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    #31
    Re: (New) Dark Legion VXA

    Well, you know, it's really up to you. Anyone else besides me who plays the demo will encounter the same problem.

    I decided to move ahead without doing any crafting. I just reached Bakwasten Farm and Kaden Port.

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      #32
      Re: (New) Dark Legion VXA

      Originally posted by TheHonorableRyu View Post
      Well, you know, it's really up to you. Anyone else besides me who plays the demo will encounter the same problem.

      I decided to move ahead without doing any crafting. I just reached Bakwasten Farm and Kaden Port.
      Interesting. Oh, and when you want to do your feedback, what do you think was the hardest level? Or the hardest boss so far?

      Comment


        #33
        Re: (New) Dark Legion VXA

        Alright guys, here is another screenshot dump, only 6 screen shots this time.



        A look at the new world map for Chapter 2! Polaris, the land of ice!




        A look at the full main menu, with all 4 characters and their stats at level 20!




        Here we are at the first town of Chapter 2, Snowshed Village! This is just part 1 of 3.




        Part 2 of 3 of Snowshed Village, this is the Mayor's House.




        Well said, Getiss. Well said...




        Last pic of the day, this is the unfinished map of the Ice Wizard's Tower. Also known as the first dungeon of Chapter 2!


        And that is all I have this week. I'll be working on Chapter 2 for a while, i'll probably get back to you guys when I reach a way point in the story. Until then, enjoy what is here.

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          #34
          Re: (New) Dark Legion VXA

          Here's a little progress report... with a video!

          This video will show a boss battle I have recently implemented into the game.

          So without further ado, here it is...

          Comment


            #35
            Re: (New) Dark Legion VXA

            Re: The Boss fight preview:

            It's good to see that you've added a lot more spells in your game than what we saw in Seige, and I think the animated monster was also nifty. You chose a good tune for the fight.

            The dialogue is not too bad.

            However, the battle itself seemed awfully pointless. You were able to keep spamming the same attacks, and all the boss was able to do in return was throw maybe 5-10% of a character's HP out at a time. It never got stronger, it never forced you to change your tactics, and it just didn't look very dynamic.

            Maybe you purposely had overleveled characters there for the video, and that's all fine, but if that's the case, I'm assuming the average player is going to have to sit there and spam the same attacks for a lot longer, holding back every five or six turns to heal the party.

            I've downloaded your game and I'll comment a lot more once I have the chance to play it, but my first instinct is that you probably need to think of ways to make your boss battles more exciting.


            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

            "I live and love in God's peculiar light." - Michelangelo

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              #36
              Re: (New) Dark Legion VXA

              I see where you're going at. Yes, the battle itself did feel a bit too easy and a little boring for me. Unlike the previous boss battle, the one here had no significance. I mean, one boss had a TIME LIMIT, and another had a spell that deals like 30% Damage to the entire group. But i'll take your advice, and probably make all future bosses a bit harder, and unique. I'll be adding a lot more devastating spells, and adding multiple features to my battles.

              And thanks for the positive comments on the details of the fight, I put in a few minutes of work just to make every boss, normal enemy, etc.

              Also, to add on to my unique fights, I even implemented a force loss fight recently. Don't worry, it's not a long fight where you waste items and realize you were supposed to die, at the start of the fight the boss pulls off a move that kills the entire party at the same time.

              But anyways, thanks for the feedback. I'll be posting more of these videos in the future.

              Comment


                #37
                Re: (New) Dark Legion VXA

                Alright, so I completed the demo a few evenings ago. Here are my impressions in no particular order:

                1. Writing. The first thing I’d say is that the writing (especially the parts where Saria is narrating) is actually not half-bad, except for:

                  • Common spelling and grammar issues, like “supposed” being spelled “suppost,” or “I’ve” written as “i’ve.”

                  • When any of the characters get angry or indignant. They tend to suddenly start sounding like the same angsty, swearing teenager and it tends to break character, or undo whatever kind of character they're supposed to be.


                  Put another way, I think the writing overall is better than the spelling and grammar mistakes you were making--it was kind of an odd combination. If you worked on that and the weakness when characterizing anger it would be a big improvement.

                  Also, I understand that you’re trying to make this largely Saria’s story, but I would mention that the other characters that join your party seem pretty dull thus far, and there’s not much reason to like or care about them. They just kind of join because you’re in a new town and arbitrarily need another party member, and all for the same motive (Saria, the latest child of Omen, needs help on her quest). If you want the story to be about Saria, the other characters should at least enhance Saria’s character in some way, by being a foil with noticeable virtues or weaknesses that Saria that doesn't have, or having differing viewpoints on the meaning of Saria's quest, or something. The only time I can think of where something like this took place is when Joshua noticed that Saria was in a contemplative mood (at the end of the demo, while they were on the ship to Polaris, I believe), somewhat establishing that he has some kind of wise or seasoned concern for her. The “nobody likes Dilan” bits were slightly humorous, but it’s all rather one-dimensional. Joshua is a “brave” warrior (I guess; all the other characters seem just as brave), Dilan is considered a young upstart (though this is not at all characterized when you first meet him; it just comes up out of nowhere later in some dialog), and I can’t tell what Ariette is supposed to be like in the demo. Maybe calm and rational? These characters seem somewhat thrown in at this point.

                2. Music. All the FFXIII music adds to the game and at the same time takes away. Of course the music is pleasant to listen to and creates a certain ambiance, but many players will instantly recognize tracks like “Blinded by Light” and it will likely call attention to the fact that about two-thirds of your 500+ MB file size is you distributing material from the FFXIII OST. The music choices were pretty fitting, though. The only thing I’d suggest in that regard is that there may be too many different tracks used in the introductory scenes.

                3. Mapping and eventing. The mapping was consistently pretty decent, and the eventing seemed to be pretty solid and bug-free. So good job for the most part. The only glitches I caught, besides the problem with Mr. Bubbles’ crafting script, is a few walls you can walk through in the Abandoned Castle, which allows you to walk all around the black space you’re not supposed to be in. But that's a pretty common oversight that is easily fixed.

                4. Battle system. I'm going to be the most harsh here, simply because the battles make up so much of the gameplay:

                  The battles tend to be long, easy, and boring, and with little variety between them. The enemies do so little damage to you, and HP, MP, and "AP" recovery items are so abundant, that you’re never really in danger of dying after the first town when you can buy items. (For this reason, the “hardest” areas were the earliest ones, because at least there the number of items you have access to is more limited.) What's far worse is that even though the enemies pose essentially no threat to you, they usually take a long time to kill, even if you know their elemental weakness. Further, all the enemies in a given area seem to have very little variety in their HP, stats, or abilities. All or almost all the enemies seem have Guard, which does nothing but waste more of the player’s time.

                  Thus, most battles become the same tedious process of spamming the same attacks over and over again, and waiting for the battle to finally end. Wavelength's observation is right; but sadly the problem is not just with the boss battles but with almost all the battles. The boss battles are just longer versions of the same process. “More HP” in this case isn’t more challenging, but just even longer and more boring. My “strategy” against some of the enemies and most bosses consisted of me spamming attacks with the Poison status effect (deals a percentage of max HP as damage each turn) in the hope that it would randomly work just so I could save myself some time (which, when I was lucky, did happen in several instances.)

                  There's a lot of other things that really don't work. Your Curse debuffs seem to be fairly pointless, because it appears that the physical and magical skills in the game do set damage regardless of stats (and skills are almost all that the player will be using, since they typically do several times more damage than normal attacks, for low, easily-refillable MP or AP costs). I don’t know how many times I successfully applied Resist Curse to the same enemy two to four times in a row, in the hopes that the lowered magic defense stat would help me kill them quicker, but didn’t notice any magic attacks doing any more damage. I can’t think of any time in which a buff or debuff gave me or the enemies a noticeable advantage or disadvantage; it was safe to ignore them completely. Ariette’s Force abilities (adding an element to an ally’s normal attack) did work as expected, but I found myself still able to deal significantly more damage using the same skills I normally would without the Force effect applied (and which receive no benefit from the Force effect), making the Force fairly useless. There’s also some issues with the MP/AP costs for skills, where certain moves that cost less MP or AP (like Saria’s Summon Wolf or Dilan’s double-hitting Sword Rush) do more or equal damage compared skills that cost more MP or AP. Why should Dilan's skill that hits twice for 100 damage each hit cost 3 AP, while his skill that hits once for only 150 damage cost 5 AP, and his skill that hits once for 200 damage costs 10 AP? There seems to be no logical reason for it. It would only potentially make some difference if damage from skills was reduced by enemy defenses [e.g., if an enemy with 50 DEF took 50 less damage from each hit, then 2 hits x (100-50) damage would be 100 total damage, but 1 hit x (200-50) damage would be 150 total damage], but in your game that's not the case.

                  Personally, I would start by cutting all the party members’ and enemies’ HP by about half (includes the bosses) and then try to retool everything from there. If each of your party members and enemies is only going to be using basically the same skills over and over again, you may as well make the battles quick and snappy.

                  I don’t know if you’ve ever played Final Fantasy V, but it does a good job of this. If your in-battle choices are only about as deep as “use ice attacks against enemies that are weak to ice,” those enemies should die in one or two hits from it. The player shouldn’t have to suffer through three to seven turns of spamming the same attack over and over again just to kill one basic enemy. It’s repetitive, brainless, and boring. The boss battles in FFV were also fairly short, and they had a bunch of little techniques for making them dynamic and exciting. Like making the boss start off the battle with an attack that reduces an ally's HP to a single digit (instantly putting the player on the defensive), or having the boss switch between different modes in the middle of battle (like switching between a "uses powerful magic, resists magical attacks" mode and a "uses physical attacks, resists physical attacks" mode) such that the player had to quickly respond and change their strategy accordingly.

                5. Hardest battle. I’d say that the hardest battle is the last boss battle in the demo, simply because of the 6 minute time limit. Battles took so long the way it is, and when I saw how little a dent one round of the strongest attacks put, the pressure was on to go through the menus more quickly than normal. But I won still with over 2 minutes remaining by spamming the same attacks (for three or four dozen turns or whatever it was), was never in danger of dying, and in fact did not need to heal any HP even once. The scene surrounding the battle was fairly good, but largely diminished by boring battle mechanics.

                6. New area introductions. The scenes that used pop-up picture titles to introduce a new area were a nice touch that indicate that you care to put hard work into the game. At the same time, they also tend to drag on far too long, scrolling very slowly only over one small section of the map. This isn’t a game with jaw-dropping 3D environments so gigantic that the player needs a bird's-eye preview to orient themselves. There’s no reason why a player would want to view a small region of a simple 2D map one inch at a time, when they'll be traversing it ten times faster as soon as the intro ends. If these sequences are going to last for any more than 5 seconds, the player should have the option to skip them. I found myself wanting to do something else on my computer until the scene was over, but mostly couldn't because the game doesn't move forward if it loses focus.

                7. Tidbits. Inns are pretty pointless because Save Points instantly refill your HP and MP. The rewards for completing sidequests didn't feel that appealing for the most part, because it felt like most rewards were money, which is fairly easy to come by. Having to open the item menu screen a separate time and use an item in order to learn each new skill you purchase is a bit of a pain, especially upon discovering that the Curse and Force skills suck.


                Overall it feels like you are putting hard work into this, especially in the area of mapping and eventing, but you may want to reconsider or retool some of the things I mentioned, in order to make the game more fun to play.
                Last edited by TheHonorableRyu; 04-05-2013, 07:43 AM.

                Comment


                  #38
                  Re: (New) Dark Legion VXA

                  Thanks for the feedback!

                  I'll try to cover up most of the tracks you've made in this one.

                  1. Yeah, spelling errors were common around in the demo, but i'll fix them when i'm done. And the swearing, i'll tone it down a bit. The swearing can be a bit pointless sometimes.

                  2. I know what you're saying, the story is really revolving around Siara a lot, but in the future whenever I do character development, i'll try to but more into the other 3 characters' back stories. (P.S. It's Siara not Saria. )

                  3. Music. Basically the only soundtrack in the game is the FF13 OST. If you would prefer a mixed soundtrack that would be fine with me. And i'll try to use less changing music in the intro.

                  4. Thanks for the positive comments. My mapping has developed over the years. Wait, there were passable tiles in the Abandoned Castle? I'll have to check that out. And, the script for crafting has changed, which will hopefully end the crashes with that sound effect error.

                  5. Ohhh boy. Where do I even start. Oh yes, I know. I just can't seem to find a way to make my battles balanced enough. Whenever I make my enemies stronger, they turn out to be overpowered. Whenever I try to turn them weaker, they're as wimpy as a leaf on water. I have no clue what is going on with buffs or debuffs, probably because i'm forgetting to do something, like making spells categorized as magic or something. Hp levels, again same as above. Too much, too long. Too less, too short. Elemental weaknesses still work, should I up 150% to 200%? Just to make them more effective?

                  The force spells also grant you elemental buffs, meaning if you use Flame Force you receive less damage from fire attacks. I will tone Hp levels down a bit, and add more devastating spells and enhance their power. That will hopefully make battles more interesting. Like adding a "Death" spell which has a chance to insta-kill a party member. Or just having enemies so strong it takes around 5 to 6 hits to kill you. Probably even make enemies 100% weak to an element, making their Hp drop effectively.

                  And in all, I will try my best to fix and enhance these fights the best I can.

                  6. A 6 minute time limit does put a uniqueness to the fight. But in all I will merge this with the previous feedback.

                  7. Well, I did drop the scrolling in some areas, heck, some areas didn't even scroll at all. (Ex. the Sun.) But yes, I set the image to wait 10 seconds before fading, I will fix up the scrolling speed and make the events faster.

                  8. Well, I don't know why I put and inn in the Farlore Village. I'll remove it and just make the innkeeper just say something. And I will make the rewards for side quests more useful in the future.

                  But overall, thanks for the feedback. I will make the improvements when I can. But until then, i'll be working.

                  Comment


                    #39
                    Re: (New) Dark Legion VXA

                    Alright, I took your battle advice and put it into one of the previous bosses you've faced before. It may be long but boy can it be a bit difficult. I died once in the fight, and was almost killed probably 2 or 3 times as well.

                    So, here is my improved battle...



                    Tell me what you think, is it better or worse?

                    Comment


                      #40
                      Re: (New) Dark Legion VXA

                      Hey Redeye, I think that boss battle shows definite improvement. Since it deals a lot more damage through a good variety of attacks, the player has to adjust between attacking and healing more frequently and the battle is more dynamic. The battle is now a little closer to what you would find in, say, a Dragon Quest boss battle, but there is still room for improvement.

                      If you’re having trouble coming up with ways to make your battles more interesting, one thing I would suggest is browsing through faqs or wikis of classic, fan-favorite RPGs (like FFV or Chrono Trigger, etc.) for ideas.

                      A lot can be done in Ace through States in conjunction with conditions needed for enemies to use certain skills. Like you could make one boss switch between a “resists Physical damage” and a “resists Magical/Elemental damage” State at set intervals, or even between a “counters Physical” and a “reflects Magic/Elemental” State, causing the player to have to really pay attention to what’s going on and adjust their strategy accordingly. Maybe one boss could occasionally go into some kind of “angry Attack mode” State for a turn or two, where the damage it deals is doubled, such that it might be a good idea for the player to simply guard and heal for those turns, and then resume attacking when the boss returns to normal. The Dragon Quest series often gives bosses multiple actions per round, so that they could potentially attack once and then “wait” in one turn, and then on another turn double up on powerful attacks (like a skill that does around 30% damage to everyone and a skill that does 60% to one ally) and cause the player to scramble to heal. One boss could resist physical attacks and also have the ability to reduce one target’s MP to 0, causing the player to have to devote one or two characters to using items to restore MP and others to use their Magic skills in order to deal enough damage to win. These are just really basic examples of things you can do with even a really simple of battle system to make the battles more interesting. There’s all kind of things you can come up.

                      I also see that in your latest video you’ve split skills into physical “Abilities” and magical “Spell” categories. Now you should be implement some “Silent”-type status effects that seal only one type or the other.

                      Wait, there were passable tiles in the Abandoned Castle? I'll have to check that out.
                      I don’t know how to describe it exactly, but I remember the passable tile being in a somewhat circularly-shaped room located towards the middle, left side of the map, in the latter half of the dungeon, possibly with some treasure chests and enemies in it. The passable tile I found was on the top-right side of the room.

                      I have no clue what is going on with buffs or debuffs, probably because i'm forgetting to do something, like making spells categorized as magic or something.
                      Just to be clear, the damage formulas for your all your physical and magic-based skills just have a flat number, like 100, or 200, right? They don’t have anything in the formula that factors in the user’s attack or magic attack (a.atk or a.mat) or the target’s defense or magic defense (b.def or b.mdf)?

                      If that’s the case, then I know why the Curse debuffs aren’t working. Debuffs in Ace (which is what I think you’re using for the Curses) simply lower the target’s stat, be it DEF or MDF or whatever. They don’t shave off a set percentage of damage from a physical or magical attack. So if the damage formula for doesn’t have anything in it about the target’s MDF to begin with, then lowering the target’s MDF won’t make a difference in how much damage that skill does, even if you’ve labeled it a physical or a magical skill elsewhere in the database.

                      However, let’s say that the damage formula for Joshua’s elemental skills was 100 + a.mat - b.mdf (that is, 100 damage, plus damage equal to Joshua’s magical attack stat, minus damage equal to the target’s magical defense). Then, if Joshua’s MAT was 50 and an enemy’s MDEF was 25, that would mean an average of 100 + 50 -30 = 120 damage. If you used a Curse debuff to lower the enemy’s MDF to 15, the average damage would be 100 + 50 - 15 = 135.

                      But if you don’t have a.atk or a.mat, and b.def or b.mdf factored into the damage formulas, it means that the Curse debuffs won’t affect the damage at all. It also means that your ATT, DEF, MAT, and MDF stats are pointless when it comes to skills, since they’re not being used.

                      Personally I would adjust the damage formulas so that they do noticeably factor in ATT, DEF, MAT, and MDF stats, which would make these stats more useful (and level ups more exciting).

                      But if you were really adverse to that for some reason, your other option would be to make it so that the Curses apply States that affect elemental resistances instead. For instance, a defense Curse would apply a State that lower the target’s resistance to the Physical element type. A magic defense Curse would apply a State that lowers the target’s resistance to all the magic elemental types (Fire through Dark). There would be complications, however, if you wanted to be able to reduce the target’s resistances multiple stages. You would need to use common events or a script that says that if the first stage is applied, then apply the second stage.

                      Let me know if you have any questions about this, I’m willing to help you out if needed.

                      The force spells also grant you elemental buffs, meaning if you use Flame Force you receive less damage from fire attacks.
                      That’s true, but since the enemies deal so little damage anyway it didn’t really matter that much. If you did make it so that the enemies did more damage, then 50% or 25% resistance would actually be noticeable and could make the difference between winning or losing a boss battle. Then the player will actually be glad that they have these skills in their arsenal.

                      (Think of it this way: If I’m at the store deciding between what products to buy, a 50% off sale on something that normally costs 50 cents and that I only need one of isn’t that big of a deal. I may as well pay the full 50 cents for a competing product if I know it is slightly better. It’s not like I will miss the quarter. However, 50% off something that normally costs $10, $50, or $100 is that much more noticeable, and the discount actually matters.)


                      I just can't seem to find a way to make my battles balanced enough. Whenever I make my enemies stronger, they turn out to be overpowered. Whenever I try to turn them weaker, they're as wimpy as a leaf on water.
                      I will tone Hp levels down a bit, and add more devastating spells and enhance their power. That will hopefully make battles more interesting. Like adding a "Death" spell which has a chance to insta-kill a party member. Or just having enemies so strong it takes around 5 to 6 hits to kill you.
                      I think that all these things will help. As far as balancing goes, suffice to say that I feel that currently the battles drag on far too long, and it’s not justified because most turns consist of repeatedly selecting the same actions. Long battles are justified only insofar as they are more intricate and dynamic, like a chess game.

                      Probably even make enemies 100% weak to an element, making their Hp drop effectively.
                      One thing I’d add to this is that Joshua is the main character who uses elements, but I think that he’s weakest party member by far. He’s fairly strong when you first get him, but since his skills do not get any stronger as you level up (his physical skill dealing 80 damage, his elemental skills dealing 100), he gets weaker and weaker as the max HP of the enemies rise.

                      Siara (not Saria, sorry ) gets her Summon Wolf attack fairly early on which does a reliable 300 damage, and she gets plenty of other powerful spells. When you get Dilan and Ariette they are able to deal a reliable 200 damage with their skills. All the while, Joshua deals only 80 damage will his Spear skill and 100 damage with his elemental magic skills. Even if an enemy has an elemental weakness that you’re able to exploit, Joshua’s still only dealing 150 damage, significantly less than the other characters even though you’re using the strategy of exploiting the enemy’s weakness.

                      Siara uses elements, too, but for most of the demo her selection is much more limited than Joshua’s. The end result is that there's too many occasions where only Joshua has a skill that can exploit an enemy’s elemental weakness, and yet Siara or other characters are still able to dish out more damage with attacks that don’t have an element, and yet it still takes a long time to kill most enemies. It makes elements feel underpowered. Even if enemies were 100% weak to elements instead of 50%, Joshua would still only just be catching up with other characters damage-wise. I’d do something to adjust this if you want elements to feel more useful, such as making Joshua’s skills do more damage as he levels up, or so that enemies that resist Physical damage are more common, making Joshua more effective than Dilan and Ariette in those situations.

                      Well, I did drop the scrolling in some areas, heck, some areas didn't even scroll at all. (Ex. the Sun.) But yes, I set the image to wait 10 seconds before fading, I will fix up the scrolling speed and make the events faster.
                      It’s true that some areas didn’t scroll, but that’s not any better as far as long wait times go. The pop-up pictures that you made are simple enough that it really only takes a moment for a player to take it all in completely, appreciate that you included such touches, and then feel ready to move on.

                      --
                      Anyway, I’m impressed that you came back so quickly with a video in response to the feedback, and a plan for what you're going to change. It shows that you care to make your game as good as you can. Keep up the hard work.

                      Comment


                        #41
                        Re: (New) Dark Legion VXA

                        Thanks for the feedback... again.

                        Yes, I tried to take your advice and buff up enemies a bit. I dropped Hp levels by about 100-1,000 points. Even though now one of my boss battles takes like 20 seconds to kill, the battles have been going a bit faster now.

                        So far in my game i've had 3 deaths, no game overs (YET), I found a broken way to obtain gold... (Selling a Level Sphere gives you 499,999 Gp!) and i'll probably be fixing that soon...

                        I see what you mean about Joshua being weak. In fact, i'm going to make some improved skills for him, and give them to him as chest findings. Probably then he could do a few extra damage with him. Besides, he needs more Abilities anyways.

                        About the separated skill slots, yeah, I thought that would change the flow of buffs, debuffs, and magic influence, but it really doesn't. I'll go make some Silence status ailments...

                        In fact, i'm going to make 2 status ailments...

                        Silence- Prevents the usage of Magic. Cured with Sound Shroom or Medicine (RICOLA)
                        Pain- Prevents the usage of Physical Abilities. Cured with Relief Shroom or Pain Killer.

                        If both of those are inflicted, that victim must reside with normal attacks.

                        Speaking of status ailments... I have ideas for more ailments, too!

                        Wounded- Reduces Maximum Hp by 20%. Cured with Mending Shroom or Stitches.
                        Fear- Reduces odds of hitting opponent plus reduces offensive parameters. Cured by Bravery Shroom or Toy Hammer.
                        Drainage- 5% Mp degen, acts like poison, is never relieved over time. Cured by Mental Shroom or Pixie Dust.
                        Weakness- 5% Ap degen, acts like poison, is never relieved over time. Cured by Strength Shroom or Wyvern Spit.
                        Auto-life- Self-Revives yourself when defeated. No cure, lasts until the end of battle or when defeated. Inflicted by spells or Holy Cross. Done with scripts, obviously.
                        Pharmacology- Doubles the effects of healing abilities and items. No cure, inflicted with Pharmacy Pills.

                        Again, thanks for the feedback.

                        Oh, and P.S. I fixed the buff and debuff problem.
                        Last edited by Redeye; 04-06-2013, 10:28 AM.

                        Comment


                          #42
                          Re: (New) Dark Legion VXA

                          Sounds good, Redeye. I'm interested in trying your game again with the changes applied.

                          Comment


                            #43
                            Re: (New) Dark Legion VXA

                            Did you fix the crashes?
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                              #44
                              Re: (New) Dark Legion VXA

                              Originally posted by Ryner View Post
                              Did you fix the crashes?
                              Yep. Pretty sure the crafting script was updated to fix the sound effect errors.

                              Comment


                                #45
                                Re: (New) Dark Legion VXA

                                Not much of an update, but here is what I got.

                                I've been lazy on doing the game for a while. And I apologize. I've been playtesting my game from the beginning for a while now.

                                So far in my playtests, i've got...

                                - At least a few deaths
                                - A lot of near-death experiences
                                - 1 Game Over
                                - Over 100 normal fights done in less than a minute each
                                - Boss battles fought and killed in at least 3 minutes or less

                                That was just from playtesting. I have some more news for you.

                                - Added an Autolife effect. When a player dies with Autolife inflicted, that character is automatically revived
                                - Changed the cursor icon from a Glove to a Quill Pen image
                                - Made some changes to Sound Effects
                                - I plan to surf around the game and correct any dialog errors
                                - I plan to finish my playtest and continue working on the game
                                - I plan to add on to the Icicle Mountains, the current area i'm making
                                - I plan to tweak some other things and add on to the database

                                But alas some school things and home things are setting me back. Such as the NYS Math Assessment, which I am doing the Second Book tomorrow. And some family and friend setbacks, like me hanging out with my family and stuff.

                                All the rest is pure boredom and laziness.

                                In all, I hope I can make some good progress sometime in the future, and hopefully quickly so I can catch up where I left off.

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