habit and should not be repeated was funny.


Thanks.
Yes, the first part of the game is a bit rushed, but that's exactly the feeling I wanted to create. The main character is thrown into an unusual situation and things get hectic before he realizes what's actually going on. The rest of the game will go at a normal pace.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
*Battles are intresting, I like the fight system, I can't realy comment on it too much yet since I havn't played far enough, but I do agree the high values for the damage is


The game generally leans towards greater numbers. You will very quickly be able to do over 1000 damage. It's a high numbers game, that's all.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
*Bunny girl talks too much. It does seem kinda silly saying this, but having to press the accept button a few times just to get through talking to her seems unnecesary. If you insist on that much dialogue when saving (seeing as she is a living being, and not a crystal/book/etc) maybe give her some unique things to say, comment on the current atmosphere/map/global event.


Don't worry about that. Bunny says at each save much something different.
Yes, some dialogues with Bunny are definitely unnecessary, but that's a plot twist I keep until the very end of the game hence a bit more "depth" (even if it's not real depth) on that character is required.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
*SE and music, when I first heard the battle music I knew I listened to that particular band, took me a bit to figure out and I like how the Children of Bodom song was mixed into a battle music. However, I don't think the music part was credited very well, I did see the credits in the main menue, and it tells you to look in the Audio folder to see that (which I did) but that kinda defeats the purpose of a "credits" option if you are gonna leave out stuff... The menu sound effect, I would bet, is from FF7, as is the music from that first Village you enter, but there i can't see any mention of "Final Fantasy 7" in the audio folder (perhaps the actual name of the song is right, but thats not realy enough..)


Actually most commercial songs are credited properly. Yes, there are probably songs from games that weren't credited properly because that's how I got the music: uncredited. If you can tell me the names of the songs and the authors, I'll be glad to credit them ASAP.
Also, I think the menu sounds are actually from Metal Gear Solid. I need to check on that.

As for the thing with the Audio folder... Since I don't know most of the authors of the music, I figured it's the simplest way to redirect to the folder.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
*Controls bugged me, the original setup being reversed was weird, but that isnt what annoyed me. I can't use my gamepad, which would have realy made the experience much better, since to me, RPG's like this are a console game, not a computer. Maybe there is an easy solution to this, and I'm just a tool, so if you know how to fix this, let me know.


Yes, default controls are WASD based (similar to console gamepads where the left side are directional controls and the right side are action controls). You change change it in the title menu, though.
As for the gamepad, the game doesn't directly support it. But you can get Joy2Key (it's a free open-source program) that lets you bind keyboard keys to buttons. That's generally the solution for the gamepad problem I'm aiming at.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
*Mapping so far has been one of two things. Acceptable (so far I've only seen this in the modern tileset part, with grates for floors, test tubes etc) or terrible. Everything that seems to have the original tileset has been, as stated above, bland. I can understand this if you are planning on phasing out original tilesets, and dont want to put effort into it untill then, but for now there is just way too much open space, you shouldn't be afraid of stealing parts from other original tilesets and mixing it in with others.


I hate that future tileset myself, but there's sadly not much I can do. You don't encounter many maps with that tileset. There is another dungeon that uses that tileset, but I preferred on using the nicer tiles.
As for the general mapping style, I agree, the maps aren't amazing. But it wasn't the point that they look amazing. The point was that they look alright, detailed and nice (as in: not ugly). I was concentrating on making a game that is fun to play, not nice to look at.

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
*Another mapping error, that I saw two examples of (and chances are will be repeated throughout the game) Stop motion effects on your events should be mixed up more. You have all the crystals in that intro scene moving up and down at the exact same time, which could make sense, but I feel that would have looked better if they weren't in sequence. Then another scene not far off from that has a room with a chair and some lights in front, once again all the ligths were in harmony, which looked off to me (anyone else who has managed to read through all this agree with me?)


Usually events are asynchronously updated due to my anti-lag system so that map with the crystals (along with 2 more maps that has those crystals) is one of the rare places where that happens. It generally happens only in small maps (and some people complained that the maps were too big).

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
So I will continue to play this, as it has me intrested and is pretty fun so far. If you want I'll let you know of any more errors I see.


I hope to see more useful comments from you then. smile.gif

QUOTE (Decedent @ Jan 22 2010, 08:03 AM) *
Oh yeah, the "Victory" message at the end of battle looks out of place, the font is too big, colorfull and fancy tongue.gif


I know. xD The text being so colorful is the thing most out of place. I'm considering to change it or even completely remove it.
Ironically people that complained about the game not being fancy enough also complained about the Victory text being too fancy. xD


__________________________


Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
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darkyoshi
post Jan 22 2010, 07:59 AM
Post #9


o_O
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I played a bit into this.

Overall it's actually not bad. I initially went into it thinking it was going to be "bleh". The features list and way things were looking just seemed like it was covering up a bad game, I'm just skeptical when it comes to RM games. I gotta give you huge props for completing it, that alone tells me you are dedicated to the project, and 3 years to make it. I feel your pain when it comes to the 3+ year projects.

I initially thought to myself, "there's no way he's going to effectively use all those scripts." For the most part, they all served their purpose and you used them well. smile.gif

I have mixed feelings about that thing that circles the character that's speaking. At times, it's okay, but for the most part, I find it distracting. I wanted a way to turn it off, though it being different for different people was a nice touch, like the red eyes on the bat.

The controls were fine, I liked them. Personally this is how I do my controls and I justify it the same way you did with movement being done with my left hand, actions being done with the right. As a console gamer, this feels more natural.
QUOTE (Decedent @ Jan 22 2010, 01:03 AM) *
*Controls bugged me, the original setup being reversed was weird, but that isnt what annoyed me. I can't use my gamepad, which would have realy made the experience much better, since to me, RPG's like this are a console game, not a computer.

Reversed? o_O If anything, using the arrows keys is reversed. And lots of PC games use WASD so really, I can't find any reason why people get mixed up over the WASD based movement, you also have easy access to more keys with your hand there.

The dialogue is really the only major thing that bugged me. The characters all seem so nonchalant about everything. As if what is happening is some everyday event.
[Show/Hide] Slight spoiler

Personally, I'd be flipping out if I found out I wasn't on Earth anymore and was talking to someone from another planet, but Jason seemed so unmoved by that fact.

The other thing is I'm not sure how to approach this. I kept getting mixed feelings from the dialogue, it seemed at times to be sort of a drama, and then other times attempting at humor. A lot of the dialogue was flat out awkward. O_O

I'll end on something good. tongue.gif The battle system flowed nicely, and has some nice ideas. A lot of thought went into it and I can see that it will get better later in the game. The system itself seems to be made for the mid game portion when you aren't overpowered yet, but have a lot of options. Also the menu was nice. smile.gif

Aside from the characters being awkward, I like it.

PS. I hate the victory text. tongue.gif But whatever, it gives me a giggle when I see it.


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Rob_Riv
post Jan 22 2010, 09:53 AM
Post #10


Alignment: Neutral Good
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QUOTE (Blizzard @ Jan 22 2010, 01:05 PM) *
People put "using a CMS" and "using a CBS" as features. If they can put "OMG I'M NOT USING THE DEFAULT, LOLZ" as features, then so can I.

This isn't about what you can or can't do. The list doesn't look appealing, it's a mess and does a poor job of listing the interesting things about your game. Regardless of what other people do, telling us what RTP you've used still isn't a feature. As I said before, you seem to be missing the point of having a features list.


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---------------------------------------------- Unknown, The History of Lurra, Prologue
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Twilight
post Jan 22 2010, 10:06 AM
Post #11


Real name, Lily White
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QUOTE
1. I actually used a scripted input module. The only thing I "hacked" in the Game.exe is the replacement of the icon.
2. The readme file does not say that the game supports a gamepad. If you want to play with a gamepad, get Joy2Key.
3. Random damage? The attack damage algorithm has a variance of 15% which i have not changed. The characters start out of values that are close the the default values of RMXP. The actor stat default values are 50, Jason starts out at 60-70 depending on the stat. The D.O.T. enemy is almost an exact copy of the "Ghost" default enemy in stats with little changes.


By default, Rpg Maker XP supports gamepads so I'm not sure what you did but it's broken.

And the stats of the enemy are still to high compared to the parties. You honestly shouldn't have to repeat the heal, attack, heal, attack pattern. Considering defense is primarily controlled through equipment and not stats, the only thing I would gain from levels is Max HP, and attack power to help ease up the battle. That said, I was fighting this creature at level 3 so I doubt a little more HP and attack power would offset the fact that both characters are getting hammered by a single skill.

QUOTE
So you're judging the game by the first hour of play? The story gets more interesting progressively. The first "dungeon" is more of a tutorial if you haven't noticed.


Tutorial or not, the writing and grammar still needs work. When it becomes difficult to follow the story due to writing, it becomes an issue that players will bring up.

QUOTE
Better installing the fonts via installer than via the game. It's not my fault that you're not able to configure Windows right to work normally.


It doesn't change the fact that your installer froze in the middle of installing the game. It's not so much a windows error, but the program itself froze when installing them. I'm not the only person to experience this and personally find it simpler to right click and click install for each individual font.

QUOTE
3/10? If you are referring to the beginning of the game and the "future tileset", then all I can say is that I am limited by the tileset.


The tileset isn't the issue, the large open spaces in the first portion of the opening can easily be solved by simply making the map smaller. As for the futuristic tileset, the walking platforms are erratic and don't have a uniform design that you would find in most man made structures. It's not so much that it's random, but the fact that it seems like the path was made with no particular direction other than to be longer than it needs to be.

Whether not you want to go back into your game and improve on it is ultimately up to you, but I'm just pointing out things that could help improve on it. How long it took to make honestly makes no difference to me as far as fixing issues within the game. I applaud you for making a full game of much better quality than most projects these days, but if you refuse to address the issues pointed out by the players, they will simply expect the same quality in your future projects.
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The Rooster
post Jan 22 2010, 04:57 PM
Post #12


A walking study in demonology
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QUOTE
People put "using a CMS" and "using a CBS" as features. If they can put "OMG I'M NOT USING THE DEFAULT, LOLZ" as features, then so can I.
People note those things because a) They're creditable scripts and thus it's nice to note that they're being used and who made them, and B) They're actual features. They effect gameplay. What kind of battle system a game uses is vaguely important information to some players. How much of your game is RTP isn't.

QUOTE
Over 30000 lines of code in the scripts. Find a game that has that much and is not using Blizz-ABS (which adds 17000 lines by default, this game does not use Blizz-ABS).
A lot of script lines don't mean it has the most scripted additions. Theoretically, you could have six 5000 line scripts that may not even be too complex, just coded sloppily. The "most" relies on a quantifiable list.

QUOTE
1. animations != scripts
We know that. Watch the video again. It shows off all the various scripts.
Also, I have to ask; how is having the most scripts a good selling point? When I see a game loaded with custom systems, like in the video Yoshi linked to, I assume it's a newbie bloating his project. To have the entire package as a selling point makes it much harder for me to take your game seriously.

QUOTE
Better installing the fonts via installer than via the game.
Honestly, I much prefer having a .rar and the fonts in the folder than I can just slip in. Having an installer is a huge turn-off for me.

QUOTE
Bad luck. The boss has 2 different attacks and so have your characters. If they are at least level 4, that is. If not, you have 3 possible actions: Attack, Potion, Phoenix Feather. Is it so hard to defeat that enemy with such a limited amount of possible moves?
"They have limite moves" isn't an answer. If your game has balance issues, look into them. Maybe, just maybe, he has a point.

QUOTE
You are totally right. I should totally reveal the entire plot in this topic along with all plot twists and every single detail about the story and the background story of the game. (This is sarcasm if haven't noticed.)
Then omit the character. Nothing annoys me more than when a character is mentioned as "They are mysterious and it will be explained in the game". Don't add it to your topic. Talk to us about the characters you can reveal information about instead of throwing them all in and leaving us with nothing for some of them.

QUOTE
4 years of effort are not enough you say? Look, people add trivialities such a "custom day and night system", "CBS", "CMS", for god's sake "custom message system" and I am not allowed to mention the custom skill systems, secondary status effect system, custom enemy behavior / AI and dynamic EXP distribution during battles? Sorry, but that's just biased.
Bias implies some deeper reason to make the statement than just disagreeing with you. I don't know you, so I speak with no bias when I say "beta tested", "custom intro", "multiple battle transition animations" (you're kidding, right?), and "give people money to make them tell you stuff" are not features. Also, not only does the fact some people do it not imply it is any better, you beat them all with a great wealth of what should be key points of your game that set it apart.

QUOTE
You are generalizing the game without actually considering what the game is about.
1. Nobody mentioned anything about a chosen one. In fact, there is no chosen one in this game.
2. If it's so much bothering you that Jason is "normal", then show me a game with an actual normal guy that's interesting. You won't find any. Why? Because normal is not interesting. On the other side, show me a game where the main character is already a legend and has killed a quadrillion enemies that's not cliché. Seriously, you can turn everything into a cliché which makes you argument about normal or not normal completely void.
3. He's not the descendant of anything. He was not raised by an aunt, an uncle, he was raised by his parents.
4. Nobody came knocking on his door. In fact he just happened to get drawn into a shitty situation and ended up on another planet.
5. Jason is not whiny. Sure, he complains sometimes, but it's always for the joke effect. On the other hand, how would you react in a situation like that? Suddenly it gets dark, you are in a place you have never seen before and there's no way home. God knows where you are. Now just tell me, you would pick up a weapon and fight your way through. Oh wait, that's what Jason's doing. How's that whiny?

Sorry, but all you have done is typing down a bunch of clichés that are completely unrelated to the game. Anybody who's played CP through (or at least the Final Demo) will confirm that.
He didn't type out anything, he even attributed the quote to TVTropes. The point was that it is similar, not that it is exact. The fact he was raised by his parents doesn't make a game any less boiler plate than if he was adopted, in the grand scheme of things.


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Icegirl
post Jan 23 2010, 07:20 AM
Post #13


Level 3
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well I like your game, and everything, I played the older version, and now im playing the newer version, and i was waiting for this game. I dont rate games like others do, but I do get bored very easily, and for me to be playing it lots, and didnt delete it, means its a good game, cause im a picky person.I didnt have any negative comments towards your game, but it takes a bit getting used to the keyboard, but thats okay, ill get used to it, anyways just saying its a great game biggrin.gif
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Blizzard
post Jan 24 2010, 04:46 AM
Post #14


Where am I?
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Type: Scripter
RM Skill: Masterful




QUOTE (Twilight @ Jan 22 2010, 07:06 PM) *
By default, Rpg Maker XP supports gamepads so I'm not sure what you did but it's broken.


As I said, completely custom input module over Windows API. I didn't "break" it, I'm just not using the default.
Also, as I said before, I won't include gamepad support since there's Joy2Key.

QUOTE (Twilight @ Jan 22 2010, 07:06 PM) *
And the stats of the enemy are still to high compared to the parties. You honestly shouldn't have to repeat the heal, attack, heal, attack pattern. Considering defense is primarily controlled through equipment and not stats, the only thing I would gain from levels is Max HP, and attack power to help ease up the battle. That said, I was fighting this creature at level 3 so I doubt a little more HP and attack power would offset the fact that both characters are getting hammered by a single skill.


It's a tutorial, it's the very first dungeon, you are getting familiar with the game. That's what I was aiming at. Rather than overwhelming the player with half a million possible strategies, I limit and guide the player through the first minutes of the game. You get lots of skills later. The game even goes that far that you can play the game in several different ways.
You can rely on the default skill set and simply make use of the benefits of best Meta states (which require a high SR percentage). Or you can rely on the use SR skills (which includes picking up equipment with good skills rather than high defense power). Or you can prefer the use of high-damage Unity Force skills (party combo attacks that also consume SR). Or you can play it risky, keep your characters at low HP and high SR to be able to use Meta Limits often (kind of limit break system).

Also, most people complained about the first boss actually being too easy. And that's because I limited the number of possible moves. Most people can defeat that boss at level 1.

QUOTE (Twilight @ Jan 22 2010, 07:06 PM) *
Tutorial or not, the writing and grammar still needs work. When it becomes difficult to follow the story due to writing, it becomes an issue that players will bring up.


Yes, the grammar needs work, I already said that. But what you are saying as that the grammar is so bad that you actually don't understand what the characters are saying and that's just exaggarating.

QUOTE (Twilight @ Jan 22 2010, 07:06 PM) *
It doesn't change the fact that your installer froze in the middle of installing the game. It's not so much a windows error, but the program itself froze when installing them. I'm not the only person to experience this and personally find it simpler to right click and click install for each individual font.


Practically it didn't happen during the installation but after the actual installation.
As I said to Decedent already, I'll take a good look at that. 1.0.0.2 will have an error handling on the font installation.
I tested font installation on Windows XP, Windows Vista and Windows 7 and it worked just fine. So my natural conclusion is that something's wrong with your system. Which Windows are you using anyway?

QUOTE (Twilight @ Jan 22 2010, 07:06 PM) *
The tileset isn't the issue, the large open spaces in the first portion of the opening can easily be solved by simply making the map smaller. As for the futuristic tileset, the walking platforms are erratic and don't have a uniform design that you would find in most man made structures. It's not so much that it's random, but the fact that it seems like the path was made with no particular direction other than to be longer than it needs to be.


It's part of a laboratory that's partially destroyed. Man-made or not, if I made it look nicely, it wouldn't be destroyed anymore. That's why it's partially random: Parts of it have been randomly destroyed. This was actually the part I was aiming at with the tileset problem. You didn't realize that it was supposed to be destroyed because the tileset is like that.
As for wide open spaces, go outside and take a look around you. If you translate one map square as one squared meter (which seems a good measure), you won't see small spaces. There are no 1 meter wide passages, there are no crowded locations. It's relatively wide and open. I actually personally consider my own maps to be way too crowded if you compare them to reality. And besides, I really don't see the point of crowded maps where a single NPC can block your path (I always hated when that happened), because the mapper thought crowded maps are a good thing.

QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
QUOTE
Over 30000 lines of code in the scripts. Find a game that has that much and is not using Blizz-ABS (which adds 17000 lines by default, this game does not use Blizz-ABS).

A lot of script lines don't mean it has the most scripted additions. Theoretically, you could have six 5000 line scripts that may not even be too complex, just coded sloppily. The "most" relies on a quantifiable list.


You are taking my words out of context. The feature list says "most scripted additions", not 30000 lines of code. The 30000 lines is a statistic I gave which you are simply taking it out of context. I think I actually can enumerate 100 things in which my game differs from a normal base project of RMXP. And I'm talking about scripted things. Not events, not maps, not database actors or anything like that. No, I am talking about literally 100 things that have been changed or added in the scripts. And before you put words in my mouth again, I am talking about 100 EDITS AND ADDITIONS. Sure, some edits are very simple and include just a few lines of code (i.e. 2 additional accessories that can be equipped, Demi skill, custom max HPs for enemies due to database limit, armors able to add to the ATK stat, etc.). But some additions are quite complex (i.e. the secondary skill system Soul Rage, dual / 2-handed wielding for some characters, dragon transformation subsystem, dragon transformation skill subsystem, 3D-look ring menu in battle, trading subsystem, custom controls, fishing minigame system, Meta Status system, Meta Limit system, Unity Force system, custom enemy destruction animations, savegame versioning and updating, ammo system for one character, battle encounter message etc.). Maybe I should really go through my scripts and see if there are really over 100 of them.

The game would have probably had even over 100000 lines if I hadn't reworked older scripts. The only "useless" pieces of code are the recognition ability database that counts about 550 lines of code, the monster battle arena enemy database that counts about 100 lines of code and the internal game cache code that counts another 550 lines.
I'm a professional programmer, I don't code sloppy (as in lots of lines). In comparison: I have seen CMSes with over 5000 lines of code. The CMS that I publicly released counts about 2800 lines. My CMS actually has way more functionality than other over-5000-lines CMSes. The altered version with even more stuff in my game counts about 3700 lines. Sure, my scripts aren't perfect, especially since some of them are quite old and I made them when I wasn't so experienced. But I have reworked all major scripts numerous times, often sizing them down in number of coded lines.
I don't mean to brag or anything, but every other day at my forum I see people write scripts in 100 lines that I would have done in 20 lines.

QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
We know that. Watch the video again. It shows off all the various scripts.


Ok, I took a detailed look at the video this time. There are about 20-30 scripts in there compared to over 50 (maybe 100, as I said before) in CP. Of course, that is if we count EVERY SINGLE script edit or addition.

Let's not go into a discussion why 3 battle systems and 10 skill systems for all characters are not a good thing.
Did that game ever get finished? I can't find it anywhere online.

QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
Also, I have to ask; how is having the most scripts a good selling point? When I see a game loaded with custom systems, like in the video Yoshi linked to, I assume it's a newbie bloating his project. To have the entire package as a selling point makes it much harder for me to take your game seriously.


Exactly what you said: When you see so many systems in one game, the game is usually are bloated, unbalanced and only looks nice.
If you haven't noticed, people are complaining that my maps are bland. That's because I did not make a game that is supposed to look nice. I made a game that's supposed to be fun to play. The game has 20-30 hours of playtime and I have played the game through at least 50 times. Yes, 50 times. That means I have made sure there are no balance problems in the game. I'm not perfect, I'm just human, the beta version ended up to be quite hard at some points. I fixed that. I toned down the difficulty in the game and after that it was fine. I only left a few specific battles relatively hard due to the storyline.
Also, you are assuming that the scripted additions are all related to battles. At least that's how your post makes it sound. Unlike most people I didn't bloat the project with somebody else's scripts just to push up the script count. I actually made those scripts (except that 3D battle camera which I credited) and in the past 4 years I made sure the game isn't bloated. People who bloat their games don't work on them 4 years, they work on them 4 weeks.

QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
Honestly, I much prefer having a .rar and the fonts in the folder than I can just slip in. Having an installer is a huge turn-off for me.


*points to the Fontfiles folder in the game folder*
No offense, but you are not the majority of people. You're the first one to complain about the game installing the fonts. The only complains I had so far was that people had to install the fonts themselves.

QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
"They have limite moves" isn't an answer. If your game has balance issues, look into them. Maybe, just maybe, he has a point.


Maybe, just maybe, the game is too hard for you. I'm serious, maybe you shouldn't play it. A game is supposed to be fun and you will probably just end up getting frustrated. If you already got stuck on the first boss (about which most people actually say that he's too easy), you shouldn't keep playing. Sure, that boss is actually supposed to be hard since Jason picked up a sword and used it for the first time in his life, but still.
I honestly don't know how you're going to put up with a boss that is faster than all of your party members and you have to start thinking one turn ahead. I want to save you the frustration.

The game's balance pattern is closer to reality than other games'. In most RPG games you can just mess around during the battle and you won't die so easily anyway (since enemies deal damage equal to about 5%-10% of your max HP). CP's balance is based on a know-yourself-and-your-enemy pattern. When you encounter an enemy troop, you can dispose of them very quickly if you know how and if you use the right skills. But if you don't act quickly, you will end up getting killed quickly (since enemies deal damage equal to 20%-60% of your max HP).

QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
Then omit the character. Nothing annoys me more than when a character is mentioned as "They are mysterious and it will be explained in the game". Don't add it to your topic. Talk to us about the characters you can reveal information about instead of throwing them all in and leaving us with nothing for some of them.


I'd love to, but then people will complain that I didn't add character information. I'm sorry if it annoys you that much, but I don't think there's much I can do.

QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
He didn't type out anything, he even attributed the quote to TVTropes. The point was that it is similar, not that it is exact. The fact he was raised by his parents doesn't make a game any less boiler plate than if he was adopted, in the grand scheme of things.


Yes, he didn't type it himself, my bad.
I think you have misunderstood what I said with that post. I actually made clear that it's not similar. Even trivialities such as the people who raised the main character aren't clichéd.


About the feature listing: What do you suggest? Saying "make it better" isn't really much of a help to me (so much about constructive criticism). I've played it through so many times that nothing seems so special anymore to me.
Also, I think "beta tested" is something that should be mentioned. As mystery about characters annoys you, Rooster, so do bugged games annoy me.
BTW, a CMS does not necessarily affect the gameplay. It can be purely cosmetic, yet people list it as feature. tongue.gif

QUOTE (darkyoshi @ Jan 22 2010, 04:59 PM) *
I hate the victory text. tongue.gif


That's that, I'm removing the victory text. xD


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Rob_Riv
post Jan 24 2010, 05:35 AM
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QUOTE (Blizzard @ Jan 24 2010, 12:46 PM) *
QUOTE (The Rooster @ Jan 23 2010, 01:57 AM) *
QUOTE
Over 30000 lines of code in the scripts. Find a game that has that much and is not using Blizz-ABS (which adds 17000 lines by default, this game does not use Blizz-ABS).

A lot of script lines don't mean it has the most scripted additions. Theoretically, you could have six 5000 line scripts that may not even be too complex, just coded sloppily. The "most" relies on a quantifiable list.

You are taking my words out of context. The feature list says "most scripted additions", not 30000 lines of code. The 30000 lines is a statistic I gave which you are simply taking it out of context. I think I actually can enumerate 100 things in which my game differs from a normal base project of RMXP. And I'm talking about scripted things. Not events, not maps, not database actors or anything like that. No, I am talking about literally 100 things that have been changed or added in the scripts. And before you put words in my mouth again, I am talking about 100 EDITS AND ADDITIONS. Sure, some edits are very simple and include just a few lines of code (i.e. 2 additional accessories that can be equipped, Demi skill, custom max HPs for enemies due to database limit, armors able to add to the ATK stat, etc.). But some additions are quite complex (i.e. the secondary skill system Soul Rage, dual / 2-handed wielding for some characters, dragon transformation subsystem, dragon transformation skill subsystem, 3D-look ring menu in battle, trading subsystem, custom controls, fishing minigame system, Meta Status system, Meta Limit system, Unity Force system, custom enemy destruction animations, savegame versioning and updating, ammo system for one character, battle encounter message etc.). Maybe I should really go through my scripts and see if there are really over 100 of them.

The game would have probably had even over 100000 lines if I hadn't reworked older scripts. The only "useless" pieces of code are the recognition ability database that counts about 550 lines of code, the monster battle arena enemy database that counts about 100 lines of code and the internal game cache code that counts another 550 lines.
I'm a professional programmer, I don't code sloppy (as in lots of lines). In comparison: I have seen CMSes with over 5000 lines of code. The CMS that I publicly released counts about 2800 lines. My CMS actually has way more functionality than other over-5000-lines CMSes. The altered version with even more stuff in my game counts about 3700 lines. Sure, my scripts aren't perfect, especially since some of them are quite old and I made them when I wasn't so experienced. But I have reworked all major scripts numerous times, often sizing them down in number of coded lines.
I don't mean to brag or anything, but every other day at my forum I see people write scripts in 100 lines that I would have done in 20 lines.

What Rooster said was very much in context. I had asked you "Also, the most custom scripted additions ever? How many exactly?" and your reply was with "Over 30000 lines of code in the scripts". Thus, "most scripted additions" became "30000 lines of code" based on your answer alone.

Since you put "100 scripting additions" in your most recent post... like three times, we now have the answer.

"And before you put words in my mouth again" - He didn't put any words in your mouth, you said them yourself when you didn't answer the question the first time, but instead told us how many lines of code there were.

Ultimately, beta testing isn't a feature, neither are many of the points I've mentioned, the list looks a mess and does not effectively persuade readers to play the game. That, combined with your attitude of shooting down everyone's valid points, of course.


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Blizzard
post Jan 24 2010, 06:28 AM
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Yes, I said it was 30000, but I didn't say it was 6 bloated scripts each having 5000 lines. That's what I was referring to when I said that he put words in my mouth.

Of course beta testing isn't a feature. I thought we already came to the conclusion that I didn't make a good list of features. tongue.gif

As for my attitude... I don't mind constructive criticism, but I do mind plain criticism. You read my previous posts and I have replied in a different manner to each problem. Something like "your logo makes my eyes bleed" is really not going to help me anyhow improve anything. If you have a valid point, I'm ready to discuss it. But just because you have a valid point doesn't mean you're automatically right. Especially not if you're the only one supporting that point. i.e. the victory text thing. A few people have complained and removed it. It has obviously been a bad idea. But making immediate changes in the game because just one person said a boss is too hard or the joypad doesn't work (even though it says in the readme that it's not directly supported) is pointless, especially if I had a good reason for doing something in a specific way.

I mean I do have the right do defend myself and my reasons. Or do I?


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Kinger556
post Jan 24 2010, 06:17 PM
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Nice game one of the few I can actually say I like, and like you said, I too think the 1st boss was pretty easy, you just need to know how to manage your characters then its a walk in the park tongue.gif


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The Wizard 007
post Jan 25 2010, 01:38 PM
Post #18


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First off I want to say congratulations on finishing this game, so far I can tell you put a lot in to it. Seems pretty cool and I want to play more so I can give a detailed review but seemingly right before the first battle this pops up.

File Graphics/Characters/Faces/Victory!.cpg was not found, and exits the game. Sure enough I looked through the folder and its not there.

Which is a bummer. So far though I like the controls (feels more natural), the font, the music, and the maps are really not bad at all.


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venjulienecorpuz
post Jan 25 2010, 07:13 PM
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I have played this up to Vendetta and is currently around level 23 and am actually enjoying it. Here is my response to the game:

Positive:
-Nice Menu, and scripts and the interface and HUD.
-Gives the console gaming feel (I am meaning the WASD controls).
-Battle system has a lot of functions and options (Like the Soul Rage System).
-I like the trading system tongue.gif
-Puzzles are good! I might include some ideas of it in my game.



Negative:
- Some maps look good but some also needs some work. And the world map doesn't look so... "appealing".
- Dialog (The characters seem so normal to the fact that they are not on their own planets anymore and every time they encounter tasks or quests they always answer in a "YES" manner.) <--- I think this is the part of the game that needs some major changing.
- Monsters are weak and the Bosses are a piece o cake.

That's it for now... I will add more maybe when I finish the game.

I assume that you did this all by yourself? I mean I know that you are a masterful scripter of RGSS (Like your Blizz ABS which is a great tool for developers) but being a scripter + doing all of the work (mapping, database dialog) is quite a pain for most scripters that I know of. as an additional note to what could have been done to make me not place the negative parts in my response is that you could have hired a Mapper to help you with your mapping and the tilesets, A writer to help you with your story and dialog (actually the story is okay but the dialog needs work), and a database maker to help you balance the game and the enemies and bosses and etc... But still, I applaud you for dedicating yourself in completing your project because 3+ years is a lot of time and effort ^^.

P.S. I lol'd at the Vendetta location since that is my forum name at rpgmakervx.net tongue.gif

This post has been edited by venjulienecorpuz: Jan 25 2010, 07:55 PM


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Blizzard
post Jan 26 2010, 02:48 AM
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QUOTE (The Wizard 007 @ Jan 25 2010, 10:38 PM) *
File Graphics/Characters/Faces/Victory!.cpg was not found, and exits the game. Sure enough I looked through the folder and its not there.


I accidentally created this bug in 1.0.0.2, but I fixed it immediately in 1.0.0.3. And I fixed another accidentally created bug in 1.0.0.4. >.< Just get the patches and install them and you will be fine.

QUOTE (venjulienecorpuz @ Jan 26 2010, 04:13 AM) *
- Some maps look good but some also needs some work. And the world map doesn't look so... "appealing".


The world map uses a different tileset. I might actually do some day a rework with a tileset that matches more with the graphic style of the other tilesets. As for the other maps, I know, they aren't perfect.

QUOTE (venjulienecorpuz @ Jan 26 2010, 04:13 AM) *
- Dialog (The characters seem so normal to the fact that they are not on their own planets anymore and every time they encounter tasks or quests they always answer in a "YES" manner.) <--- I think this is the part of the game that needs some major changing.


That's actually what the Encounter Mode option is for. If you set it to "Always evade", you won't even get that dialog. But maybe I really should put NO as default answer. :/ I'll think about it.

QUOTE (venjulienecorpuz @ Jan 26 2010, 04:13 AM) *
- Monsters are weak and the Bosses are a piece o cake.


When you beat "New Game" mode, you get "And again!" which is a kind of easy mode and after you beat "And again!", you get "Warrior" mode which can be considered the hard mode. The game's too easy for me as well, but I'm the developer so that doesn't count. xD

QUOTE (venjulienecorpuz @ Jan 26 2010, 04:13 AM) *
I assume that you did this all by yourself? I mean I know that you are a masterful scripter of RGSS (Like your Blizz ABS which is a great tool for developers) but being a scripter + doing all of the work (mapping, database dialog) is quite a pain for most scripters that I know of. as an additional note to what could have been done to make me not place the negative parts in my response is that you could have hired a Mapper to help you with your mapping and the tilesets, A writer to help you with your story and dialog (actually the story is okay but the dialog needs work), and a database maker to help you balance the game and the enemies and bosses and etc... But still, I applaud you for dedicating yourself in completing your project because 3+ years is a lot of time and effort ^^.


Thanks. Yeah, I know that getting a mapper would have been a better option. And I actually tried. But I always got disappointed in the end and the mapper was either bad or didn't get anything done. i.e. the modern cities were not made by me, but you don't really see much difference in quality. Ah well, what's done is done. I don't really need a writer for the story (you're still in the part of the game where the characters don't really know what's going on), but I definitely could have used somebody reviewing my dialogues. :/ Those are the limitations and disadvantages when you work on amateur games I guess. :/


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