After running this, now whenever I run my own game I'm working on, I get a profile error (NWJS does not match this profile). Trying to figure out how to solve this on a mac.
MV - Naima's Melody - A Zeldalike Action Adventure Game (DEMO!)
● ARCHIVED · READ-ONLY
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Hi guys. It's looking really great! I haven't checked out the demo myself, but I've watched a few Let's Plays on youtube and development is looking really great. Along with Drifty's comment with the 'purple' text being hard to read -- I also find that concerning. I would hope for considering changing the color since the font, itself, looks nice.
Another thing about the text and more on text boxes, I find it a little 'unpleasing' to have very little text backed with a full text box. I'm not sure if you guys have yanfly's message core installed, but \auto is really nice when dealing with short messages like for opening chests. You guys could play around with it. It's just something to consider before you guys have done a lot of text events and have to reconfigure them manually. You guys can also play around with Iarva's Pop Up Messages for handling 'new items' -- that way messages from NPCs will still feel uniform if you guys have a lot of dialogue while short messages like receiving items can be handled with a 'toaster' effect maybe in the bottom left or right.
Anyway, the congrats on your first milestone and continue onwards! -
Hi guys. It's looking really great! I haven't checked out the demo myself, but I've watched a few Let's Plays on youtube and development is looking really great. Along with Drifty's comment with the 'purple' text being hard to read -- I also find that concerning. I would hope for considering changing the color since the font, itself, looks nice.
Another thing about the text and more on text boxes, I find it a little 'unpleasing' to have very little text backed with a full text box. I'm not sure if you guys have yanfly's message core installed, but \auto is really nice when dealing with short messages like for opening chests. You guys could play around with it. It's just something to consider before you guys have done a lot of text events and have to reconfigure them manually. You guys can also play around with Iarva's Pop Up Messages for handling 'new items' -- that way messages from NPCs will still feel uniform if you guys have a lot of dialogue while short messages like receiving items can be handled with a 'toaster' effect maybe in the bottom left or right.
Anyway, the congrats on your first milestone and continue onwards!
Thanks for the comments and feedback HintonR! We actually addressed both of those issues in the newly released public pre-alpha demo. The build that drifty and others did let's plays for is older. The purple text is changed and the message windows are now shorter. Please let us know anymore feedback if you ever get the chance to play :) -
First of all: Congratulation for the game, it's hard for the overall "rpg maker world" receive game like this nowdays.
Now, I'll let a little feedback, I only have played until the boss fight (spider). I'll play again in future, so may I'll delivery another feedback.
* Keyboard Experience : I don't have a gamepad to test out with, so I have to play with my keyboard.
I have take note that the UX while using this mode, isn't that good. Mostly, because of the choice of keys.
For instance, on title screen, the only way to access and get out of the options is using: mouse, enter, esc.
It would be interesting to have more options, as for example, the old 'Z/Space bar/X'.
* UX - Keyboard on Gameplay : The actions keys is 'Q, W, E, R'. It would be interesting if the movement, was with
'WASD'. However, isn't. Then, in my opinion, it should be okay if it's 'Z,Space Bar and X, Ctrl', because of the position
of the hand. While one is on the arrow keys to move on, the other is on this keys to action. I say it, because almost
all game that I have played use this way. But the best thing that you can do, it's to seek the feedback by creating some
polls.
Of course, I understand that the choice of keys it's because of the gamepad. However, it's pretty simple to create some
conditions. That if isn't connected to gamepad, change the keys.
To end up this topic, here the keys that in my opinion, it should give a better UX in keyboard:
- Arrow Keys to move
- Double Arrow Keys to roll out
- Spacebar to interact
- Q to attack
- E to defend
- Ctrl to use bow/second weappon
- Z to magic
- Shift to access the menu
- X to get out of the horse and get out options, like menu and so on
* Save Screen: It would be nice that after I choose the file slot and save it, get out of the screen (after 'new game').
* HUD : They fit with the overall skin of the game. The only thing I would say is: When the user is in the range of the HUD, it
should become transparent.
For instance, http://prntscr.com/p8bccb
Sure, the player is visible but at night, it's hard to see.
* Horse : I love this! The idea is amazing. Nice animations xD. It would be interesting as well the option to call over the horse
* Boss Fight : GORGEOUS! It was so funny!! Congratulations xD
* Overall System : I know that you guys will feature more in future, then I'll let to give a better feedback about this system after. However, I
only want to congratulate you guys for this system, pretty funny xD
* Map Bugs :
http://prntscr.com/p8be27
* FPS Overall :
- Title Screen | 24~34
- Map | 39-47
- Transition Between Maps | 8~24
This game reminds me of the old 'Goof troop', may you guys should take a look, there are a lot of interesting puzzle and mechanics on that game. -
SpoilerFirst of all: Congratulation for the game, it's hard for the overall "rpg maker world" receive game like this nowdays.
Now, I'll let a little feedback, I only have played until the boss fight (spider). I'll play again in future, so may I'll delivery another feedback.
* Keyboard Experience : I don't have a gamepad to test out with, so I have to play with my keyboard.
I have take note that the UX while using this mode, isn't that good. Mostly, because of the choice of keys.
For instance, on title screen, the only way to access and get out of the options is using: mouse, enter, esc.
It would be interesting to have more options, as for example, the old 'Z/Space bar/X'.
* UX - Keyboard on Gameplay : The actions keys is 'Q, W, E, R'. It would be interesting if the movement, was with
'WASD'. However, isn't. Then, in my opinion, it should be okay if it's 'Z,Space Bar and X, Ctrl', because of the position
of the hand. While one is on the arrow keys to move on, the other is on this keys to action. I say it, because almost
all game that I have played use this way. But the best thing that you can do, it's to seek the feedback by creating some
polls.
Of course, I understand that the choice of keys it's because of the gamepad. However, it's pretty simple to create some
conditions. That if isn't connected to gamepad, change the keys.
To end up this topic, here the keys that in my opinion, it should give a better UX in keyboard:
- Arrow Keys to move
- Double Arrow Keys to roll out
- Spacebar to interact
- Q to attack
- E to defend
- Ctrl to use bow/second weappon
- Z to magic
- Shift to access the menu
- X to get out of the horse and get out options, like menu and so on
* Save Screen: It would be nice that after I choose the file slot and save it, get out of the screen (after 'new game').
* HUD : They fit with the overall skin of the game. The only thing I would say is: When the user is in the range of the HUD, it
should become transparent.
For instance, http://prntscr.com/p8bccb
Sure, the player is visible but at night, it's hard to see.
* Horse : I love this! The idea is amazing. Nice animations xD. It would be interesting as well the option to call over the horse
* Boss Fight : GORGEOUS! It was so funny!! Congratulations xD
* Overall System : I know that you guys will feature more in future, then I'll let to give a better feedback about this system after. However, I
only want to congratulate you guys for this system, pretty funny xD
* Map Bugs :
http://prntscr.com/p8be27
* FPS Overall :
- Title Screen | 24~34
- Map | 39-47
- Transition Between Maps | 8~24
This game reminds me of the old 'Goof troop', may you guys should take a look, there are a lot of interesting puzzle and mechanics on that game.
Thanks alot for your feedback! We definitely will provide a better control scheme for keyboard users in the future. The transparent HUD idea is something we'll be looking into as well. Thank you :) -
This game looks absolutely fantastic!
By the way, how long did it take for you all to design the battle system and is it a custom system? -
This game looks absolutely fantastic!
By the way, how long did it take for you all to design the battle system and is it a custom system?
Thank you :)
Yes, it's custom. We use two core plugins to get the base of the system to work, but everything else is done through a lot of eventing wizardry by @bazrat
It took me about a month to develop the first prototype. But we have refined it together for at least 6 months. -
@definite_lee Our Forum Rules explicitly state that you may not advertise Kickstarter or any other crowdfunding scheme on this site. I have, therefore removed your posts where you have done this, and will be editing your topic title.
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Check out our new trailer for Naima's Melody! (released with Kes permission)
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This turned out very well for a pre-alpha demo guys, good work. I thought it was going to be clunky like others who attempted ABS before, I was surprised at how well I could roll out of the way and roll back into an attack when zinging around enemies. Keep up the good work :)
I only tested it out a bit, but when I have free time I will for sure make it to the boss. :) -
This turned out very well for a pre-alpha demo guys, good work. I thought it was going to be clunky like others who attempted ABS before, I was surprised at how well I could roll out of the way and roll back into an attack when zinging around enemies. Keep up the good work :)
I only tested it out a bit, but when I have free time I will for sure make it to the boss. :)
Thanks AnimaScorpius! We still have much to improve :) -
How long is the game development til release?
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@definite_lee how big will the open world be? and can we fight the dungeons in any order?
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How long is the game development til release?
We're estimating a tentative release of December 2020, if things go well with raising funds.
@definite_lee how big will the open world be? and can we fight the dungeons in any order?
Approximately 100-120 maps are planned in the overworld. The main dungeons related to the story will be sequential, but there will be dozens of mini-dungeons that can be discovered in the world and completed freely. -
Thanks for all your support!
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Your game looks pretty fun! It's simple yet so beautiful. I'll give it a try. Best wishes for your game project.
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I was addicted to Zelda games during childhood. Can never get enough of Zelda actions. Can never forget the joy of slashing a bush and discover a new secret. The game looks crazy good so far in the presentation. Hopefully you can find time to finish it. :thumbsup-right:
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I Iove your game. That demo is amazing! Keep up the good work. I'll buy it for sure!
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Thank you everyone who joined us in the live dev stream, really appreciate the support!
(Starts 10min into the video) xD
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Oh gosh, I have lost this live (I was running, lol xD). I'll by sure to watch closer it to follow up the next live xD