Silver Town (Final Version)

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Started by Bonkers 317 posts Page 9 of 16 View original ↗
  1. nio kasgami said:
    I want to draw ..SHADE! but I don't find my Pen for my tablet -_-....I will do some sketch I guess~
    You're more than welcome to do so, and thank you.  You just reminded me I need to add _elvenheart's sketch to the fan art section as well.

    I'm glad you enjoy you her.  She's a bit of a brat, but she is useful.
  2. I just finished to play the demo the game is nice and interesting, I really like Emmet faceset and Shade is really a funny character, you did a good job ^^
  3. flirion said:
    I just finished to play the demo the game is nice and interesting, I really like Emmet faceset and Shade is really a funny character, you did a good job ^^
    Oh wow! Someone finally followed my suggestion and commented here! I'm so glad that you liked this game flirion, it's one of my favourites around here.

    @palladinthug:

    I have some spare time recently, so I can do another playthrough soon...ahahah

    If I'll ever find something wrong (bugs\typos\errors\crashes), I'll be sure to report it.

    BIG EDIT :

    Spoiler
    Bugs\Errors:
    I'm not sure if this one is a tile error, but what are those evil red eyes here? It's normal?



    Small Gab window text error.



    Small tile collision issue.



    And that's my bug report for now.

    -

    Also, Arkecia is in the pub of the INN too? And that Daryl is the Daryl from The Magi Chronicles?

    ....LMAO man. I haven't noticed them at first glance...ahahah, you made me laugh so much. :D

    I have some questions here:

    What happened to the Store Room? The random encounters are really a lot now there.

    And it's just me or you made things a lot harder than how they used to be?

    The enemies seems to be stronger now. :o
  4. does access to sleping in the barrects happen after you clear the south west island?

    or b4(wondering if id have to restart the game to get access to it)
  5. shayoko said:
    does access to sleping in the barrects happen after you clear the south west island?

    or b4(wondering if id have to restart the game to get access to it)
    No- this hot fix version doesn't have it yet.  I just started to add it today with some other things.  I couldn't get it in this hot fix due to nephew's birthday party and work being frustrating with coworkers.  I'll be sure to add in the suggestion you've given, but I'm literally at the mercy of bad internet at the moment due to my mother thinking that if she unplugs the modem it will work better.  This is why I can not always connect or get fixes up when I want due to the infrequency of service.

    I would like to have a few cut scenes to go along with it, so it may be in the next version along with your other suggestions.  

    In addition:

    I've taken to adding starting states for monsters, and I'll have surprises during battle.  One of which is that the slime family will divide when they suffer enough damage.  Slimes will also have a special body that gives them double the amount of hp as normal monsters while their attacks siphon hp.  So this gives them three advantages just for one non boss enemy.  I believe that makes this type more dynamic.  I'm adding in more now that I know what to act on.

     

    For those who have seen the hot fixes, "Sprite Spite" adds a 1/4 chance of evasion for physical and magical reflect making them very annoying to pin down without a dispel or disabling effect.  So far it doesn't seem like this was overkill for a starter mob.  People have adjusted without becoming frustrated.

    Lash was too cumbersome and has had it's damaged tripled, and animation time cut by a third with just one hit.  

    Etherial types outside of the first dungeon will be given a 50% Phyiscal Evasion boost, but still remain vulnerable to Turn Undead.

     

    * Turn Undead's paralyzing effect will be going away.  It's too much of an advantage with the up front damage.  I'll consider adding Empowered Turning for more effects later, but for now Turn undead will debuff (Cower and Awe) an opponent it hits lowering their attack.  More powerful undead will shrug this off and eat the damage.  Undead bosses will not respond to turning as they are too powerful.

    * Shade's magic missiles will be labeled as "Force" allowing it to bypass magical resistances.

    * Dead allies will now get exp from battles.  Tough boss fights shouldn't compromise your progress if you succeed by the skin of your teeth.  

    I've fixed a number of errors.  One huge one was that Emmet's smite and similar skills weren't marked as physical, causing him to do too much damage.  

    DWE in the Druid forest chainmail fragment chest has been dealt with.  Currently revamping the Pax Anthor cut scene as well.

    There was a slight height error on the right side of the Druid Forest near the hedge that has been fixed.


    For the Posion marsh I will be taking out the fountain puzzle.

    Looking back it was confusing and unfair even with the direct hint spelling it out.  I felt experimentation would carry it, but the damage floor was too rough with the drastically reduced hp scores.

    I don't want to devout time to redoing something that wasn't enjoyed, so it's cut out.  There will be no replacement. 



     

    I'm working on some more concepts for Title graphics atm.  I can't get work done in a straight forward manner due to all the paperwork.  So my weekend was spent before it happened.  I had to take yesterday off from work just to get some sleep.
  6. Exp carrys with death=yay! tho the only time one of my characters died was during the dragon fight. nothign else was hard enough to kill any of my characters.

    turn undead=i think its a good idea as well to get rid of paralize with that skill,it already does substantial damage XD

    if you want to give behaviors to monsters slimes woulnt be effected by physical attacks or debuffs only magical damage

    :( i thought the evil posion swamp was ok :( just had to go back to town real quick 5 gold to heal at in and your fine

    (tho thinking about it if you can rest for free  especially if its lose by the inns rest becomes pointless :( )

    in that case maybe increase how much it costs,but in exchange have some type of reward or secret that goes with it ! : D

    like in ff7! : D

    like a room with a chest or getting something after staying X amount of times whether its a item or cutscene! : D
  7. Hi there, I just finished your demo. It's actually the first rpgmaker game from this forum that I've tried. I picked Silver Town because at first glance it looked the most unique... possibly because there are animal races? Haha.

    Liked: You have strong characters and a lot of cheeky, non-repetitive dialogue. I enjoyed the character and cutscene illustrations, even the unfinished ones. Some of your maps looked great - eg. the mage guild.
    Disliked: Other maps looked a little too barren or had elements that seemed out of place. The formation menu isn't very intuitive, i had trouble swapping people around. Coming from someone who's new to rpgmaker games, I also had trouble keeping up with what was going on in battle, but i know that's not unique to this game and your battle system already animates things. I found Lash to be annoying too. e_e;
    Issues: I didn't get any errors. However here are a few minor things that you may or may not already be aware of:
    - In the basement, you can stand on top of the statue
    - In the barracks?, there's a crate dialogue that doesn't fit vertically.
    - Also, not sure whether or not i was supposed to get the exp orb so early on in the game... it feels like a cheat lol.

    I hope my bit of feedback is mildly useful. 

    Thanks for the game/download and good luck with continuing this project. :)
  8. theadellie said:
    Hi there, I just finished your demo. It's actually the first rpgmaker game from this forum that I've tried. I picked Silver Town because at first glance it looked the most unique... possibly because there are animal races? Haha.

    Liked: You have strong characters and a lot of cheeky, non-repetitive dialogue. I enjoyed the character and cutscene illustrations, even the unfinished ones. Some of your maps looked great - eg. the mage guild.

    Disliked: Other maps looked a little too barren or had elements that seemed out of place. The formation menu isn't very intuitive, i had trouble swapping people around. Coming from someone who's new to rpgmaker games, I also had trouble keeping up with what was going on in battle, but i know that's not unique to this game and your battle system already animates things. I found Lash to be annoying too. e_e;

    Issues: I didn't get any errors. However here are a few minor things that you may or may not already be aware of:

    - In the basement, you can stand on top of the statue

    - In the barracks?, there's a crate dialogue that doesn't fit vertically.

    - Also, not sure whether or not i was supposed to get the exp orb so early on in the game... it feels like a cheat lol.

    I hope my bit of feedback is mildly useful. 

    Thanks for the game/download and good luck with continuing this project. :)
    Oh wow thank you!  That's a big honor.  I'm very happy you felt so.

    Yes Lash is very annoying.  I made sure to fix that first for the accompanying changes.  I'll check the crates, but I know I fixed that statue for sure.  EXP orb is there so people can play the game without feeling the need to grind.  So if you are at a boss and want to progress you can do so.  Since the max level is 20, there is no danger of over doing things.  

    Ah thank you.  The mage guild took quite a while to make and I made sure to make it feels snazzy despite being a temporary residence in a tent.  

    Yes Yanfly default system was like that for me at first too.  People use it so often most do catch on, but for someone new to RM games like you mentioned it isn't very intuitive.  I'll see what I can do once the newer content is addressed. I may just remove it since there are only 4 characters.

    May I ask which maps you felt were barren or had elements that seemed out of place?  This will help me out with revisiting areas to help them improve.  

    shayoko said:
    Exp carrys with death=yay! tho the only time one of my characters died was during the dragon fight. nothign else was hard enough to kill any of my characters.

    turn undead=i think its a good idea as well to get rid of paralize with that skill,it already does substantial damage XD

    if you want to give behaviors to monsters slimes woulnt be effected by physical attacks or debuffs only magical damage

    :( i thought the evil posion swamp was ok :( just had to go back to town real quick 5 gold to heal at in and your fine

    (tho thinking about it if you can rest for free  especially if its lose by the inns rest becomes pointless :( )

    in that case maybe increase how much it costs,but in exchange have some type of reward or secret that goes with it ! : D

    like in ff7! : D

    like a room with a chest or getting something after staying X amount of times whether its a item or cutscene! : D
    Something new to try =3   Yes Slimes have "slime body" which will decrease some forms of damage taken.

    Yes- this is why I didn't institute it yet.  I want it to call on side scenes/quests/items with a hidden variable.  I am glad we are on the same page.  I don't want you deciding to go back to town and getting disappointed things remain the same.  Originally 10 npcs had varying dialogue along the progress of the game, but the need to show not tell things drove them into hiding.  

      
  9. palladinthug said:
    May I ask which maps you felt were barren or had elements that seemed out of place?  This will help me out with revisiting areas to help them improve.    
    The two areas that i had in mind were:  

    (1) The lighthouse interior. Though I revisited that area and found that there were actually quite a few tiles at use there. :blush:  I can't put my finger on what exactly about that space that makes it seem emptier/less polished than other maps.

    (2) The forest area with neon shrooms and blue torches. I know those elements are supposed to have strange colours but i still feel like it could have come together better.

    Here are two more maps-related things: http://i60.tinypic.com/jhai42.jpg
  10. I'm a bit lost, where do I click to download the demo?
  11. KingDanner said:
    I'm a bit lost, where do I click to download the demo?
    Click the Left arrows next to previous from here, or simply click on "1" to be taken to the original post.  You will see a download link there.  You can also click the hotlink bar in my banner to be taken to the first post with the download =3
  12. Excellent news everyone, two major changes that will help add some more depth to the game.  They are provided by Mundy, who just newly made his account.  He is the one who created "Libra".

    You can find the first script here: http://forums.rpgmakerweb.com/index.php?/topic/28648-answered-healingdamage-calculation/#entry274872

    What does it do?

    qGngI81.jpg

    Willard's parallel event which calculated damage is gone.  Healing Protocol has changed into a dynamic, universal damage/type/calculator that will allow you to estimate damage in advance. A major criticism of the game addressed hard, and executed here in the screen shot hp.  Hp.  With color to accompany the hp type of damage done hp.  Skills tool tips are being rewritten to remove bulk and repetition.

    The second is that Libra will be changing.  Now the script will allow me to amend not only family/monster types, but also program in a few surprises and mix up the information.Gone is the old rugged design, and to accommodate the new battle mechanics and redesigned enemies you will have a hard time not casting this instant support magic to debuff the enemy, buff Shade, and reveal crucial information all in one free cast.

    So let's say we have a slime group.  Okay, now I can make a slime array, tag the enemies that are slimes, and get a response.  What if they are slime and another type like undead?  Since the script will not be priority set with weight to one class, I can instead combine the types into a separate array and amending the dialogue respectively.  

    The 'After Dragon Battle' initiation to the party has gotten a small cut scene snippet to do away with the "Let's Celebrate!" message and sudden shift to the INN.

    Wolfe is seeing a lot more attention and action.  He is now participating more, and will be more of a fluid character instead of the wall flower if I do things right.

    The Fallen Avatar Ghost is being amended with new dialogue and the virtues.  

    Willard's big reveal is coming.  He's putting on his best suit, so to speak.

    The virtue explanation will be added with a visual aid.

    Since I don't have a companion per virtue anymore, this will put Emmet at a serious disadvantage in the final fight.  So I will look at it as a chance to show

    how he can compensate for the lack of power of the original Avatar.

    Due to the busy and chaotic nature of work and over-time I have not done any work to the intro or the portraits.

    I understand that the first two levels of the Lighthouse Interior seem too empty, and there was criticism that this area needs attention.  I am currently planning on a few things, and hope not to crowd the maps.  I feel some special magic is in order, like I did for the mage guild.  We'll see what I can come up with if  and when the free time comes around.  I agree looking back at them, and will devout time afterwards along with some concepts to show the new layout.

    This will be the Third incarnation of the Lighthouse.  Hopefully I can get it right this time.
  13. ahh no worries be thankful you have a job that gives you plenty of hours lol...i need a new one mine sucks :3

    not sure abou the changes seems a tad hard for me to invision with text :3

    was interesed in teh photo with the triggers

    tho i think i understood all that except for $DC$DT have no idea what those mean lol..

    i dont make maps but i watch alot of tutorial stuff on YT so i have a vauge idea of how to do many things :3
  14. Great stuff man, keep it up!

    If you'll ever need some help with mapping (even small hints, whatever you need) feel free to send me a PM anytime.
  15. shayoko said:
    ahh no worries be thankful you have a job that gives you plenty of hours lol...i need a new one mine sucks :3

    not sure abou the changes seems a tad hard for me to invision with text :3

    was interesed in teh photo with the triggers

    tho i think i understood all that except for $DC$DT have no idea what those mean lol..

    i dont make maps but i watch alot of tutorial stuff on YT so i have a vauge idea of how to do many things :3
    Well it would have helped if I actually linked the script.  I've amended the post, and put the url in so you can see the instructions. I apologize for that as work has not been supportive of bringing the lappy in to do more pictures for updates.  Having T3 really helps when uploading.

    http://forums.rpgmakerweb.com/index.php?/topic/28648-answered-healingdamage-calculation/#entry274872

    Basically It's Color and Type commands for the script.  It reads the formula for damage and the type of damage selected from the pull down menu.  Each of which is assigned a color in the  the script.  Let's say it's Burning Hands is our example.   The description shows that as an approximation of '100% damage' fire in the menu/battle menu.

    Dalph said:
    Great stuff man, keep it up!

    If you'll ever need some help with mapping (even small hints, whatever you need) feel free to send me a PM anytime.
    I appreciate it.  Make sure you tell Mundy so, and encourage him to keep working on scripts for the site.  This little number is extremely useful and easy.

    Yeah it's sadly back to tutorials for me.  I appreciate the offers guys, I will need all the help I can get.  I'll be sure to message you and get some concepts your way once all these little hurdles are dealt with in life.  

     

    theadellie said:
    The two areas that i had in mind were:  

    (1) The lighthouse interior. Though I revisited that area and found that there were actually quite a few tiles at use there.  :blush:  I can't put my finger on what exactly about that space that makes it seem emptier/less polished than other maps.

    (2) The forest area with neon shrooms and blue torches. I know those elements are supposed to have strange colours but i still feel like it could have come together better.

    Here are two more maps-related things: http://i60.tinypic.com/jhai42.jpg
    I looked back and agree with you.  I'm currently working on a quick fix/concept.  

    As for the torches and mushrooms, I think I can replace the torches with the recolored ones I made for the nexus to blend in better.  The neon mushrooms were just an after thought from the lighthouse I recolored.  I can remove them for more subdued non blinking ones and see how things look.

    Thank you for the screen shots, and the fan art =3  I loved it and it really brightened my day.
  16. played a game recently,that had a similar concept to what you want to do with battles

    it was called eviloverlord i think

    anyway sadly it was not finished dropped i assume

    ignoring one fight i skipped there was some unique battles

    -Bosses that called in reiforcements

    -A huge slime that spawned 1-2 small slimes every turn on top of its attack

    -and a boss that was immortal and had 4 orbs with him that not only protected him from harm,but also buffed him!

    1.reduced damage to all orbs

    2.heals all orbs

    3.increases damage of all

    4.increases agailty of all

    was a rather interesting battle.
  17. palladinthug said:
    I looked back and agree with you.  I'm currently working on a quick fix/concept.  

    As for the torches and mushrooms, I think I can replace the torches with the recolored ones I made for the nexus to blend in better.  The neon mushrooms were just an after thought from the lighthouse I recolored.  I can remove them for more subdued non blinking ones and see how things look.

    Thank you for the screen shots, and the fan art =3  I loved it and it really brightened my day.
    You're very welcome.

    (although... I just saw your wip for shade's faceset a while ago. I wish i had seen it earlier, dangit!)

    I'll definitely play Silver Town again after i've tried a few other free games/demos to see what scripts and resources tend to be popular. When i'm able to distinguish between what's custom and what's not, maybe my feedback will be more useful.
  18. theadellie said:
    You're very welcome.

    (although... I just saw your wip for shade's faceset a while ago. I wish i had seen it earlier, dangit!)

    I'll definitely play Silver Town again after i've tried a few other free games/demos to see what scripts and resources tend to be popular. When i'm able to distinguish between what's custom and what's not, maybe my feedback will be more useful.
    Speaking of Custom Resources since things have been rather slow with my car in the shop/dead again (Currently trying to secure another used car) I've started work on the titlescreen.  So far thanks to the inspiration from Dekita's IGMC entry I've been able to add 3 scrolling backgrounds, 3 particle effects, a custom window interface, Character/Town Elements, and some new logos.

    EDIT:  Even without knowing the norm, your feedback is still useful =3  I really appreciate you going the extra mile to help.

    Here are a few that I'm organizing-

    New Title:

    dY18HAN.png

    New Logo:

    gtGtiXD.png

    I'm afraid we have no studio, or business.  So it's just a simple logo for us.

    Here is a Screen shot of the new layout.  EDIT: Yanfly system added to the title screen and functioning.

    bRaxYDb.jpg

    I'm working on a graphic for the title, and also some Town Backdrop to follow. This is why the St.Cuthburt Symbol is off center.

    The symbol and jewels are actually two different graphics, and I am working on making some more custom effects if there is time.

    EDIT:  The backgrounds scroll, and give the illusion of travel.

    Here are the particles:

    kZdVe8Y.pngL63TTpX.pngZgsqlCb.png

    It's been a fun past few days, despite the stress.  I'll be going back over map errors, and some new content soon.
  19. nice pictures,i really like that pendent : D
  20. Beautiful work palladinthug, as I said I freakin love the logo and the titlescreen...so the background is animated now?

    That will make it look even better if you ask me.