MV - Celestial Legacy - A 15-20 hour JRPG style game

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Started by Chazareth 382 posts Page 18 of 20 View original ↗
  1. kimo said:
    @Chazareth

    @Lady_JJ told me about your game about a month ago. I have a long word document of my pros/cons and general experience with the game that will fill up an entire page here. Is there a better way to get it to you than posting it here? (i.e. attach file option just below this?)

    I agree that this game is easily up to the standards of many commercial games and I just wanted to give you my 2 cents of observations for your future endeavors.

    I sent you a PM about this.
  2. Just finish the new version. I killed the head and body but would not able to damage the core. I have to use hammer knife to get rid of the core.
  3. After you leave the desert heading towards seaknell is absolutely ridiculous. First wild encounter my party got cc'd to oblivion, so i attached a peace ring and silver glasses to each character. 2nd encounter is a dragon that just wipes the floor with my party in two turns. Need to balance that area desperately.

    Honestly, it's pretty annoying how you have all these relics that you can use to customize your character, but you're forced to go with the relics that prevent cc, poison, neutralize a damage type, etc or you'll be wasting your turns healing your characters every other turn, if you even get the chance.
  4. @alominus
    I know what you mean. This is a good game, so I understand your frustration. I just finished another game with a similar issue in that it was better to protect from poison and sleep than use other available equipment. Very frustrating. My cleric kept getting poisoned because I was precting that character from silence instead of poisoning.
  5. New version is available. Quite a few minor changes here, notably popups have been revamped so they look different and include information like when elements are resisted, immune, weakness, etc. Undead enemies now take three times the damage from curative spells, too! The biggest change is an overhaul to one of the character's Limit Break mechanics, as well as a boss overhaul. Please let me know if there are any bugs!

    Rei's Limit Mechanics Change
    Rei's Ascension Limit Break now causes her to gain a flat damage bonus for each form she ascends to. However, her Energy now drains rapidly while ascended and she will revert to her normal form if it drops to 0. Using Ascension will give Rei a sizable boost in Energy so that she doesn't immediately revert and the costs of all of her Chi skills are reduced. In addition, Radiance now grants infinite Energy while active.
  6. I just finished your updated version 1.6, Just found one missing file error Screenshot (1).jpg
  7. Made a new update with a few changes/fixes. Nothing too crazy, just a few items changed and some skills nerfed/buffed slightly. A couple of minor bugs were (hopefully) fixed as well.
  8. Hey, is there some alternative option to load Celestial Legacy somewhere else in case you can't get it from the RPGmaker site anymore?
  9. What is the way to beat the God Slime?
  10. I wish I could help. I didn't finish the game. Downloaded again and haven't been able to get to it. Good game.
  11. I have updated the game to version 2.05, which took me longer than I thought it would. Here are the changes:
    Version 2.05 11/24
    -Action sequences had some changes under the hood so that they aren't interrupted by enemy actions which are triggered on HP values. However, enemy actions that trigger on death
    can still interrupt action sequences (not sure on how to fix this)
    -An event in the Acre dungeons was fixed so that it doesn't trigger if the player got an alert before seeing it
    -An inn was added to the Floating Islands
    -SKILLS
    -General
    -Taunt: Casting this while under its effect will now refresh its duration
    -Garrett
    -Hemorrhage: Icon now has a stack counter, animation removed
    -Shadow Dance: Damage modifier adjusted down slightly
    -Keiji
    -Ikari: New animation
    -Bokyaku: New animation
    -Phoebe
    -Cura: Healing formula changed (now matches Cure)
    -Xelltath
    -Death Nova: JP cost to learn reduced
    -Soul Strike: New animation, damage modifier changed to accamodate multi-hit aspect of the skill, overall this skill is slightly stronger
    -ITEMS
    -Phoenix Ring: Now gives +10 VIT and +10 SPI when equipped
    -STATES
    -Most of the harmful states no longer display a popup when they are removed
    -Poison: Much like Regen, Poison has been adjusted for bosses so that it no longer deals 10% of their HP per turn, which trivialized the few bosses that were vulnerable to it.
    The poison state now deals a much smaller amount of damage to bosses, but more (most) bosses are vulnerable to it
    -ENEMIES
    -Mountain Giant: No longer Enrages after a certain time, now Enrages at 50% health
    -Shadow: No longer casts Eye for an Eye on death
    -Lycan: Normal attack now correctly has a chance to apply Disease
    -Frost Facade: No longer weak to Wind, now weak to Fire
    -Doom God: Removed icons from Barrier Change states so the player cannot see his weakness just by targeting him. Also no longer vulnerable to instant death (ha!)

    The download link should be updated with the new version of the game.
  12. I played your game for the forum’s Web Feedback Festival.

    As it's been a while I played this game, I starting to redo it, but cannot remember
    much how it started :D

    but the secret passage here and there are the same :p

    but the first issue jumps in at "To New Road"
    the red squares give you passage to the cliff and are walkable,
    simple blocking those is an empty event (same as character) as for 1 way.
    1_ToNewRoad.png

    as the game looks the same as I remember, the menu might have changed a little?
    as I also notice some windows like the JP points the same (to cheap and prices
    could be higher by x5 or by x10 even, no sure why so cheap.

    as I running after Dravax into the ruins, I continue later on it, but I didn't found many
    issues, besides that one, as the "To New Road" is a new map? it's been a long while
    as I had version 1.95.

    while the story is the same, it was an interesting game, but I will definitely continue
    to find all the issues as there shouldn't be many left (no need to update directly on this
    simple passability for now).

    Keep up the good work and I try to keep you updated on the process on finding bugs
    in this 2.05 version.

    Keep up the good work and the amazing update :)
  13. I have been playing this game for about an hour and so far finding it quite fun and cute! I'm looking forward to spending some more time with this. Thanks!
  14. ShadowDragon said:
    as the "To New Road" is a new map?

    It is! I re-did some older maps that were kind of boring. And you're right that I'll wait see if any other major bugs are found before releasing a fix. I expect more "cliff-jumping" issues to be found because it seems like detail such as flower, bushes, etc has passable properties, so if any of those doodads are placed on the edge of a cliff, the player could walk into areas they're not supposed. I have no idea how I didn't notice that before.

    Thanks for finding these issues. I haven't much time to update this because I'm working a new game and I pretty much have to learn JS to do what I want to do with it.
  15. I was playing the game with great pleasure, but the game started giving errors in scenes with robot enemies. When I went to Utopius, I equipped the miw charm especially to avoid this error, but I have a boss to fight and I can't progress in the game.
  16. Inside the sewer (or towards) you can walk over once open,
    so far I remember, this wasn't fixed in 1.95 either (left side)

    the right side when going down, seems to work, but going "up",
    same issue!

    I think I mentioned Ocram_Passages which uses region to draw this above
    players where this part is ideal and maybe much more places.

    Probably need to go North when leaving town which I continue later.

    gateissue.png
  17. Ooh, any time estimates on when the new one comes out?
    Chazareth said:
    It is! I re-did some older maps that were kind of boring. And you're right that I'll wait see if any other major bugs are found before releasing a fix. I expect more "cliff-jumping" issues to be found because it seems like detail such as flower, bushes, etc has passable properties, so if any of those doodads are placed on the edge of a cliff, the player could walk into areas they're not supposed. I have no idea how I didn't notice that before.

    Thanks for finding these issues. I haven't much time to update this because I'm working a new game and I pretty much have to learn JS to do what I want to do with it.
  18. ShadowDragon said:
    Inside the sewer (or towards) you can walk over once open,
    so far I remember, this wasn't fixed in 1.95 either (left side)

    the right side when going down, seems to work, but going "up",
    same issue!

    I think I mentioned Ocram_Passages which uses region to draw this above
    players where this part is ideal and maybe much more places.

    Probably need to go North when leaving town which I continue later.
    Yeah, this is in my list of "bugs I have no idea how to fix and probably never will." I used Ocram_Passages before but it ended up causing a lot other weird side effects to happen, so I just went back to the old one.

    leesha said:
    I was playing the game with great pleasure, but the game started giving errors in scenes with robot enemies. When I went to Utopius, I equipped the miw charm especially to avoid this error, but I have a boss to fight and I can't progress in the game.

    Sorry for the extremely late reply, but can you elaborate a bit more on what's happening? Does this error message pop up when attacking in battle? Since it's related to weapon type ID, I suspect it may have something to do with all the Action Sequence jazz that happens when attacking with rod weapons.

    scratchmit said:
    Ooh, any time estimates on when the new one comes out?

    Not for a good while. I still need to learn quite a bit of JS to do what I want to do. I don't have to become like a web developer or anything, the JS I have to learn is really only as it pertains to RPG Maker MV, but there's still a lot. For what I'm trying to do, it will require some very extensive JS work under the hood.