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This forum is for completed RPG Maker VX games. Please do not post threads about games being made in other engines here.
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Mar 19 2009, 03:41 AM
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#1
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![]() ![]() Type: Writer Alignment: Neutral Good |
![]() SOLO RPG ACTION >> GAME Download <<118 MB ![]() Spoiler: The story centers around a woman named Rebecca. She visits the cell of Lynn, her ex-captain, and tells her that she will be executed tomorrow morning by none other than Rebecca herself. To comfort the dumbstruck Lynn, Rebecca tells a story of her past, something she is not very happy to share. 19 year-old Rebecca narrates her story while you play as her 15-year old self. ![]() Spoiler: In the world of Azriel, humans have long exhausted oil as a resource. The world was close to a global panic, when finally, a new resource, a resource phenomenally better than oil, electricity, or any resource we use in our everyday lives, is discovered. This resource was called Valmite. Valmite was a special material that had been accumulating underground for thousands of years. The four major countries of the world had taken advantage of the Valmite's power and excavated almost every Valmite site in existence. Azriel is now a highly advanced civilization, with technology that can surpass anyone's imagination. Now, only a single Valmite site remains. Dubbed the Valmite Mines, an all-out war broke out for ownership of these mines. Though the war ended with a truce, it did not last for long. Sekai, the country that proposed the truce in the first place had broken it, and now war is occurring once more with only two of the four main countries participating this time. Those countries are Avalon and Sekai. ![]() Spoiler: ![]() Spoiler: ![]() Spoiler: Scripts: Thank you all for enhancing my game with these awesome scripts. Spoiler: >> GAME Download << 118 MB >>Alternate Link<< 118 MB The game is entirely linear, leading the player from one plot point to the next, with dungeon crawling and frantic battles to be found in between. Sidequests have been terminated, so you are left with the main story, something that is very small in scale, but focuses more on character interaction and story development than epic war campaigns. Disregard any of my posts below concerning UPDATES, they are irrelevant at this point. If you find any errors in the game, please tell me immediately. The game has been tested multiple times (with me running through the game 3 times without an error), but there is no guarantee that the game is bug-free. As always, feedback is always welcome. I am glad to have finally completed this project, and I am glad I have the freedom to present said project to this wonderful website. Happy playing! If you decide to play this game anyway! REVIEWS FOR THE COMPLETED GAME START AT PAGE 4, POST #80 This post has been edited by MrWaltz: Mar 24 2012, 04:23 AM -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Mar 19 2009, 11:14 AM
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#2
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![]() Benevolent Soul ![]() Type: Designer Alignment: Unaligned |
This actually looks kinda good. I like what I see so far, so I am going to download it and play it. I'm quite busy, so it may take a while, but it looks interesting.
I hope things continue to go well. |
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Mar 19 2009, 05:21 PM
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#3
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![]() :3 ![]() |
Just finished playing. I am quite impressed! Really, I'm not saying that because I feel bad for you or something,
Too be more specific... The battle system: I normally don't like random battles, but the mix of random and onscreen enemy's was well executed. Overall balance was very good. The boss-ish critters didn't one hit me, the peons didn't suddenly do a killer attack. Fighting certainly takes strategy. No mashing the space bar here, unless you want to end up dead! The stun system worked better than I thought it would. The mapping: I found the 1 block walls to be a bit squashed, but it never really effected moving around or such. What I'm trying to say is that it works. Some people might complain about it but it seems to be working for you! The story: You got me interested, so I think I would have to say its pretty good. Now I want to know what's going to happen to poor 'becca. The music: Spot on, Anything else?: Why yes, me. Thanks for asking. I think a couple more red vials, or switching out a couple blue for red would be nice, :3. At one point I had about 20 blues but only 1 red. Also, if this is what you can make in one week of acquiring rpgmkvx.... I can't wait to see whats next! (I had it for months before figuring out variables and such.... <.<;;..) All in all, I give this demo a "4 mendas out of 5!" Definitely worth the playing, and can't wait for more. Took me a little over an hour to beat it. But the key here, was I didn't really notice an hour had passed, oho. A good sign. |
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Mar 20 2009, 03:19 AM
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#4
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![]() ![]() Type: Designer |
Where the heck did you get music from Last Remnant?
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Mar 21 2009, 03:13 AM
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#5
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![]() ![]() Type: Writer Alignment: Neutral Good |
Just finished playing. I am quite impressed! Really, I'm not saying that because I feel bad for you or something, Too be more specific... The battle system: I normally don't like random battles, but the mix of random and onscreen enemy's was well executed. Overall balance was very good. The boss-ish critters didn't one hit me, the peons didn't suddenly do a killer attack. Fighting certainly takes strategy. No mashing the space bar here, unless you want to end up dead! The stun system worked better than I thought it would. The mapping: I found the 1 block walls to be a bit squashed, but it never really effected moving around or such. What I'm trying to say is that it works. Some people might complain about it but it seems to be working for you! The story: You got me interested, so I think I would have to say its pretty good. Now I want to know what's going to happen to poor 'becca. The music: Spot on, Anything else?: Why yes, me. Thanks for asking. I think a couple more red vials, or switching out a couple blue for red would be nice, :3. At one point I had about 20 blues but only 1 red. Also, if this is what you can make in one week of acquiring rpgmkvx.... I can't wait to see whats next! (I had it for months before figuring out variables and such.... <.<;;..) All in all, I give this demo a "4 mendas out of 5!" Definitely worth the playing, and can't wait for more. Took me a little over an hour to beat it. But the key here, was I didn't really notice an hour had passed, oho. A good sign. ooo thanks for the feedback! I really appreciate it! I'll consider switching some blues out for reds, but keep in mind that Red vials can be bought from a shop, while Blue vials are not sold anywhere. and I'm really glad to hear that you actually care about the main character. That's one of my main goals when trying to create a game or story. again thanks for all the feedback. although I don't really know what you mean by "squashed" when you mention the 1 block walls. think you could elaborate on that? Where the heck did you get music from Last Remnant? I have a good resource This post has been edited by MrWaltz: Mar 21 2009, 03:13 AM -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Mar 22 2009, 08:49 PM
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#6
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Don't be a dick and withhold where you got resources that you probably stole anyway: http://bluelaguna.net/
This post has been edited by Craze: Mar 22 2009, 08:50 PM |
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Mar 25 2009, 04:58 PM
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#7
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![]() ![]() Type: Writer Alignment: Neutral Good |
generated new sprites for Gabe [with and without helmet]
-------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Mar 31 2009, 07:19 PM
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#8
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![]() ![]() Type: Writer Alignment: Neutral Good |
some more updates
Added a "Cancel" skill. Using this skill will get an enemy out of its Stun state. You might encounter 3 monsters and try to stun the strongest one. When you defeat the other 2 monsters faster than expected, you may not want to wait for the stunned monster to get out of its stunned state [stunned monsters have increased defense], so you can use Cancel to get the monster back to its original state and kill it faster. More maps have been made as the story is progressing. One map includes Niflheim, a path that leads to a half sunken castle. ![]() A new device called a "module" has been created. Modules change the element of your attack, so you can take advantage of elemental weaknesses of monsters and bosses. ![]() I'll give out a link to an updated demo soon. Progress is going pretty smoothly. -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Apr 3 2009, 05:50 PM
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#9
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![]() ![]() Type: Writer Alignment: Neutral Good |
alright, added an updated demo!
-------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Apr 15 2009, 05:12 AM
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#10
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![]() ![]() Type: Writer Alignment: Neutral Good |
More updates:
Changed title screen and window color and am now making use of BigEd781's Improved Command Window, as shown by the pointer arrow below. ![]() Changed Rebecca's and Gabe's hair style/color. Rebecca always had brown hair, I have no idea why I made her sprite have green hair. I changed Gabe's hair because I don't want any main character to have outrageously colored colored hair. ![]() Changed Rebecca and Gabe's face pictures to match their new hair colors. ![]() Increased font size and am now making use of the Neo Message System 3.0 by Woratana ![]() -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Sep 12 2009, 05:37 AM
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#11
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![]() ![]() Type: Writer Alignment: Neutral Good |
totally revamped the first post of my thread. development is still going strong, i just stopped updating the thread....for like 5 months
Disregard any of my posts above concerning UPDATES, they are irrelevant at this point. -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Sep 12 2009, 06:34 AM
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#12
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![]() King of Cowards ![]() Type: Writer |
I heard the story basis on this game, it seems like he had a good mind set when making the game.
I'm sure it will be a great game; check it out for sure. -------------------- |
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Sep 12 2009, 02:00 PM
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#13
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![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
What do you mean for PS3?! You can make a game for PS3?! With what you can make it?
-------------------- This place is empty, just like I restarted myself.
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Sep 13 2009, 12:54 PM
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#14
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![]() ![]() Type: Writer Alignment: Neutral Good |
What do you mean for PS3?! You can make a game for PS3?! With what you can make it? it's a dream project. sorry I should have specified. -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Sep 14 2009, 01:45 AM
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#15
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![]() Is a parody of himself ![]() Type: Designer |
Heeey!I remember having played the older beta of this game back when you were looking for an artist, but got ninja-ed by someone else. It's good to see this project is still alive. I downloaded it yesterday, but only today I got to finish it. First, let me say that the improvement you have made is quite impressive, it's more refined in every possible aspect, and the new battle style is just loads of fun. You gotta make an userbar for my all-too important (yeah, right) signature space.
Now, my intention was to just give a general review of the game, but after realizing it was much longer than what at first I thought, I ended up doing a commented playthrough. I'll spoiler tag it because, well, it's full of spoilers, of course. Spoiler: Well, that's about it, I hope you don't get a headache or something from reading all of my inane ramblings. Good luck finishing this. I'm really curious about how it'll continue. This post has been edited by Saekonungar: Sep 14 2009, 01:49 AM -------------------- |
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Sep 14 2009, 04:55 AM
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#16
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![]() ![]() Type: Writer Alignment: Neutral Good |
you played the older version? coolio! haha. i stopped updating the thread since it seemed like no one was posting in it, so i worked non-stop for 3 months, then took a break, and now i'm working on it again. I'm happy to know that you like the new and improved version of Theory. the old version was actually COMPLETE after those non-stop 3 months, but then I looked over the script and noticed how cheesy my dialogue got. so now about 90% of the script is changed. glad to know you like the new battle system. I tried to make it as unique as i could
now onto the spoilers, lol Spoiler: i would love to have commented on all of the details of your critique (i'm tired), but I have read them over multiple times already and they are VERY VERY helpful. I will use your critique to improve my game, so thank you very much for that. I can start making a userbar as well, it would be nice to have someone out there supporting Theory. -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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Sep 14 2009, 06:30 AM
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#17
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![]() Oh, you know. ![]() |
I looked at this game the other night and I really wanted to play it...but I was in the middle of another one at the time.
HOWEVER. I finished that one, and I'm really anxious to try devil Theory. The battle system looks/sounds pretty unique and awesome...I'll definitely give feedback for this project (as you did for mine, I didn't forget :D). -------------------- |
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Sep 14 2009, 11:30 PM
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#18
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![]() Is a parody of himself ![]() Type: Designer |
Ok, answering you answers...
Spoiler: i would love to have commented on all of the details of your critique (i'm tired), but I have read them over multiple times already and they are VERY VERY helpful. I will use your critique to improve my game, so thank you very much for that. I can start making a userbar as well, it would be nice to have someone out there supporting Theory. Hey, don't worry man, you don't need to answer every point. I just felt these comments might be of use to you. I'll be waiting for the userbar. Oh, by the way, I don't know if you've seen it, but Moon made a solo player script that might fit well in your game. It looks prettty cool. Though it might clash with caterpillar. -------------------- |
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Sep 15 2009, 07:06 AM
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#19
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![]() Oh, you know. ![]() |
Alright, I've had a chance to play your game (but not finish the demo YET). And let me start by saying I LOVE that you used sound effects from the PW and AJ series, including psyche-locks! I never would've thought they could be used well in an RPG.
Also, the introduction is done very well. I was hooked right from the get-go. And the battle system is really great, innovative, and fun! I ALMOST enjoyed random enctouners, haha. Your dialogue has a nice balance of informality and seriousness, which is something I love in a game. Now onto the things that bothered me: At the beginning, after you learn about generating items, you have the option to make a fishing pole and bait. So OF COURSE I DID! I went right up to the water, hit the action button, and fished. The BGM suddenly changed and never changed back after I finished fishing. Speaking of BGMs, it may just be me, but I don't really feel that the music fits after the introduction is finished. Just something about the rain and dark mood set at the beginning just makes me feel almost out of place when I hear this music. Again, it is just personal preference. The dungeon-like map while trying to find the skeletons was also bothersome; again, it is personal preference. I've never been a huge fan of searching/walking around excessively while constantly thinking about random encounters...it's almost unsettling. Weird, I know. Saekonungar covered most of my other issues, so I'll stop my rambling here. I definitely give the gameplay a 9/10 (overlooking previously mentioned issues as they are easily fixed, should you please). Keep it up! -------------------- |
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Sep 15 2009, 09:05 PM
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#20
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![]() ![]() Type: Writer Alignment: Neutral Good |
alright, my answers are within your quote now.
Ok, answering you answers... Spoiler: Hey, don't worry man, you don't need to answer every point. I just felt these comments might be of use to you. I'll be waiting for the userbar. Oh, by the way, I don't know if you've seen it, but Moon made a solo player script that might fit well in your game. It looks prettty cool. Though it might clash with caterpillar. I'll check Moon's script out and see how it works. thanks for sharing that link. I also made a userbar for you and anyone else who wants to support Theory. Here it is, with the code below it: ![]() CODE [url="http://www.rpgmakervx.net/index.php?showtopic=11522"][IMG]http://i107.photobucket.com/albums/m309/PhantazyStar/mpre%20pics/userbar-1-1.png[/IMG][/url] Alright, I've had a chance to play your game (but not finish the demo YET). And let me start by saying I LOVE that you used sound effects from the PW and AJ series, including psyche-locks! I never would've thought they could be used well in an RPG. Also, the introduction is done very well. I was hooked right from the get-go. And the battle system is really great, innovative, and fun! I ALMOST enjoyed random enctouners, haha. Your dialogue has a nice balance of informality and seriousness, which is something I love in a game. Now onto the things that bothered me: At the beginning, after you learn about generating items, you have the option to make a fishing pole and bait. So OF COURSE I DID! I went right up to the water, hit the action button, and fished. The BGM suddenly changed and never changed back after I finished fishing. Speaking of BGMs, it may just be me, but I don't really feel that the music fits after the introduction is finished. Just something about the rain and dark mood set at the beginning just makes me feel almost out of place when I hear this music. Again, it is just personal preference. The dungeon-like map while trying to find the skeletons was also bothersome; again, it is personal preference. I've never been a huge fan of searching/walking around excessively while constantly thinking about random encounters...it's almost unsettling. Weird, I know. Saekonungar covered most of my other issues, so I'll stop my rambling here. I definitely give the gameplay a 9/10 (overlooking previously mentioned issues as they are easily fixed, should you please). Keep it up! oh yes, I forgot to mention I used PW sound effects, i thought they would liven my game up. The music is supposed to change a peaceful tune for fishing, but i haven't managed to make the music change back when you're done fishing. i think i can just make an event that will change the music when you step over it. i agree that the music in the first forest is a little weird after hearing the intro track. i'll look for a good substitute. most of the inspiration of my maps come from Dark Cloud 2, so most of the (interior) dungeons will look like the first one with the skeletons. i understand if you think it's weird though. glad you like the gameplay! hope you can finish the demo soon so you can give some more feedback. and when's your new demo going to come out? -------------------- Do most of our members just go to the Completed Scripts Section? ![]() |
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| Lo-Fi Version | Time is now: 21st May 2013 - 05:00 PM |
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