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Apr 15 2008, 03:55 PM
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#1
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Self-described Huguenot ![]() Type: Designer Alignment: Chaotic Good |
Lost Heaven Platform- RPG Maker VX The demo offers about 7-9 hours of gameplay. The game itself is relatively linear and is heavily story-based. I'm working on making it more open ended. I've been using RPG Maker ever since RM2k first came out, but this is my first serious project. Any sort of feedback or criticism is greatly appreciated. Story Spoiler: Characters Spoiler: Screenshots Spoiler: Features Spoiler: Download Spoiler: Credits Spoiler: FAQ Spoiler: Notes Spoiler: Support Here's a userbar you can put in your sig if you want to support the game! CODE [url="http://www.rpgmakervx.net/index.php?showtopic=1750&st=0&start=0"][img]http://img.photobucket.com/albums/v479/Ashvir/LostHeaven.jpg[/img][/url]
This post has been edited by Ashvir: Jun 4 2009, 11:03 PM -------------------- |
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Apr 15 2008, 09:32 PM
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#2
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![]() Cool guy ![]() Type: Writer |
Nice maps, DLing now...
-------------------- QUOTE (Zigma) Justice you are my new Hero ;P |
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Apr 15 2008, 10:01 PM
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#3
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I played a little bit. Beat the first "boss", and I have to say I am impressed. I'm enjoying myself, and the overall system is nice. Especially the equipment system.
I plan on playing more soon. -------------------- ![]() Games completed: Dargaard Episode 1: Mystery of Tushka Island Dargaard Episode 2: Legend of The Dargaard Games currently in development: None Games currently in pre-development: Untitled Dargaard Remake Games on hold None Random things I have made: Event Battle System |
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Apr 15 2008, 10:46 PM
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#4
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![]() The forum Technician ![]() Type: Artist |
Wow! that was AMAZING!!! very professional! I can't wait to see more! Amazing job on the spriting! But here are a few things I want to point out.
Fix those, and your game will be damn close to perfect. This post has been edited by techie: Apr 16 2008, 11:09 PM -------------------- ![]() I take sig requestsNeed a Title screen or a Game over screen for your game? Go Here and post a request. I will try and make one. Do you have super smash bros brawl and a wifi connection? PM me and we can brawl together. |
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Apr 16 2008, 12:11 AM
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#5
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playing the game right now, have to say that the battle system is AMAZING. but the sprites for the spider enemy is very glitchy I noticed that too. -------------------- ![]() Games completed: Dargaard Episode 1: Mystery of Tushka Island Dargaard Episode 2: Legend of The Dargaard Games currently in development: None Games currently in pre-development: Untitled Dargaard Remake Games on hold None Random things I have made: Event Battle System |
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Apr 16 2008, 01:10 AM
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#6
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Self-described Huguenot ![]() Type: Designer Alignment: Chaotic Good |
Yeah, sorry about that. A couple of the enemy sprites are rather glitchy, simply because that's how I downloaded them. Soon I'm going to paste them onto a template and move them around to make sure that different frames don't overlap. Thanks for the reminder and the compliments. =D
(oh and the Werewolf sprite is especially bad, please forgive me for that one haha...it'll be fixed later on.) -------------------- |
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Apr 16 2008, 01:57 AM
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#7
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Back from Iraq, and still Crispy! ![]() Type: Designer Alignment: Unaligned |
Chrispy's Officially Unofficial Review ::: Lost Heaven(Demo)
Battle System When I first downloaded this demo, I thought (Are you Mad!?! It will be nearly impossible to balance everything with that many pieces of equipment!) When I got into the game though, I realized that all of the pieces of armor add up to the total, and no piece is really that much more important than the other anymore. In most other games, if you got the Grand helmet in stead of the Grand Armor, your screwed. But it all was balanced very nicely, and the difficulty curve for the battles was also easy to manage and get right into it. Speaking of Difficulty, when I fought the first boss, I killed it it in a very short time(pfft. easy). When I got to the Werewolf boss, it suddenly got way more intresting. The ecounter rate was rather low as well throughout, but it didn't want you to yell out for any signs of life. The Battle system really amazed me though. Every single attack you made had their importance, and you were almost assurredly using every one(not counting the weaker versions of attacks) to get the most out of them, even what few you had to deal with in the demo. The buffs and debuffs were actually useful, unlike in many other games. What didn't amaze me was the battle system graphics. It has been said allready that they were glitchy, Dang, were they glitchy! Its a work in progress though like you said. Story and writing The Story. ITS AWESOME. little more to say than that. You gave every character their own individual personality and it really helped to carry the story along. it dragged in parts though, but it was all around allright. Your writing. Also pretty good. many small errors here and there. maps Your mapping was pretty good for what you had to deal with, and the music for the maps fit the situation pretty well, even though 95% of it was well reconizable. You weren't kidding when you said you had alot of it in your game file. There was a few errors though. One such is that in the harpy cave, there was a Rock that had the animation to be underwater, but it was on solid ground and looked kind of wierd. Graphics the graphics though. Eh, the Character sprites, their face graphics, and their battle sprites didn't match. I do hope that you are working on that one. Other stuff The fishing minigame seemed kinda dumb, all I did was pick bait, then press enter really fast. whatever. Also I browsed through the other files, and the picture titled '01' was funny. I give it a 4.4/5 I am definitely looking foward to a completed version of ths game. -------------------- Yay! My Internet works the way it should again, and I found two of my Memory sticks! (still missing two though)
Spoiler: |
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Apr 16 2008, 02:18 AM
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#8
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Self-described Huguenot ![]() Type: Designer Alignment: Chaotic Good |
Thanks a lot for the feedback, Chrispy. The fishing minigame is definitely a work in progress, as are the sprites. I was mostly focusing on the story for the demo, but thanks for bringing those issues up. And sorry about that rock, I accidentally left it in there since I copied that map from another one that DID have water there. Must've missed that! And lol, I had quite a few other funny pictures that I was going to use for my credits as a joke, but some of them may have been a bit...offensive? So I deleted them, haha.
The majority of this game was developed during one week (spring break for me) so I apologize if a lot of things seem rushed. This quarter I'm really swamped with upper div classes, working in two research labs, and preparing for grad school, so I just wanted to get this demo out before I had to start studying for midterms, hehe. With this feedback I hope to continue and improve this game over the summer, so I really appreciate the review. The final product will be much less rough, don't worry. =D This post has been edited by Ashvir: Apr 16 2008, 02:23 AM -------------------- |
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Apr 16 2008, 03:47 AM
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#9
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I played a wee bit more and got to the werewolf boss. I enjoyed myself, and the fishing mini-game was kindof neat. I really do enjoy this.
-------------------- ![]() Games completed: Dargaard Episode 1: Mystery of Tushka Island Dargaard Episode 2: Legend of The Dargaard Games currently in development: None Games currently in pre-development: Untitled Dargaard Remake Games on hold None Random things I have made: Event Battle System |
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Apr 16 2008, 03:56 AM
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#10
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![]() Type: Undisclosed |
Very good! I was interested right off the bat by the background story you get before even playing.
The only thing I would suggest as far as story is concerned is that you give us a bit more info about Kyle a bit sooner. You do eventually talk about his childhood a bit, but it seems to me (so far) that Kyle's existence is very mundane and pointless. He doesn't seem to have anything driving him to achieve something (i.e., he has no bad guy to kill, no princess to save, no axe to grind). He's just sort of loitering around in the game. I'm only assuming that he'd eventually have some kind of obstacle to face or some major difficulty to overcome, but like I said, it would be nice to have this sooner. Much of what I'd say has already been said by others regarding graphics and the battle system, and so forth, so I won't waste my breath (er... I mean my fingers?). However: 1 - imho, the stepping sound effect is annoying as hell. Get rid of it. I cringe at the prospect of having to listen to this for the entire game (however many hours it will end up being...). 2 - music is.... "interesting". A couple of the songs seem a bit out of place, not totally appropriate to the mood. (I think at one point it's a mixture between a rock song and a more typical rpg-esque flavour.) That's just an opinion though, I dunno what other people think... 3 - Change the name of Lake Ontario 4 - Your cut scenes aren't too long, even if you think so yourself. Don't let the illiterate masses force you to dumb down your game. I think your story has a lot of potential. It just needs a bit of tweaking. 5 - I'll also agree with everyone else about the fishing game. You should make it optional. Side quests, mini-games, etc. have much potential for people who like exploring, but for people like me (who just HATE being forced to repeatedly press a button or go "e-fishing", or who just hate fishing as a sport in general), this is really a turn-off. All things considered, I would say that this game is a very solid 8.5 out of 10, and will probably be a 9.5 or even a perfect 10 once you iron out all the little graphics bugs, and if you make a few minor changes. This is really great, I'm really looking forward to seeing it completed!! This post has been edited by Whatever: Apr 16 2008, 03:57 AM |
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Apr 16 2008, 04:23 AM
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#11
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Self-described Huguenot ![]() Type: Designer Alignment: Chaotic Good |
Thanks Whatever, I'll keep that in mind.
I definitely have a much bigger role planned for Kyle, and things will definitely heat up in the full version once both parties run into each other. I guess he does seem like an annoying character at first, so he'll get fleshed out a bit more. I'm also planning on making the stepping sound effect much quieter, or getting completely rid of it. I personally thought it might be annoying as well, but kept it just because it was something...different? And I forgot about that unwritten rule; I'll change the name to Lake Whatever, since you pointed it out. Haha just kidding, but don't worry; I'll think of a better name. Thanks for the feedback dude. I'm glad you're enjoying the game too, MSVHazard. This post has been edited by Ashvir: Apr 16 2008, 04:24 AM -------------------- |
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Apr 16 2008, 01:55 PM
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#12
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"I'm glad you're enjoying the game too, MSVHazard."
Oh indeed. The battle system is pretty neat too. I'm not worried about the monster graphics much, since I know how hard it is to make something perfect. -------------------- ![]() Games completed: Dargaard Episode 1: Mystery of Tushka Island Dargaard Episode 2: Legend of The Dargaard Games currently in development: None Games currently in pre-development: Untitled Dargaard Remake Games on hold None Random things I have made: Event Battle System |
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Apr 16 2008, 11:14 PM
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#13
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![]() The forum Technician ![]() Type: Artist |
I updated my previous post, so you might want to take at it
EDIT: Forgot to mention. That music that you used with kyle, Is that a remix of a song from FFX? GLITCH FOUND when you are in the harpy cave, you can walk over the black pit in the third or second map. ANOTHER GLITCH FOUND (this one crashes the game) The *gun midi* or something like that was not found. It was found in the area outside of the catacombs. This post has been edited by techie: Apr 17 2008, 12:56 AM -------------------- ![]() I take sig requestsNeed a Title screen or a Game over screen for your game? Go Here and post a request. I will try and make one. Do you have super smash bros brawl and a wifi connection? PM me and we can brawl together. |
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Apr 19 2008, 03:30 PM
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#14
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Can you pass to me these facesets, I really like it!
About your game, it's good, I downloading the demo to analize better. EDIT Man! Your game is very good! Terrific! About the Battle script you are using, it's Kurea Cyber? The battle system is beautyful! This post has been edited by LoirimBR: Apr 19 2008, 04:14 PM -------------------- Sorry if my English is not as good... I'm still training it!
someday, i'll speak a good english. I don't have anything to put here T.T |
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Apr 19 2008, 10:28 PM
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#15
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Self-described Huguenot ![]() Type: Designer Alignment: Chaotic Good |
Thanks for noting those glitches, Techie. I'll keep your feedback in mind too, and I may just take up your offer some day if I need help with graphics. I'm working on making the battle sprites/charactersets/facesets all match each other. I realize they look kind of dumb right now. And yeah, a couple of the songs are remixed FFX songs from OCremix.org
And thanks for the compliments, LoirimBR. This is the thread where I got all of my facesets from: http://www.rpgmakervx.net/index.php?showto...t=0&start=0 The battle system is Dervvulfman's Animated Battlers, using Minkoff style RO sprites. And I must've accidentally deleted that soundfile when I was making my game folder smaller. Here's a download link to the missing file just in case: http://files.filefront.com/1+pistolwav/;10019984;/ I edited the original post to show this glitch as well. And thanks everyone for the feedback! This post has been edited by Ashvir: Apr 20 2008, 08:12 PM -------------------- |
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Apr 22 2008, 05:47 AM
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#16
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![]() Type: Undisclosed |
Hey, great game there my friend.
Just a few comments: I think the foot step sounds are very annoying. Also I opened the game file on RMVX and saw the world map and I noticed that at the place where there is a transition from a grass land to tundra there's an event with the script $game_system.bb = "008-Snowfield01" I suppose that script is for the change in battle background. I find that very intelligent. I just want to know how to put battle backgrounds in my game battles and how to change them at different terrains. Thanks. -------------------- |
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Apr 22 2008, 06:02 AM
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#17
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Self-described Huguenot ![]() Type: Designer Alignment: Chaotic Good |
Thanks Bymus, glad you like it. I've pretty much gotten rid of the footsteps now, so don't worry about that.
As for the script to actually have battle backgrounds, I just use this one done by Synthesize: CODE #====================================================================== ========= # Battle Backgrounds - RMVX #=============================================================================== # Written by Synthesize # January 20, 2008 # Version 1.00A #=============================================================================== # * This script is untested. * #=============================================================================== module SynBattleB # Place your battle backgrounds in the 'Pictures' folder (Graphics/Pictures) # Format = {map_id => Battleback Name} Battle_background = { 1 => "010-CastleTown02", } #----------------------------------------------------------------------------- # Create the battlefloor? Create_battlefloor = false #----------------------------------------------------------------------------- # This was being requested on quite a fe forums now, so I threw a quick script # together. It is nice and simple, and does what it is suppsoed to do. Once # RMVX is released in English, then I will add additional features into this. #----------------------------------------------------------------------------- end #------------------------------------------------------------------------------- # Spriteset_Battle #------------------------------------------------------------------------------- class Spriteset_Battle alias syn_create_battlefloor create_battlefloor #----------------------------------------------------------------------------- # Create Battleback #----------------------------------------------------------------------------- def create_battleback image = SynBattleB::Battle_background[$game_map.map_id] @battleback_sprite = Sprite.new(@viewport1) @battleback_sprite.bitmap = Cache.picture(image) end def create_battlefloor @battlefloor_sprite = Sprite.new(@viewport1) syn_create_battlefloor if SynBattleB::Create_battlefloor == true end end #=============================================================================== # * This script is untested * #=============================================================================== # Version 1.00A # January 20, 2008 # Written by Synthesize #=============================================================================== # Battle Backgrounds - RMVX #=============================================================================== Using this you can set a different battle background for each map. I left my first map in the script as an example. And yeah, the idea with that was so that the background would change when you went into a snowy area; but it involved a different script that I no longer use, and if I recall correctly it didn't work. That's why I scrapped the idea of a world map, and just left that map in the game just in case I change my mind. This post has been edited by Ashvir: Apr 22 2008, 06:02 AM -------------------- |
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Apr 22 2008, 07:23 AM
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#18
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![]() Type: Undisclosed |
Thanks Bymus, glad you like it. I've pretty much gotten rid of the footsteps now, so don't worry about that. As for the script to actually have battle backgrounds, I just use this one done by Synthesize: CODE #====================================================================== ========= # Battle Backgrounds - RMVX #=============================================================================== # Written by Synthesize # January 20, 2008 # Version 1.00A #=============================================================================== # * This script is untested. * #=============================================================================== module SynBattleB # Place your battle backgrounds in the 'Pictures' folder (Graphics/Pictures) # Format = {map_id => Battleback Name} Battle_background = { 1 => "010-CastleTown02", } #----------------------------------------------------------------------------- # Create the battlefloor? Create_battlefloor = false #----------------------------------------------------------------------------- # This was being requested on quite a fe forums now, so I threw a quick script # together. It is nice and simple, and does what it is suppsoed to do. Once # RMVX is released in English, then I will add additional features into this. #----------------------------------------------------------------------------- end #------------------------------------------------------------------------------- # Spriteset_Battle #------------------------------------------------------------------------------- class Spriteset_Battle alias syn_create_battlefloor create_battlefloor #----------------------------------------------------------------------------- # Create Battleback #----------------------------------------------------------------------------- def create_battleback image = SynBattleB::Battle_background[$game_map.map_id] @battleback_sprite = Sprite.new(@viewport1) @battleback_sprite.bitmap = Cache.picture(image) end def create_battlefloor @battlefloor_sprite = Sprite.new(@viewport1) syn_create_battlefloor if SynBattleB::Create_battlefloor == true end end #=============================================================================== # * This script is untested * #=============================================================================== # Version 1.00A # January 20, 2008 # Written by Synthesize #=============================================================================== # Battle Backgrounds - RMVX #=============================================================================== Using this you can set a different battle background for each map. I left my first map in the script as an example. And yeah, the idea with that was so that the background would change when you went into a snowy area; but it involved a different script that I no longer use, and if I recall correctly it didn't work. That's why I scrapped the idea of a world map, and just left that map in the game just in case I change my mind. Thanks, I've heard about that script but it doesn't have terrain specificity ie the battle background doesn't change according to the terrain, it just changes according to the map. Is there any flexible script that allows you to change the battle background of a map like similar to what you did in the world map which is to trigger an event and call a script to change the battle background? -------------------- |
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Apr 23 2008, 06:47 AM
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#19
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![]() Illustrator ![]() Type: Designer |
I have started to play the demo for this. It's really sophisticated!
I really love the ROL battlers! I want to try to make my own in a similar style! I didn't know we could do that!! The way that you built the sets looks great! I'm enjoying the story so far. I'll give a better report once I finish the demo! Keep up the good work in the mean time. -------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------
![]() Razvan's Faceset archive. (sorry it's such a mess of a site right now.) http://razvansedekiah.googlepages.com/emot...lfacesetsmedium » Click to show Spoiler - click again to hide... « |
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May 12 2008, 08:44 PM
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#20
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![]() ![]() Type: Undisclosed |
I hope this is still being worked on, one of my favorite VX games currently and also I learned a lot from some of the things you've done.
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| Lo-Fi Version | Time is now: 25th May 2013 - 04:55 PM |
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