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#1 |
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Roadside Cheese Camera
![]() Join Date: Feb 2005
Location: Michigan
Posts: 20,354
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Zelda: Link's Adventure
Link has been sent to a distant land now being over run with creatures of all sorts. Join him on his quest with a fully Active CBS to save this land before it is taken over. Includes:
~8 main dungeons and 1 Final Dungeon ~8 Co-op missions, Link and Sheik solve puzzles to get extra items ~Many weapons and items, customizable to buttons ~Hours of fun and MUCH MUCH MORE!!! UPDATED VERSION: New VS Mode Updated Gameplay, Places, and other things Created By: Brock Nash Max drive File
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![]() There's two new contests going on! "Anything Goes" and "Speedy RPG" contests started May 31st and end November 3rd. Click here for more info! Want to take part in the first ever Pavilion Yearbook? Click here! Everyone is free to contribute! Last edited by Valkysas; 04-30-2010 at 04:12 PM. |
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#2 |
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Great Dragon Gaming
Join Date: Feb 2005
Location: Second Life
Posts: 7,902
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Re: Zelda: Link's Adventure
This is so far the only RPGM2 game I've played with an real-time battle system. And I'm hoping that such a system can be done much better than this (especially since I intend to make full use of one). Having to frequently push [] in order to make use of commands seems too unnecessary, and I'd rather not have to memorize so many button combinations.
Plus, interacting with the enemies is rather painful. I died a lot. I wound up pressing []-[] over and over when enemies were near in hopes that they were considered next to me, hoping that they wouldn't be able to attack. And boy, did they attack. I'm not sure how I was supposed to avoid getting hit. Of most annoyance were the ghosts. Everytime I stepped into one, I apparently fell under some "stun" effect, where every step my character would turn a ghostly white for a second or two, the game petty much freezing as this happened. And this could be a bug, but sometimes as I hit the ghosts, bombs would appear out of nowhere. Not to mention, most times when I did hit the enemy, the game would stall to figure out what's going on before allowing me to continue. It seemed easy to get lost, too. Especially in the first dungeon. Seemed that the ground blended together with itself at different elevations, making it hard to tell where I could walk and where I couldn't. The town also seemed empty towards the graveyard. The graveyard actually looked pretty decent. As it stands, the game seems so unplayable, that I didn't want to bother finishing the first dungeon. If it were remade into a much more streamlined game, I'd go ahead and play it. The idea of Zelda on RPGM2 is interesting, at least. Hopefully Neo's learned a few new tricks since making this game.
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#3 |
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Lesbian Butch
![]() Join Date: Feb 2005
Location: Montana
Posts: 5,503
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Re: Zelda: Link's Adventure
Eek, calling it unplayable is a little harsh, but it is the first ACBS that came out so give it a little credit. If you want to try out a good ACBS on RPGM2, try out both Vanished Nights and the latest Zelda Sword of Magic demos. Both show very well made ACBS's.
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#4 |
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Game Maker
Join Date: Mar 2005
Location: Charlotte NC
Posts: 340
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Re: Zelda: Link's Adventure
Yeah, I found the button combinations really annoying in this game too, as well as the delays. Making a good active custom battle system is very difficult though (I'm trying to make one myself at the moment) and considering this game was the first to have one, that makes it quite innovative.
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Games: SS World (RPGM2) Extravaganzicon Contest Winner A Ronin Story (RPGM3) SS World 2 (RPGM2) |
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