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Post by doyleman on Jan 29, 2006 20:42:40 GMT -5
I dunno if you want to try it out, if not, your loss, or your save, or something , but here's my newest creation: Legacy Sky Frontier. It's compatible with Vibration Function, too. Its about a good 30-40 mins long, but hey, this stuff isn't easy making so lay off! , just kidding www.geocities.com/nate_dog7_7/LSF.zip
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Post by doyleman on Feb 8, 2006 16:10:02 GMT -5
There are some bugs in this demo, sorry all. If anyone's downloaded it to try it, I apologize for not catching the bugs. When you are able to walk among the school, dont go into the history room (school is divided into 4 sectors, NW, NE, SW, SE sections; the history room is the room in the NW section, second door to the west on the north wall)
Anyway, I am also stating that although there were bugs in that demo, I'm not releasing another one. This is a what you see is what you get kinda thing. I will say that I made things a whole lot cooler (finished all player skills and stuff) than what this demo shows.
Anyway, I'm still trying to figure music and what sounds good in rpgm2, and I have read the topic(s) on it, but they honestly don't help. I did however make Sephiroth's theme (not one winged angel, but the organ sounding one) on rpgm2 for laughs, and it sounded suprisingly good. (Mix a track of organ with different pitches with a track of organ with -12, play around, and tadaa!)
toodles...
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 18, 2006 18:51:45 GMT -5
right off, i must say i absolutely love this game already. i played through your demo(got stuck twice in the school even after reading your bug report and pointing it out!lol.)
i like the story direction so far and my favorite is the battle system. turn-based goodness all the way. ;D if i could throw in some suggestions:
-could you possibly add an auto attack option for battle? -how about a defend option? sometimes, i don't want the current attacker to do anything. for example: i earned the thrust ability for the main character and i wanted to see it. i had to fight 3 or 4 battles before i got that chance because everyone was killing the enemies before my turn came up. that's when i noticed there was no defend option.
anyway, great job so far. i'm a definitely a fan of sky frontier and i can't wait for you to finish it up.
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Post by doyleman on Mar 22, 2006 10:54:48 GMT -5
sorry for the long delay on replying this.
No, there isn't a defend option, and there wont be (i had one origionally, but I took it out for certain purposes). and no, no auto attack. Sorry if this displeases you, but yeah...
later
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 4, 2006 15:26:19 GMT -5
I finally got around to this demo, and I love it!! The cutscenes are so well-done, and the custom music you intergrated into the cutscenes is perfect. It actually reminds me of the The Solemn Truth demo . Anyways, VERY well done; I have high expectations for your other work (hehe).
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Deleted
Deleted Member
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Post by Deleted on May 4, 2006 18:44:11 GMT -5
edit: I'll post more now.
Compared to your -old- Legend of Zelda demo, this thing rocks. I can really see a lot of improvement in certain things like...
Cutscenes - Kudos! These were awesome. The camera, VFX, dialogue, and sound were right on the money, and what you started out the game with is great at grabing the player's attention and keeping them in suspense.
Technical Mumbo Jumbo - Again, kudos! The demo was flawless as far as I could tell, and everything worked just as it should. You are a scripting master, I see.
Visuals - The demo didn't show off any Map work, but I can really see you've improved with Object Placement, which Object Placement is usually something people don't put much time into (though it really does help to). The Visual Effects you use look great and are perfect for where they are.
Sound - Like I said with the Cutscenes, the sounds (both SFX, World Sounds, BGMs, and custom music) were all right on the money.
Difficulty - It did a fantastic job at making sure the player knew what to do for puzzles (rare in games, this one actually gradually teaches you stuff, like pushing blocks onto spaces or finding and hitting hidden switches that will later be combined for more difficult puzzles - I assume), as well as gradually teaching them how to win battles (1st battle = auto win, 2nd = use items to heal to win).
Overall, this demo's great, and I'd recommend it to people. I'll be getting to your -new- Zelda demo soon.
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Post by doyleman on Jul 26, 2006 20:12:50 GMT -5
Woah, sorry for the huge wait on this, Will! I completely forgot about this topic. Thank you very much on the feedback, it's nice to know I did good on this I'd say more, but I'm not the one for words right now (a tad nausiated, actually... state fair...), but thank you very much
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Post by Joey MURDERFACE! on Nov 13, 2006 23:05:06 GMT -5
PLayed it and loved it. I cant wait for the real thing! and by the beard of Moses it is going to peel my face off lol.
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Post by Neo Samurai on Nov 14, 2006 13:14:39 GMT -5
I realized I never told you what I thought of your demo.
You did a wonderful job! I echo the things that Poopiness said above.
The only problem was that the cowboy didn't fire his gun at the enemies. Don't know why that bothered me. I guess I was expecting the cowboy to pull out a gun and fire or something.
Oh well.
I'm guessing that you'll give each character their own battle animations later on in the completed version, so that's nothing too bad.
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Post by doyleman on Nov 15, 2006 19:38:11 GMT -5
lol, you got the party members through the debugger (little character on the north side of the map), and it was put there only to make sure that the party members would work in conjunction with my battle system (which it does.) Since that demo, I've completed every character's skills, and their animations (i started finishing that up RIGHT after that demo's release). But thank you for the feedback
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