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06-03-2015, 04:02 AM
(This post was last modified: 08-11-2015, 02:56 PM by UnshornRam.)
Hello everyone! I am Unshorn Ram! I recently got into the IRC, and have decided to come here and join the forum. I also have something incredibly exciting to share with everyone!
I am making an RPG!
Eventually, I'll have custom sprites and music and all, and am HOPING to get it published on steam or GoG or something else, but for now it's a work in progress. As such, feedback would be super cool!
I'll note now, the game will always be playable. A thing or two might be missing, but there shouldn't be any game shattering bugs.
https://www.dropbox.com/s/wm2mao2w3biybe...e.exe?dl=0
And the best part...the link will never change! I'm just that great.
Thanks in advance if you do give it a shot!
Edit notes:
6/3
Movesets updated! Everyone has skills up to level 18-22, and that out of bounds thing was fixed. Four dungeons are playable and completable. Lurker can now use all non-special eggs from the menu.
In-battle skills are fixed to be only in battle, some could be used in the menu.
Spider given more HP and attack in your party.
Magic water heals by % now.
The revive spell works properly.
6/15
NO MORE RANDOM ENCOUNTERS.
Stats of mountain enemies adjusted, they're stronger so it's not a cakewalk as much.
Lurker can eat all special eggs.
You no longer pick an egg at mountaintop.
The Holy Egg is given to you, fleshed out into character.
More cutscenes and plot hooray.
New pictures for a few characters, working on getting more.
General adjustments here and there.
Only first two dungeons have been set with no randoms.
6/17
Third dungeon set up for visible enemies.
Some stats adjusted.
6/18
FOURTH DUNGEON COMPLETED
A few more equipment items added
6/19
Pathing fixed on spiders - they were TOO FAST
Party Spider buffed, devour skills stronger against small enemies
A few items adjusted
THE TOWN IS BEING REMADE SO IT WILL LOOK WONKY.
6/20
BLACKSMITH ADDED
Drop rates adjusted.
Lots of new items added.
MASSIVE UI UPGRADE.
Certain event triggers fixed.
I ate a can of beans.
6/21
Blacksmith items adjusted; only the Slime Orb and the Gripper Claws were working. Now they all work!
Fixed some locations, some tile issues.
6/26
MASSIVE UPDATE.
TWO NEW DUNGEONS
THREE NEW PARTY MEMBERS
A BUNCH OF NEW ENEMIES
A TON OF NEW ITEMS/ARMORS/WEAPONS
NEW ALCHEMY MATERIALS
A LIBRARY CONTAINING INFORMATION AND PLOT
MORE CONTEXT
MORE CUTSCENES
TOWN BEING REMADE
----IMPORTANT----
YOU CAN USE YOUR OLD SAVES.
----UNLESS----
YOU HAVE BEATEN THE DROWNLING.
IF THE DROWNLING IS DEAD THEN TRIGGERS WON'T HAPPEN.
IF YOU HAVE ANY PRE-DROWNLING SAVE, YOU'RE FINE
7/6
Added a bunch of little fixes
A few typos fixed
New elements/skills/weaknesses/etc adjusted
General little things updated
YOU CAN CHANGE YOUR CLOTHES IN YOUR ROOM
7/12
A few typos fixed
TP at the start of a battle will now equal your attack / 4. This makes it way less random, and also so you're not waiting 3 turns to do anything.
Shops upgraded, you can now see every stat boost an item gives you, as well as your gold remaining after you buy it.
7/14
The Volcano dungeon's issues were fixed. It is completable.
8/11
Changed the start of the game
Working on town layout
Better tutorial thingys
7th dungeon will soon be completed
Cutscenes/triggers are taking a while
Shrine/World/Warpstaff mechanics adjusted and updated
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06-03-2015, 04:33 AM
the music's gr8.
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06-03-2015, 07:30 AM
(This post was last modified: 06-03-2015, 07:30 AM by Crowstone.)
OUT OF BOUNDS!!!
Show Content
Spoiler
you can actually walk around the entire map to where the boss is with this and skip a bit of cave.
also a minor typo with the first "its" https://i.gyazo.com/ed87aa1cb72abadf784a...829732.png
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06-03-2015, 08:31 PM
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06-03-2015, 08:43 PM
Unfortunately, it's an .exe file, so I don't think Macs can run it.
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06-04-2015, 02:16 AM
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06-04-2015, 02:19 AM
It's rpg maker...so I think so, yeah. Sorry!
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06-04-2015, 02:29 AM
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06-04-2015, 02:39 AM
That would be pretty awesome, actually. The sooner I find people, the better. And if it sells, you get dollars.
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06-04-2015, 02:41 AM
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06-04-2015, 01:50 PM
We'll see! For right now, any feedback anyone can give me would be awesome.
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06-04-2015, 04:55 PM
I've played for about an hour, which means I've finished the mines and am about to go to the beach. Here are some feeds back; I mostly stuck with stuff that I felt could use improvement or mistakes I noticed rather than positive feedback because it's more useful for development:
Show Content
SpoilerIt would be nice to have an indication of the controls and/or a way to change them. Since it's a pretty olde-skule RPG they're fairly simple and intuitive, but clarity is never unwelcome.
A faster way to skip through conversations you've already had would be nice, too. I always talk to NPCs at least twice to make sure I don't miss any dialogue options or Easter eggs, so when the script is fairly long, I end up mashing space a lot.
You might want to work with smaller numbers for things like HP and MP. When you start out with several hundred of something, it gets out of hand pretty quickly. My personal preference is not to have to deal with hitting and being hit for tens of thousands of damage by the end of a game, which is where it looks like this system is headed if the game keeps going.
Random battles are... not a great mechanic, for a lot of reasons. They discourage exploration, interrupt the flow of gameplay, get irritating very quickly, and really bog down travel especially once you outclass the monsters you're encountering. In the Mountain of the Gods dungeon, for instance, it very quickly gets to a point where the monsters literally cannot damage you, so the frequent battles feel pointless and tiresome, which is not very fun. I realize that it's a lot of work (and maybe impossible with the architecture you've got, I don't know) to change something so fundamental to the gameplay as it stands, but I'd really encourage you to look into alternatives to random battles.
Having the miners talk in Wacky Broken Russkie English is not a very good joke. It is not in great taste.
The TP system isn't particularly abstruse or complicated, but I've also played games that use it before. Not everyone will have, and I wonder if some people will be confused or put off by a system with no explanation or clear purpose if they haven't. I also wonder about what values I get in what circumstances, how much I lose between battles, and so on. An in-game manual to answer user questions or give extra information might be nice, and could easily be optional for the kind of players that hate tutorials.
I'd like it if you were healed for the amount of HP/MP you gained on leveling.
The description of the Magibunkle's default Magic Staff cuts off on the equipment page.
You can get lots of Pondtatoes by repeatedly searching the crate that has them in it. Then again, once you have fifteen, you stop being able to search it anymore, so I suspect you already know this.
You can also get lots of Warp Staffs by having the conversation with the miner repeatedly. I got tired of clicking through it by the time I had eighteen.
The Magibunkle has access to a Special menu even when it doesn't have any specials. It'd be nice if it simply didn't have the menu, the way Georgette doesn't have a Magic menu when she doesn't know any magic.
Georgette knows a special that consumes MP instead of TP (Wild Splash), and I'm not sure how that's different from magic. I didn't even know why she was losing MP until I used it a few times, because the cost color isn't super different (and may not even be discernible to people with some kinds of colorblindness).
I hate it when party members take my shit when they leave, so I was ready to get mad at Makari, but now that I double-checked, I think she left it. Which is nice.
The description of the Guard's Coat is "A strong, lightweight coat worm by guards.".
The singular of luchadores is luchador, not luchadore. Unless that's intentional ofc.
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06-04-2015, 05:23 PM
(This post was last modified: 06-04-2015, 05:23 PM by ICan'tGiveCredit.)
no no, it is a coat worm
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06-04-2015, 05:48 PM
Thanks! I've already fixed some of the smaller things, like Wild Splash, the warpstaff, etc. The random battles might be harder to change, but I'll see what I can do with those.
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06-04-2015, 05:52 PM
At least put a bit more distance between them. I approached a treasure chest 4 spaces away and there was a battle at each
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06-09-2015, 04:47 PM
Some more notes, hope these help
Show Content
SpoilerIf you talk to the drunk miner after Makari leaves the party, she still asks if he shouldn't be in the mine. The other miner also still asks if you're going to stop the shaking, but that's a comparatively ignorable NPCism.
There's no message when your Magibunkle uses Willowisp; it just says "Rincewind [large blank space] [Enemy name, damage amount]".
You don't enter on or near the stairs in Squid Lair, which throws me off every time.
Also, the Squid Lair is accessible before fighting the Chimera, which the snake-hunting lady's dialogue suggests should not be the case. I actually went there first and was promptly Extremely Murdered by the Drownling (which was a pretty hard fight even when I wasn't severely underlevelled; your bosses hit hard); the Drownling's dialogue doesn't really make sense if you haven't fought the Chimera yet, since the beast that's guarding her (it?) is still very much alive.
The rain effect after fighting the Chimera is visible even when you're underground or indoors; it probably shouldn't be.
The description of the Mithril Rod should be "gilded", not "guilded".
I'm not 100% sure of the specifics on this one, but I've gotten this bug a couple times and I think it might have made it impossible for me to continue this run. The first time it happened, I had just gotten the first two Magic Door keys and went back to God's Mountain to grind up some herbs, level my new lurker, and try to get any eggs I had missed from early game monsters (I can't get a spider, and there might be other eggs I'm missing too since there's no indication of which monsters are "tameable" and which ones aren't); after running the dungeon again backwards, I decided that before I moved on with the game I would go read my diary, since I'd never actually bothered to until now. When I passed the chokepoint in Georgette's room between the hole in the floor and her table (which I think is the tile directly beneath the journal, the dialogue from the cutscene after you escape the mine started playing. Georgette complains about hurting all over, then Shoe walks in (very slowly) from offscreen; however, since Georgette and Co. are not in bed, but standing between it and Shoe's designated path, he collides with the rearmost member of your party and stops. Forever. He can't reach the bed for his next line, and because it's a cutscene, all input is disabled. I had to force-quit the program. I was frustrated that I lost all my progress (and the spider I'd finally found), but serves me right for not saving more often in a game without the barrier of save points; I figured it was a pretty avoidable bug and moved on with the game. Aafter going through the two dungeons on Shimmering Beach, Georgette's dialogue suggested to me I needed to return home; I assumed that'd mean a reset of the interior and I wouldn't trigger the bug, but I was wrong. Same issue, same freeze. If I misinterpeted what I was supposed to be doing, good, that's a workaround for this playthrough, but this still definitely needs addressing in future versions.
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06-09-2015, 06:14 PM
(This post was last modified: 06-09-2015, 06:15 PM by ICan'tGiveCredit.)
Slorange there are actually many spelling errors everywhere. If Ram could just pm us all the dialogue up to our respective points in the storyline, they can be easily fixed
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06-09-2015, 07:59 PM
I don't think it's possible to just pm us the dialogue, since like, isn't every message string like, scattered throughout the file in their appropriate places? i don't think it's like, there's a big text file and then whenever you talk to an npc the npc will just read the appropriate section of the text file
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06-10-2015, 02:42 AM
I'll work on the game this week, I just got my new job and it's 9 hours a day of getting ready for it, so it'll be limited. Thank you guys a bunch for the feedback, though!
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06-15-2015, 11:14 PM
ALRIGHT!
So, I did a big ass overhaul.
There are no more random encounters.
I got some code, did some fiddling, and for the first two dungeons, all the enemies are on screen, and will ONLY MOVE WHEN YOU MOVE. You can avoid them, fight them, whatever! I'll put everything in the main post, but I recommend making a new save for this. Note, ONLY the first two are done for now.
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06-16-2015, 12:12 AM
(This post was last modified: 06-16-2015, 12:13 AM by ICan'tGiveCredit.)
woah.
edit: when finals are over, i gotta get back to this
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06-17-2015, 06:44 AM
Third dungeon!
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06-18-2015, 04:12 PM
FOURTH DUNGEON
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06-21-2015, 01:33 AM
Ok! I did big update!
Would really appreciate it if someone played it.
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06-21-2015, 04:25 AM
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