zombieparrot
Jungle Girl
- Joined
- Dec 27, 2015
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- 28
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- Thread Starter
- #21
Re: Digital Decadence - English Adult RPG [DEMO UPDATED]
You're not the first one to mention the delay. It's not by accident that it happens, but since it's not well received I will begin purging the dialogue events and erase those one second delays.
Yeah, I'll have to add that method to more transitions. I'll also check the bugs you mentioned. I don't remember seeing the notification but I think I might know what's causing it.
Thank you. Having a good looking map and sprites (animations included) is really important to me, even if it might not be to everyone who plays rpg maker games. I needed pixel art that would make things look dark and grimy, like a cyberpunk game should portray a poor town. These ones were just the right thing.Just played it and seems like a good start (really good liking tilesets and sprites btw!).
One thing that really bothered me: During conversations there is a noticable delay between individual textboxes, it actually feels like it takes longer for the next textbook to appear than for me to read it. Should be easy to fix I guess.
You're not the first one to mention the delay. It's not by accident that it happens, but since it's not well received I will begin purging the dialogue events and erase those one second delays.
Thank you, that means a lot coming from one of my favorite developers. I hope people will agree with you regarding the setting. As for the delay in dialogue it's being removed. The next update should be clear of it.Nice to see this! The h-game genre could use some variety and I'm a fan of cyberpunk. It looks like you've redone a lot of things to create a pretty nice aesthetic overall. While it's too early to see how the combat system will balance, the changes you've made look like they might have some potential.
I didn't do a thorough playthrough, but some things I noticed you might want to check:
One request, possibly speaking just for myself: you've added a lot of 60 frame pauses to the dialogue. My preference would be strongly against this, it slows the game down a great deal.
You might want to check passability on the following tiles: toilets, green barrels, red boxes in stores.
Your lighting effects are nice, but when moving in and out of buildings they occur too late. It's tedious to set up, but you can avoid this by fading out, changing the tint and other effects, then fading in after you've moved. Conversely, on the transitions where you already use this, you may want to set the fade to "none" or they'll take twice as long as a normal transition.
One bug I don't think I've seen reported elsewhere: the notification about getting an AI seems to repeat.
Yeah, I'll have to add that method to more transitions. I'll also check the bugs you mentioned. I don't remember seeing the notification but I think I might know what's causing it.