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    BizarreMonkey
  Sun Mar 04, 2018 6:15 pm
Riding High above the world, ascended and pure.
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Competent Minion

Location: Straya Land Carnt.
This game may not be for everyone, please read the CCC Tolerance Advisory before trying to appoint any sort of ill-willed opinions or impose any sort of poorly-conceived notions that I am breaking a social construct that you may claim to defend. Though there is a very high likelihood I don't give a shit, so you could just not bother and save everyone a lot of time.
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We face in fall now, the Demons who hail from beyond our reality and all known realities. They who Embody both Fear and Power.

The Supreme Rulers of the Cosmos, not benevolent- and we are what they seek to remove.

Imperfections from their perfect future.

They are... The Twins.



DOWNLOAD BY CLICKING THE DISK BELOW! 696 MB

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Last edited by BizarreMonkey on Tue Mar 20, 2018 10:00 am, edited 2 times in total.

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    Starmage
  Tue Mar 06, 2018 6:15 pm
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Whoa!! I'm a huge fan of the custom sprites and artwork!! :O The trailer's looking good and the setting have me hooked!! ^_^ I'm looking forward for this. :)

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    jafuvale
  Thu Mar 08, 2018 7:26 am
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L1 Slime

Location: Phoenix, AZ 85040, USA
I just tried it out and it's fantastic. So much fun. I hope this game sells well. :grin:

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    BizarreMonkey
  Thu Mar 08, 2018 11:08 pm
Riding High above the world, ascended and pure.
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Competent Minion

Location: Straya Land Carnt.
Starmage wrote:
Whoa!! I'm a huge fan of the custom sprites and artwork!! :O The trailer's looking good and the setting have me hooked!! ^_^ I'm looking forward for this. :)
If all goes as planned, I''ll have a public release demo ready for 3/14.

jafuvale wrote:
I just tried it out and it's fantastic. So much fun. I hope this game sells well. :grin:
That's pretty incredible you've managed to try it out when there is no public build available! :P

Maybe you're a secretly alpha tester and you're using a name here I don't recognize, though.

Also sell? Heheh~ The game will be completely free, my dude.

Also on notes of the game, slowly been working on updating the interior maps...

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As was envisioned.
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This isn't the final rendition but it's a good example of how interior maps will look when the game is public.


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    BizarreMonkey
  Tue Mar 20, 2018 10:01 am
Riding High above the world, ascended and pure.
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Location: Straya Land Carnt.
BUMP!

DEMO DISK RELEASED.


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    coyotecraft
  Wed Mar 21, 2018 2:20 am
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Played through day 1

My biggest grip is the positioning of everything. You have a large resolution, the text box is at the very bottom and spans the entire width of the wide screen. And then you have very tall portraits with animated faces in the upper corner, which is outside my range of vision while I'm reading. So my eyes are moving all over the screen, which is going to lead to eye fatigue.

Some bugs:
  • examining the meat in the living room from the side will change the graphic into a bucket of hay or grass. Needs the "Direction Fix" selected.
  • Playing as Lumi during the barbecue, you can go into the house, but examining everything will still by by Koko.
  • There's nothing marking the doors to the kitchen or dinning room, i would have just assumed the bottom goes to the hallway.


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    BizarreMonkey
  Sat Mar 24, 2018 12:22 pm
Riding High above the world, ascended and pure.
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Location: Straya Land Carnt.
coyotecraft wrote:
Played through day 1

My biggest grip is the positioning of everything. You have a large resolution, the text box is at the very bottom and spans the entire width of the wide screen. And then you have very tall portraits with animated faces in the upper corner, which is outside my range of vision while I'm reading. So my eyes are moving all over the screen, which is going to lead to eye fatigue.
I have severely bad peripheral vision (bad enough that I'm registered as legally blind) and I've never had issue so I dunno how that's proving problematic for you. You must be playing on a very large monitor.

coyotecraft wrote:
examining the meat in the living room from the side will change the graphic into a bucket of hay or grass. Needs the "Direction Fix" selected.
Noted, easy to fix, just missed it.
coyotecraft wrote:
Playing as Lumi during the barbecue, you can go into the house, but examining everything will still by by Koko.
Lol, that was intially intentional but I should fix that...
coyotecraft wrote:
There's nothing marking the doors to the kitchen or dinning room, i would have just assumed the bottom goes to the hallway.
Already fixed on the gamejolt build. I'll update the one here soon, too.


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    BizarreMonkey
  Sun Apr 01, 2018 1:31 pm
Riding High above the world, ascended and pure.
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Location: Straya Land Carnt.
coyotecraft wrote:
Played through day 1

My biggest grip is the positioning of everything. You have a large resolution, the text box is at the very bottom and spans the entire width of the wide screen. And then you have very tall portraits with animated faces in the upper corner, which is outside my range of vision while I'm reading. So my eyes are moving all over the screen, which is going to lead to eye fatigue.
This should be a little easier on the eyes
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and I'm doing more to make it more aesthetically pleasing.


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    coyotecraft
  Sat Sep 14, 2019 10:10 pm
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Played through Disk 1. Quite a bit has changed in a year. Took me a few days to collect my thoughts.
Here's my notes as I played through it. The progression is pretty linear so you should be able to understand where and what I'm talking about.
Please, don't feel the need to reply to any of this. These are just thoughts and impressions I had while playing. You don't need to comment on it. I think it took about 5-6 hours to get through it all. Although it wasn't a normal play-through, since i was messing around looking for bugs and writing stuff down.

There was one weird bug I couldn't trace. The game just closed randomly on me with not warning or message. I think it's related to a message or portrait plugin. I tried updating some plugins, but it still happens once in a while. I kinda recreated it once from a certain save file. Quickly advancing from the scene in the parking garage back to the ship, it would crash while talking to Esperia. There's nothing out of the ordinary with those events that I can see. I'm guessing it's memory related, because it won't crash if I save and restart anywhere inbetween.

Disk 0 and Disk 1 Playthough and thoughts


http://www.mediafire.com/file/zyvk11i1j ... f.zip/file
This is a folder contains a copy of the .js folder which has updated plugins. Mostly just yanfly, but a few others. You should be able to just drop these into your project. You'll need to right-click and "refresh" the plug-in list in the editor.
An updated Kyoshi's swimming sprite.
And the Tristy Battle Map - which I edited some of the events to use script calls so that it runs smoother. (The Boomerang and the Portals events)
I figured I'd just do the work for you and save me the trouble of trying to explain it.

There's a few more things I'd like to do for you if I have the time. Koko's skedaddle imo should be a backflip. The projectile events could be improved upon. And have room for modifying behaviors. For example, homing bats for lilac.
Projectiles that rebound when you're shield is up.
Lots of cosmetic polish.


As for the story:
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    BizarreMonkey
  Sun Sep 15, 2019 9:59 pm
Riding High above the world, ascended and pure.
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Competent Minion

Location: Straya Land Carnt.
coyotecraft wrote:
Played through Disk 1. Quite a bit has changed in a year. Took me a few days to collect my thoughts.
Here's my notes as I played through it. The progression is pretty linear so you should be able to understand where and what I'm talking about.
Please, don't feel the need to reply to any of this. These are just thoughts and impressions I had while playing. You don't need to comment on it. I think it took about 5-6 hours to get through it all. Although it wasn't a normal play-through, since i was messing around looking for bugs and writing stuff down.
I am going to anyway. :B

coyotecraft wrote:
There was one weird bug I couldn't trace. The game just closed randomly on me with not warning or message. I think it's related to a message or portrait plugin. I tried updating some plugins, but it still happens once in a while. I kinda recreated it once from a certain save file. Quickly advancing from the scene in the parking garage back to the ship, it would crash while talking to Esperia. There's nothing out of the ordinary with those events that I can see. I'm guessing it's memory related, because it won't crash if I save and restart anywhere inbetween.
Huh... I've never come across anything like that, but i will continue to monitor my other playtesters with less decent cpu's.

coyotecraft wrote:
Day 1
Playing Volley-book. A book ammo flickers in the top left corner of the screen.
That happens on virtually every map. It is how I stop the player projectiles from doing more damage to a target than should be.
coyotecraft wrote:
The projectile events could be simplified. You have multiple move routes based on which direction the player is facing. But if the event is set to match the player's facing dir. you can simply move them "1 step forward" instead of Left Right UP Down.
It's a fail safe. I learned while developing PFC that if you turn mid projectile-path it will change it's direction mid bath and reset the facing condition.
coyotecraft wrote:
You should really make some of these common events so that you only have to edit it in 1 place and know it'll behave the same across all maps.
Possible, but only for events that don't effect event ID's or that will be altered on varying encounters.

coyotecraft wrote:
Tangle Canyon -[color=#FFBF00] the bats aren't obstacles. Probably because they are set as "through" and "above characters"
True, but that's not their design, their design is damage. The tangle canyon map has obstacles enough.

coyotecraft wrote:
In the effect menu, "Age" numbers are squashed and hard to read. Pressing left or right seems to change the stat screen to a blank page. (From my understanding of RM windows, it's probably active when it shouldn't be.)
I have looked for a ways to fix the age squash, but it's either on Yanfly or the base engine. It's impossible to really remove that parameter as it's the characters level and is pretty hard to remove with my pathetic knowledge of javascript.

coyotecraft wrote:
Maybe shorten the width of these scrolling interlude texts to prevent eye fatigue.
They are only four to eight lines.
coyotecraft wrote:
there's back-to-back scroll texts at the end of day 1, before and after the barbecue, a little strange to me because there wasn't a significant development between them.
I'll remove one, thanks for the tip.

coyotecraft wrote:
Day 2
The starting point in the forest is a little jarring. Maybe move it down a few tiles so the player can better see where they are.
Good call, I'll do that.

coyotecraft wrote:
Reading the Journal in the Tree House, the font returns to normal on the last text box.
The problem is it bleeds into the next dialogue box. Did you install the fonts like the readme.txt asked you to?

coyotecraft wrote:
I updated various plug-ins at this point. Yanfly had lots of updates for MV 1.5
RS_HUD_4m.js has had alot of bug fixes to it. One fix was an endless loading issue due to custom font.
I'll include the js folder so you can just drag and drop. Although you might have to open the plug-in window and "refresh"
The nice thing about yanfly's plugin is that the version# is in the description, so you can see that change when you refresh.
Thanks my dude.

coyotecraft wrote:
When the girls exit Koko's room, maybe add a door sfx, not that it's important.
I'll add it to the to-do, I'd planned to but just keep forgetting.

coyotecraft wrote:
Day 3
Lumi's nightshift. Meeting the purple dude at school Lumi says "condemning" him as a suspect. Should be "deeming"
In downtown, she "scathe" the high-rise, should be "scale".
ahaha WOOPS. I'll correct those.

coyotecraft wrote:
When the "bat-fanged carson" runs away from Lumi, she's moving pretty slow. Slow enough that Lumi can reach the ground before her if the player button smashes through the text.
Yeah I'll make her descending speed faster.

coyotecraft wrote:
Day 4
When the thugs attack Lilac, and she halts their momentum, maybe flash the screen to grayscale or something for added effect.
Oh yeah, woops! I also meant to change Lilac to her "hand out" sprite, as if stopping them in their tracks with some sort of unholy force.

coyotecraft wrote:
Entering Lumi's room at the house, the dialogue is getting too excessive here and you should cut to Lumi already sitting on the bed. I know it's only a few lines but this small talk is starting to add up.
Cheers, I'll do that. Nothing important is said during this exchange either.

coyotecraft wrote:
Day 5
From the undercroft you can enter lumi's room. But Koko's is still blocked by the "too creepy" event.
Oops, lel. I'll fix.
coyotecraft wrote:
The event transfer to the ??? room isn't triggered by [player touch], it's only 1 tile large too. There's also an odd vertical laser tile left over once the path is open.
I've already fixed the former of these issues on my end, and will look into the latter posthaste.

coyotecraft wrote:
Day 6
Ok, Plot holes? If the portal worked, why hadn't Kyoshi actived it himself yet? (later Lazerus says there's a time for it, but it's not really address if this happened as planned)
It hadn't fully charged yet. That sound you hear when entering the ominous cavern with the three floor switches is the sound of it's activation.
coyotecraft wrote:
Lilac became a vampire 10 years ago. That scene with Lumi in the hospital showed the same bodies? They've just been there all this time? It's pretty hard to believe.
Vahnus is a very strange place. Though I'll admit I am asking the player to suspend their belief a bit there, lmao.

coyotecraft wrote:
The fight against Yasondre seemed to be going pretty well. The green vortexs that you have to destroy could use a graphic change, imo. Something bigger and more noticeable.
Noted.

coyotecraft wrote:
The fight against Kyoshi was extremely easy. I just stood in place and spammed bunnies. He died in like 20secs.
And here I thought everyone was going to try to avoid all his attacks like I do. :[

coyotecraft wrote:
The scene at the beach, after IA leaves, it's pretty sunny out. But the sun is suppose to be shrinking? Maybe the background should be different?
Not sure why koko and lilac had magic circles around them at the end.
Good point, I'll change it to the regular Night time one which is otherwise unused. The magic circle sprites are placeholders for yet-to-be completed idle animations.

coyotecraft wrote:
Day 7
Fighting the Doc. Not sure why Koko has a magic circle around her in that scene.
Obstacle Course, Not sure why Lilac has a magic circle around her here.
See above response.
coyotecraft wrote:
-same scene. Died because I was trying to jump a gap but couldn't figure out what I was suppose to do. Failing here goes to a "loading" screen, then an error message: Failed to load img/faces/Portrait.png
Noted. At least that's easy to fix.

coyotecraft wrote:
The Fight against Yasondre & Kyoshi is pretty challenging. When the green vortexes come out the battle stars lagging severely to the point I can't do anything.
It may help to uncheck "stepping" on all the laser and leaf events since the graphics don't actually change in stepping.
Quote:
Fair, I'll do that.
coyotecraft wrote:
At one point I defeated Kyoshi, he had a duplicate frozen mid-attack at the top of the battle field. -To be sure it disappears, add a blank event page triggered by the switch KyoshiDown.
Cheers, I swear I did that already. But on investigation it seems I didn't.

coyotecraft wrote:
The scrolling forest background in the scene with IM is pretty jerky for some reason. It's not even a big parallax.
I passed on the IM fight after 6 tries. I can get down to 3 health bars but that's it.
Yeah she's not easy, I still have trouble with her.

coyotecraft wrote:
The stats on some equipment seem more hurtful than helpful. Like -100energy or -10power, Imo, it's not worth it.
I have a Lumi with 500 HP and 50 MP.
It's worth it. You just have to mix and match in a way that can be made into a strong build.
coyotecraft wrote:
The unique character attributes are kinda of confusing at first. Should probably restrict the equipment to specific characters if Koko and Luni don't gain anything from Fear+ attributes.
Good idea, though the information for what stats are useful to them is readily available on both their profiles and in the tutorials.
coyotecraft wrote:
When I die fighting IM, the other character HUD appear in the corners of the screen. It was at this point I realized they regenerate on their own.
The hud error has been fixed on my end. And yes characters return after 30 seconds have passed since their exhaustion.

coyotecraft wrote:
Space Ship
Talking with SacreBlu "cottoned onto" I believe means "caught onto"
I'd have to know the context in which it was used in. I did some sleuthing but couldn't find the use of cottoned onto, i'm sure it's here somewhere but it'll have to wait until I playtest it again.

coyotecraft wrote:
A video sequence continuity error, looking out the window Koko and Lilac switched places from where they were standing inside.
Sacreblu is also using her placeholder portrait, I intend to fix all of that. Cheers for the reminder.

coyotecraft wrote:
SacreBlu says the twins will "spill" trouble. I suppose trouble can be a liquid, but I believe she meant "spell". She repeats this when answering questions.
Yes that should be spell. My bad.
coyotecraft wrote:
While they're discussing what to do on Earth. SacreBlu mentions discussing "something with Esperia on her left", which is odd becuse Esperia has already be introduced. Not to mention Esperia isn't on her left, she's standing behind her, and on the right of the screen.
She is on Sacreblu's left and behind her, but agreed, that could stand to be revised- that dialogue is from an older build of the Eye of the Goddess where they were positioned differently. I'll also reword Sacreblu's dialogue or just remove it entirely.

coyotecraft wrote:
When asking about the 314th Clash, she explains more of a plot summery and character arc. Rather than an event. I think the real take away should be that there was previous cycle to the universe which they stopped.
Noted, should also cut down on the dialogue. That's there for people who didn't play Intelligence. So a plot summary is ultimately probably more helpful.

coyotecraft wrote:
Naxxy's
Once you teleport to earth you can't return to the spaceship.
Intentional.
coyotecraft wrote:
Lilac and Koko are not part of your party, which means you won't be able to reallocate their equipment for the Pep vs Lumi fight.
I'm working on fixing the party member absence issues as we speak.
coyotecraft wrote:
Actually, they aren't in your party at all after you leave Vahnus.
Untrue. But they could be present more often, Sacreblu included.

coyotecraft wrote:
Talking to Kira from any direction other than the front causes problems. The scene won't continue at all if you talk to her from behind.
Noted. I'll maker her only give the option to proceed if player is facing up.

coyotecraft wrote:
Sometimes after empowering Lumi her sprite sometimes stays in an additive blending mode. I'm not sure why.
Seems i haven't entirely proofed that yet.
coyotecraft wrote:
Damage seems a little delayed for some reason. Like Lumi doesn't know she's dead until after the damage pop disappears.
I'm not sure why that is so slow but it is not something that's easy to fix, and--
coyotecraft wrote:
Imo, there should be a collapse animation; the player stops moving and changes to a down pose.
That will just slow it down further.
coyotecraft wrote:
Maybe different game over screens for these 1v1 fights that don't include all the girls.
I'll see what i can do, likely not for Demo 2, though.

coyotecraft wrote:
I had some difficulty with this Pep fight.
There's such a small window to hit Pep in, his iframes seem to last a lot longer that Kyoshi's for example. At 10dmg a hit, I can hit him maybe 5 times in a row. Where as Lumi takes 40dmg-50dmg in one hit and can die in less then 4. With the limited equipment I have, Lumi's max HP is 130. 200 max if I sacrifice her attack power but then she'd only be doing 1dmg to Pep and the fight would last hours.
The fight is admittedly a huge jump up from Captain Nelson and Bat-fanged Carson, but it flows super well once you work out the strat.
coyotecraft wrote:
If I empower Lumi at the wrong time it'll wear off before I can even hit Pep.
This is the case for quite a few fights, in some manner or other. Though you can usually get at least some hits in before the buff expires.
coyotecraft wrote:
So it's only useful for a quick heal.
I just use it the moment he goes back to being invulnerable. You can land a huge number of hits in and have time to avoid the Zodiac attack he does.
coyotecraft wrote:
Of course it's possible to do the fight without empowering if you manage to avoid damage - it takes a couple times to memorize his pattern.
Yeah, he's basically the saxxis of this game, just skedaddle into him as the last hourglass has landed and you should be fine.

coyotecraft wrote:
The Pexepe fight went much easier. Got it in one try but it might have been a fluke. It could also be due to the fact that Lumi's bunnys went through Pep, but since Pexepe is against the wall they just sort of hit the wall and stay there, shaving his HP down to nothing in half a second when Empowered.
yeah I might have to buff his HP to 2 bars.

coyotecraft wrote:
After returning to the Ship, there's duplicate Sacreblus' on the bridge. One is a hologram, which is why she's semi-transparent-ish and much brighter, as if she's projected light.

coyotecraft wrote:
At Splode's
Koko says she saw Lazirus in a dream which she repressed. I don't think we saw that.
You do though, it's the cinematic right after you see the CCC tolerance advisory. Then she wakes up and remarks on how strange a dream it was.
coyotecraft wrote:
Kyoshi showed them all his own encounter at the hotspring though.
That only happens for players who do that event. Koko refers to--


coyotecraft wrote:
Laz warns that mentioning him to anyone will put the universe in "Jeapoardy" - "jeopardy"
Oops, will fix.
coyotecraft wrote:
Did Kyoshi break that rule once already?
Yeah he's a bit of an idiot.

coyotecraft wrote:
The Svoli fight was nice and simple. Took a while, but nothing annoyingly difficult like some of the earlier fights.
Noted.
coyotecraft wrote:
Fighting Cupid - "Svoli Vendetta"- also feels pretty good. I could almost do the whole battle without Empowering Lumi.
You'll likely love Lyza then.

coyotecraft wrote:
The Mesa
Esperia punting Pep could use some comical music.
Haven't had any composed, lmao.

coyotecraft wrote:
The second part of the Kara fight was even easier than the first. No extra swords everywhere.
It's literally the smae as her first fight except everything hits for FATAL damage and her drive is also adding EVEN MORE SWORDS so i don't know what you're talking about.
coyotecraft wrote:
Also sometimes one of Kara's clones would appear outside of the arena.
I think I found why this was happening and have applied a fix on my end.

coyotecraft wrote:
At Brisbane
Maybe autorun the meeting with Rolly since you can read flavor text around town before properly being introduced.
I'll be fixing that, either with a required switch for the flavor text or your solution.
coyotecraft wrote:
Kinda weird the building parallax is scrolling sidways.
A little yeah, lmao. Might just make it still on the x-axis.
coyotecraft wrote:
Sacreblu appears in one flavor text in Pep's room, even though she's not with the group.
She's meant to be. I just sauced it.
coyotecraft wrote:
Pep and Rolly claim to all live on different floors, but they're all on the same floor now. maybe they meant apartment numbers?
Ah right, so the plan was they used to but that was immensely dumb, so I just had them all on floor 31, thanks for letting me know- I'll fix that up.

coyotecraft wrote:
Finding Tristy
The music goes through a lot of mood swings. I feel like no music might be preferable to dramatic intensity.
Noted, theming is tough to pull off.

coyotecraft wrote:
Koko asks Tristy about a Pyr4mid that Pep mentioned. Pep, in the apartments, actually called it an Artif4ct. So Pyr4mid sounds like a new concept to the audience.
Ah thanks much, see this is exactly the kinda shit i don't want confusing people come release!

coyotecraft wrote:
The Tristy fight was a little laggy. You have 4 parallel processes reading and writing Tristy's map coordinates to the same variable at the same time (Enemy Tracker and the 3 Boomerangs). You don't really need those excess processes. I encourage you to use script calls. Which I'll detail in another post.
Kay.
coyotecraft wrote:
The Portals also could use a script call to teleport the player to a different locations. When you use the transfer player command, even with fade:none there's a noticable frame skip as it refreshes the graphics. However, with $gamePlayer.locate(x,y); you can move the player without the graphics refresh, and it looks much smoother.
God I'm glad to know that exists and that it's IMMENSELY HELPFUL. Can the X,Y be placed as variables, too?

coyotecraft wrote:
The Bermuda Triangle
was uneventful. Although, I feel some animations could be replaced. The binding circle looks more like a targeting cross-hair than bondage.
Yeah I'll fix that animation before release.

coyotecraft wrote:
Back on the ship.
There's some event oddities when revisiting locations. On the ship you can talk with Tristy and go onto the roof. This should probably be triggered after Pep has recovered. Since him appearing in the scene when we saw him on the floor still is kinda strange.
OOPS. I kinda didn't think that one through.

coyotecraft wrote:
Sven and Kara have moved to the Bridge. Technically you could talk to Kara here at any point once she's onboard. Because Sven has dialogue, that probably means you weren't suppose to talk to her until now.
Ah yeah, right I had her condition switch wrong. Fixed on my end. Cheers.

coyotecraft wrote:
There's Koko, Lyza, and Lilac sprites hanging out by the transporter pad.
Thanks for the heads up, that's been fixed on my end.

coyotecraft wrote:
You can return to Tristy's house. Although it'll pick up where you enter the basement. The screen is tinted and there's an electric charge in the air, and you can't leave.
Oof, my bad. It was as simple as having the transfer on below characters rather than same.

coyotecraft wrote:
In Splode's backroom, Pep Svoli and Splode are still around.
At Naxxy's Koko and Tira are still around.
At the Apartments, Rolly is still by the elevator. And because you left the elevator on the roof. Exiting the elevator from the main floor will take you back to the roof without pressing any buttons.
Probably all of that could be avoided by simply making backtracking impossible. Since there's nothing as of yet to gain from revisiting these locations anyways.
Fair. Originally i was gonna have optional events there but it'd be less stupid to have those all on the starship anyway. There'd be no reason to backtrack. But it's easier to clean up a few sprites than disable backtracking.

coyotecraft wrote:
On the ship. When they're talking about Kara, Pep calls her his "fionse" - fiancee.
I swear I can never get that right.

The correct spelling seems to actually be fiancé.

Probably just reword it to partner. Fiance as a word is fucking terrible.

coyotecraft wrote:
http://www.mediafire.com/file/zyvk11i1jaxjzrw/Fantasia_stuff.zip/file
This is a folder contains a copy of the .js folder which has updated plugins. Mostly just yanfly, but a few others. You should be able to just drop these into your project. You'll need to right-click and "refresh" the plug-in list in the editor.
An updated Kyoshi's swimming sprite.
And the Tristy Battle Map - which I edited some of the events to use script calls so that it runs smoother. (The Boomerang and the Portals events)
I figured I'd just do the work for you and save me the trouble of trying to explain it.
Many thanks.

coyotecraft wrote:
There's a few more things I'd like to do for you if I have the time. Koko's skedaddle imo should be a backflip.
I think so too, but I don't have the spriting skill for such a thing and Xiie's got her hands full. it was meant to be sorta like a backwards jolt but a backflip would be more fun.
coyotecraft wrote:
The projectile events could be improved upon. And have room for modifying behaviors. For example, homing bats for lilac.
If you can make that work with events, you let me know. Seeking players, yep. Seeking events? No such option.
coyotecraft wrote:
Projectiles that rebound when you're shield is up.
That's a lot hard to do than it sounds. Though i do like the idea. That'd essentially what orange projectiles are, or could be.
coyotecraft wrote:
Lots of cosmetic polish.
I'm open to suggestions and changes.


coyotecraft wrote:
As for the story:
The Twin's introduction could be more subtle at first. A slower burn, if you know what I mean. Perhaps hid their wings at first.
You don't even know the name of even one until Disk 1, and then the titles aren't even deployed until Day 3 for IA, and IM is either day 7 or never mentioned until you have access to choice-based dialogue on the starship. Hiding the wings wouldn't be too difficult, but I don't think it's all that necessary, IA makes it pretty clear from her first interaction that she's not good news.
coyotecraft wrote:
The hardest part to swallow was Lilac's business with the doctors. If they were ghosts rather than actual bodies that have just been lying around untouched, idk. I mean, that could be used as a lead into their exorcism powers.
I'll admit, I did those optional events a while after the revelation that Lilac was their murderer. I'll see what i can do to make it more believable.
coyotecraft wrote:
Koko is a little distant throughout the prologue. I feel like she could be making more connections. Or asking more of the obvious questions. Like, "hmm, the 4th tank in the undercroft must have belonged to the 'white snake'."
Agreed, except that isn't the case. The purpose of those pods is an enigma. Kyoshi himself was not wont to comment.

coyotecraft wrote:
Getting into disk 1. I really like the development between Svoli and Esperia. But it's unpacking a lot of character history. I enjoy seeing what the characters have been up too. But it feels a little excessive, unless disk 2 involves time travel that makes familiarizing the girls with this intimate knowledge necessary.
Nah, it is a bit excessive, I'll trim it down a tad.
coyotecraft wrote:
I can see a budding mentorship between Koko & Tristy, Lilac & Esperia, and Lumi & Svoli. Like Tristy ascended blind folded - so Koko needs to not trust her eyes so much. I dunno. Of course all sets of characters have lost their planets now, so that's something else to bond over I guess.
That's definitely a connection you are allowed to make. You may have also picked up on subtle traces of mentorship between Yi and Lilac, as revealed in the dream sequence, as well as Wi and Lumi, thought that will be more explored in Disk 2.

coyotecraft wrote:
The mood seems to swing from depressing to intense-revelation. Even with Pep's wit, the music still paints a bleak picture. The doom and gloom is appropriate but...Have you ever played Final Fantasy 9? There was a lot of serious stuff happening to and around the characters. But there were ATE sequences that lighten the mood and show you what Npcs or the absent party member were doing elsewhere. The party doesn't have to be in the room with them reacting to everything. It's stuff for the Player's eye only.
Since you've got an ever expanding cast of characters, I think that's something else you might have to do.
Good idea! I've already got that to some degree already, with Yi and Wi having their discussions in the Afterworld.
coyotecraft wrote:
Star Ocean 4 also had a lot of "Life on the ship events". Messing around with holograms. Entering into the wrong bathroom. Imo, I'd rather see interactions like that between characters instead of witty commentary.
[/quote]I can certainly do some of that, I can see a scene with Rolly and pep making trouble in the Starships kitchen, as just one example.

Thank you much for the feedback, seems i have my work cut out for me. Which is good, because i was running out of shit to do.


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    coyotecraft
  Mon Sep 16, 2019 1:22 am
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I guess I didn't realizes the opening was all part of Koko's dream.

Quote:
God I'm glad to know that exists and that it's IMMENSELY HELPFUL. Can the X,Y be placed as variables, too?

You can reference or set $gameVariables with script blocks, yes. But honestly it's kinda redundant to store X and Y when it's an inherent part of the game data, know what I mean?
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About the Twin's reveal. The players are still learning about the world. From the start, the sun is shrinking. That's abnormal. There's a mystery killer on the loose. The Bat-fanged Carson is obviously Lilac. But IA and IM have already made themselves suspicious. Like the rooftop encounter, one is standing on the street by a bloodstain. So it's pretty obvious that the twins are manipulators, right from the start. And so, once Yasondre comes back, it feels like you're back-peddling.

Like, oh, Kyoshi is a lich. He made Lilac a vampire by casting "turn undead". It's surprising. There's nothing to suggest that Lilac's bloodthirst was unnatural - given her bat affinity. And the fact that Kyoshi is a lich makes me think there should be clues that the town is full of zombies or something. Like, the hospital is closed because everyone is already dead and can't get sick. Or people go to the hot springs to get rejuvenated instead. Like Batman's Lazarus Pit. Only It was Kyoshi's doing. Or Yasondre was keeping people alive from the otherside. Well, it's not the natural order of things, which reasons the apocalypse is near.
It could make a sort of sense without the Twin's involvement. But with the twins there it's easy to assume they're behind everything and it's just in their nature to destroy and mess with people, so I don't question why anything is happening the way it is.


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