First one's already been fixed in the next version but the second problem, with the rope, I'm not sure what to do. The event should trigger as soon as the player touches the square that it's located on, no matter which direction they're facing. So I'm not sure what's causing the problem there.Found two bugs. When you get control of Nori, reentering the cave will make you stuck inside it. In the Goblin Cave if you don't stand right in front of the rope and hit action it does nothing. This is doubly annoying as you can walk into the hole right next to the rope and actually on it.
Thanks.I tried the 0.12 demo. I really like the design of the game so far. 3D CGs are nice!!
Well, I don't want to lower it too much. I think there should be some sense of danger exploring the dungeon-maps. That, and I don't want the player to be too under-leveled when they fight the goblin boss, as it can be a fairly hard encounter at too low a level.Here are some comments I have:
1) I dunno about the monster encounter rate in 0.10, but the encounter rate in 0.12 is quite alright to me. The maps that the character goes through are quite large, it is nice to have low encounter rate so as it is not frustrating to go through the maps. Personally I would prefer the encounter rate to be even more lower by a little bit.
Thanks. Fixed this.2) Throughout my whole gameplay, I only encounter a bug - In the forest where the two encounter a stranger fighting a tentacle boss, yr main character cannot in the wrong lane (Behind a stone or something?) when yr character approach them. The game will get stuck as your character be unable to walk through the obstacle and continue with the dialogue
I agree about the potions. I've already fixed this for the next version; I've replaced some of them with items to revive a fallen character.3) There are alot of potions everywhere, but I don't really use them since the characters heals after every battle. I only started to use them at the goblin boss since my characters are only at lvl 5 when I reached it. Idk, is it really neccessary to have these many potions lying around? Might be nice to add more item variations too.
Ha, I'm actually glad you think this. She shouldn't be too feminine yet, Nori just recently became female. She'll eventually soften up as the game goes on, becoming more accepting of her current state, with the the option to change back ultimately being left up to the player.4) Sigh.. the main "heroine" is hot!! But through the things that he/she said, it's too masculine for me to fully enjoy the H-scenes.
Just my 2 cents..
It is from Illusion's Yuusha game.the art remind me of yusa and batle raper.
It's possible and I've thought of doing it but if I do it would very likely be the last thing I add to the game. I've personally never been a huge fan of BF stuff, so I'm not enthusiastic about spending time to work on the systems needed.if it's possible could you try to add bf skills,attacks (maybi for boss fights)
I don't think she's gone through that many things so far. She's only really done three sexual acts so far -- the first, with Toru the exile, she had to do for information (and only really stood still), the second with the goblins, she basically had to do in exchange for her life, and it's only really the third, with Hiro, that she willingly does, and even then she's fairly hesitant.I'm pretty curious how the corruption would go. Like I said, at the moment she's still way too masculine for me, yet she has already gone through so many erotic things. Idk, maybe her corruption process is way too fast?
Thanks. Were there any dialogues you didn't like, thought felt awkward or stupid, or anything like that with the writing?Well.. yeah. Really, so far it's already quite a well done story overall. Dialogues are alright. Actually, I'm just excited it's in english. We don't see english h-rpgs often, and I never seemed to get AGTH working for me for J-rpgs. Let alone, it has 3D CGs that looks alright. This game is really unique by itself
Well doneee
Do you mean the sprite or his portrait? If the former, not much I can do about that, as not having the talent for sprite work, I can only use the mostly crappy sprite generator that comes with VX Ace. If the latter, the same thing mostly applies, though there are a few eye options that look older but they also look somewhat psychotic.Nitpick: King looks too young though.
Using a pre-made poser that comes packaged with another game (Yuusha Kara Wa Nigerarenai), so outside of the poses, I don't really have much control with it. I tried forcing AA onto the program via the nVidia control panel but at the ridiculously low resolution I'm forced to set the game to in order to make the pictures fit RPG Maker, it doesn't really do much.CG is above average. But this is pre-rendered stuff, so I expect anti-aliasing.
I've been planning on putting in a section here where you control Hiro and sneak around the castle but I haven't gotten around to looking for a good stealth script to use, let alone actually implementing it.Nitpick: "I'll go get supplies." Oh, I have control now, let's try going south, oh, I waited for my brother and I'm locked further into the plot. Huh. *reload* Let's try going back to the castle. Okay, can't do that. The lab? Can't go there either. Any hidden items around here? Doesn't look like it. Why did I get control so I could walk 20 tiles into another cutscene?
I agree about the info dumps. My fears of cutting it from the intro and scattering it in books across the game are:You're good at making maps. Take advantage of that. I actually want to explore them. Maybe you can even scatter bits of that backstory around as an exploration reward. Again, avoid info-dumps. Your game would probably be best served with skits between party members prompted by bits of the environment. It makes for a fun time getting the info, and gives an opportunity for character building, which you can actually pull off.
I plan on removing the 'special' option from Nori entirely.Nitpick: Nori is a mage. 90% of the time I want her to cast magic, but I keep accidentally selecting the 'special' tab because it's easier to get to.
Autoheal is kinda a relic from my first pass through of the enemies. Originally all I did was multiple their stats by three, making it so that your party barely survived each encounter. Combined with the originally very high encounter rate made for a lethal combination.I autoheal at the end of combat. Sort of nice, but without any sort of interesting mechanics, BF system, or need to manage resources throughout multiple encounters, combat right now is boring. Easiest fix would be to give the enemies more damage/reduce player health so that it feels riskier, add some telegraphed patterns, and get more synergistic abilities. See: MGQ, but easier because you don't have GOR.
You probably do. This is definitely something that needs further tweaking.It feels like I have more MP than I will ever need.
Which kind of flowers? If they're the yellow ones, yeah, that was a mistake, and I recently fixed it.Nitpick: Really? You blocked my path with flowers?
What do you mean by 'every move'?If you got the values right, you could make every move just use TP. The value of a system like that is that it naturally paces combat well. You'd need to rebalance things to handle it and maybe add some skills that work with it, but you could get some actually good combat out of only stock skills.
Mostly because you'd see him vanish into thin air if you regained control and moved to the right any. I've upped his walking speed so that it doesn't take as long.Nitpick: Why did I have to wait 5 seconds for Hiro to walk across the screen before regaining control?
Fixed.Nitpick: Doors are too big for their holes.
Fixed.Talked to a white dog in the village. My game soft locked.
Right now I have no idea how to make an NPC both move in a scripted way and be able to talk to you.Some NPCs don't respond to me. At least give me a text box saying that they're ignoring me or have them tell me to fuck off.
I plan on allowing you to come back later for optional scenes, where he'll bring up his generous hospitality.The village elder seemed overly eager to help out and gave off big creeper vibes, then he didn't do anything?
The scenes are on the short side, I agree. The length of sex scenes in a lot of Japanese hentai games mostly comes from repetition (seriously, a lot of it is 'ohhh' and 'aaahhh' or some variation thereof constantly repeated). I'd like to lengthen them but in an organic way; I don't want them to feel artificially long.Sex scenes seem to be generally too terse and not up to your usual writing standards. CG is still nice though.
Her being tied up wouldn't really work for the scene as it currently is but allowing her to enter an unwinnable battle with them could work.Goblin sex scene. Once again Nori folds with only token resistance. Have her tied up if she isn't going to do shit to stop the goblins. Advanced route: give me the option to fight a battle with no equipment, some debuffs, and barely any health or mana. I do like the goblin dialogue.
Thanks. Right now my only real forte is writing, so a lot of stuff with enemies and fighting in general will probably remain fairly shitty throughout, unfortunately.I've done a lot of complaining, but I do think that what you have is good and that you're capable of making it better. Keep it up.
All of the past versions are still on my MEGA account, but thanks. I should probably download all the past versions, just in case something happens to my account.I think it's in my signature, but- for the sake of your own sanity- use version control. It's a combination of the ability to roll back your project to before you broke things as well as an offsite backup. I personally use TortoiseHg for a client and Bitbucket as a server.
I meant the portrait. It's mostly the shape of the face and the beard looking strange when red colored. The alternate king portrait you left in the project files looks a bit better. This is ultimately a small issue, so don't spend too much time trying to fix it.Do you mean the sprite or his portrait? If the former, not much I can do about that, as not having the talent for sprite work, I can only use the mostly crappy sprite generator that comes with VX Ace. If the latter, the same thing mostly applies, though there are a few eye options that look older but they also look somewhat psychotic.
Have you tried taking them in a higher resolution, with the correct aspect ratio, and then shrinking them down? Just make sure to use a decent image editor to shrink them. GIMP or Paint.net are good free options.Using a pre-made poser that comes packaged with another game (Yuusha Kara Wa Nigerarenai), so outside of the poses, I don't really have much control with it. I tried forcing AA onto the program via the nVidia control panel but at the ridiculously low resolution I'm forced to set the game to in order to make the pictures fit RPG Maker, it doesn't really do much.
Ideas off the top of my head:As for skits, they'd definitely be a better alternative but I can't really think of a reason why Nori and Hiro would be talking about Chaos, Order, and the history of the world.
Yes. They were the yellow ones.Which kind of flowers? If they're the yellow ones, yeah, that was a mistake, and I recently fixed it.
Well, your basic attack and defending would still be free, but Nori would be able to cast spells using TP and Hiro would be able to do his special warrior moves using TP as well. What you would try to accomplish with this is to make battles naturally come to a climactic finish with players fighting to stay alive between building up TP for big moves, and ultimately screen wiping with a super move. To do this best, I would personally have both a threshold and a cost for TP moves, ex: Nori needs 30 TP to cast ignis, but only spends 5 TP when she does. That way battles more strongly trend upwards in damage output, but then you can use your 100TP super move that costs 100TP and if it doesn't finish the enemy you go back to building up TP.What do you mean by 'every move'?
Have you tried adding a few oohs and aaahhs? I agree that lots of h-games go over the top, but having a few in there isn't a bad thing. When there are tits on the screen you have more leeway to say nothing in particular, so long as that nothing in particular builds/reinforces the mood. You should also be more descriptive of the action, throw in a few touches of Nori's perspective on what's happening. "I ran away from home expecting a few problems, but an old man jerking off onto me was not one of them." That sort of thing. Also, just work on the h-scenes more in general. You can make them better if you spend the time and effort. I believe in you.The scenes are on the short side, I agree. The length of sex scenes in a lot of Japanese hentai games mostly comes from repetition (seriously, a lot of it is 'ohhh' and 'aaahhh' or some variation thereof constantly repeated). I'd like to lengthen them but in an organic way; I don't want them to feel artificially long.
This is so important that you're going to get an image macro:All of the past versions are still on my MEGA account, but thanks. I should probably download all the past versions, just in case something happens to my account.
Yeah, I've tried that, they come out looking exactly the same, sometimes a bit worse.Have you tried taking them in a higher resolution, with the correct aspect ratio, and then shrinking them down? Just make sure to use a decent image editor to shrink them. GIMP or Paint.net are good free options.
I could probably combine these two to good effect.Ideas off the top of my head:
-Have another character that does like to talk about Chaos, Order, and the history of the world leaving journals that look at the stuff through a colorful lense.
-Add a library/readable books where Nori will make snarky comments about the world's history if you interact with them.
I could probably make this work too, later on once you get to the main city.-Nori comes across an annoying member of the world's faith. Nori mocks him, revealing info on the religion.
This does sound a lot better than what I currently have, but some stuff, like needing X to cast something but it only using Y, would again involve a good knowledge of program scripting. It also sounds like something that would need meticulous balancing to pull off well, which I'm not sure I'd be able to do, mainly due to my horrid skills with math.Well, your basic attack and defending would still be free, but Nori would be able to cast spells using TP and Hiro would be able to do his special warrior moves using TP as well. What you would try to accomplish with this is to make battles naturally come to a climactic finish with players fighting to stay alive between building up TP for big moves, and ultimately screen wiping with a super move. To do this best, I would personally have both a threshold and a cost for TP moves, ex: Nori needs 30 TP to cast ignis, but only spends 5 TP when she does. That way battles more strongly trend upwards in damage output, but then you can use your 100TP super move that costs 100TP and if it doesn't finish the enemy you go back to building up TP.
I'm not really sure I explained that well, but basically you want the intensity of battles (and gameplay in general) to build to a climax and then drop back down so that you can build up to that peak again.
Well, I plan on having a ton of hentai scenes throughout, so hopefully my skill in writing them will improve. I plan on giving the game another pass over once it's content complete and re-doing whatever I think needs it, so by then I should be able to re-write the initial sex scenes and make them better.Have you tried adding a few oohs and aaahhs? I agree that lots of h-games go over the top, but having a few in there isn't a bad thing. When there are tits on the screen you have more leeway to say nothing in particular, so long as that nothing in particular builds/reinforces the mood. You should also be more descriptive of the action, throw in a few touches of Nori's perspective on what's happening. "I ran away from home expecting a few problems, but an old man jerking off onto me was not one of them." That sort of thing. Also, just work on the h-scenes more in general. You can make them better if you spend the time and effort. I believe in you.
I'll try one of the programs out.There are too many cases of promising amateur projects dying because of computer failures. Please. Please. Please. Use source control.
I'll try that out. Would you mind if I messed with your project files?If you really wanna help with giving suggestions for a better combat system, I'd suggest maybe pirating RPG Maker VX Ace and giving it a look, to see what its limits are. There's a reason why a lot of RPG Maker games come out looking, playing, and sounding the same -- it's a fairly limited and simple program meant to make basic JRPGs unless you know how to create your own custom scripts. It's really based around usability rather than flexibility.
That's... odd. I don't know why that's happening. Those tiles are set for no passage, so I'm not sure why you're able to move into them. Regardless, I put tree trunks there like there should be, so hopefully that'll remedy the problem.Not sure if it's been said yet but all downward-facing treeline border tiles are not set for collision.
Sure, go ahead.I'll try that out. Would you mind if I messed with your project files?
I like it. It's definitely more interesting and well balanced than what I had. My only suggestion right now would be to tweak Nori somehow. Right now it takes her a bit too long to reach 30 TP to cast Ignis, with early battles making it so that most of the times she doesn't reach 30 before the fight is over. I'd say either make it so that she gains TP a bit faster or lower her costs.Okay, I tried messing around with the version 0.18 and threw together a simple script that will accomplish what I was talking about with TP. I also rebalanced combat to deal with the changes and tested it up to the event with the man eating plant. Let me know what you think.
What was wrong there and how'd you fix it?I also messed with the end of Nori Sly Night because it was soft locking.
I should probably get rid of that altogether. I originally got it thinking it'd be similar to a fast-forward button for text but it really isn't. You can get through the text much quicker by just hitting the action button quickly.I also found a bug where you can hold ctrl to ignore collision. Might be something to do with text skip. How? I don't know.