NEOK'S PROFILE

"GONE: A grim cat with fluff. It has a curling tail and moves flirtively. On the cat is the image of finely designed stripes. BEWARE ITS CLAWS. Mittens is associated with snooze, theft and murder." ... "And the angel said to him, 'Stop hitting yourself!' But he could not stop, for the angel was hitting him with his own hands." ... "Cave Story is a jumping-and-shooting action game. Explore the caves until you reach the ending. You can also save your game and continue from where you left off."
Fake Happy End
In the middle of the sky, stood a... 'tower' of sorts...

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[Demo] Everything Turns Gray - First Real Demo! & [Short Game] Vermicide

I agree with Neophyte. Overall, Iron Gaia 2's graphics are far more appealing than EtG's, at least to my eyes. You can disagree all you want, but you're currently out-numbered 2:1, so you'll need to find someone else to back your opinion :).

Though, I think the reason why is because IG2's maps show some sense of order, while EtG's maps are all pretty much disordered and cluttered.

Screenshot Schmeenshot

Nice. Good to see that side-scrolling fever is spreading.

Alter A.I.L.A. Genesis

> TwomRPG

Don't open it in the editor man. Unless you want to completely spoil the game for yourself.

> Karikasa

Thanks man :). I'm headed down there to update them on the situation. You have yourself a good Christmas and New Years too.

What makes a good dialogue?

author=brandonabley link=topic=2680.msg52346#msg52346 date=1230144065
It is like when two self-important and pretentious people are having a conversation with each other.

It pretty much IS two self-important and pretentious people having a conversation with each other.

Gah, Genesis you awful vocalizer you.. I'm ashamed to have my game share the same name as you >:(

[DEMO] Alter A.I.L.A. Genesis

New patch:

December 25, 2008

Change Log:
- Drew an extra panel for cutscene 3 and fixed it up.
- Fixed a problem with not changing back to the walking sprite when getting off a ladder
- More graphical fixes
- Lessened the amount of items you can buy at the beginning of the game
- Re-wrote Personal Device's Help File
- Re-did tutorial sequence to explain game mechanics better


Since the enemy re-balancing will take a lot of time and there were still bugs present in the last update, I'm gonna send this second-to-last patch out first. Anyone who's confused about the battle system should go through the tutorial sequence, which explains the battle system in a much clearer manner (aka in-battle, instead of just Scott mouthing off).

By the way, you only need to download the latest patch. They all come with the additions made in previous patches.

Also! It recently came to my attention that there are spoilers in the graphic files. All I've done is converted them to .xyz format, and they're very easy to convert back. Don't do this because there was a spoiler in there that I didn't know about. Thank you.

>Nightblade

I'm afraid I'm not awesome enough to have my own original OST. Like iishenron says, they're pretty much ripped from different anime OSTs. Most of the battle themes are from various japanese freelance music artists.

Release Something! V - Discussion Thread

Alright man, just consider yourself warned. If anything's busted, I would prefer that you tell me so that I can fix it myself..


>McGee

Er....................

???

(In other words, no idea what happened. You can try nabbing the latest patch, but this is the first I've heard of something like that so I doubt it'd help.. I also have no idea what that is and what could be causing it. Sorry!)

Release Something! V - Discussion Thread

You guys need to stop that >:(

Seriously, there's pretty much spoilers all over the database (at least anywhere that would be of relevant interest to someone who wants to find out how its coded).

Make sure to download the latest patch!

Release Something! V - Discussion Thread

author=Max McGee link=topic=2730.msg52270#msg52270 date=1230110646
Pretty please? :-*

Mmh, well if you put it that way, okay!

...

Oh no..

Shit Max, I loaded up EtG, and Sexy wasn't there. Three was just a note saying she quits and was running away to Tibet to become a monk.

Sorry man, I have to go find her. I don't know what I'll do if she shaves her bright red ponytail off :'(

author=demondestiny link=topic=2730.msg52285#msg52285 date=1230118972
I generally enjoy your games so i'd help if you want me too. Of course it would have to be after the new year.

This person looks like he wants to enlist!

Release Something! V - Discussion Thread

Well alright. My main point is that if the game is too hard at the beginning, most people won't even get to the point where it becomes easy to play. Obviously its your call how you want to do things.

I forgot to mention, another thing I thought was pretty cool was how you said you could use Sneak to get by that turrent. That is a very good design idea and well-worth your time to implement more thoroughly into the game (not specifically Sneak, I mean the whole Skills do things outside what you're told they do biz)

Anyways, thanks for the vote of confidence, but I don't feel like our game making policies are going to meld very well. I am personally drifting away from hardcore difficulty and more into something that's fun and easy to play. Plus I am actually going back to school in January and will have no time to help you out.

Besides, serious-business face is a one-time thing. If I come aboard, you'll just get more snarky stories about outlaw Sexy's sad sad life :'(.

Release Something! V - Discussion Thread

Okay okay, I'll put my serious-business face on for a second.

Let's start from the very beginning. From the looks of things, you're pretty much going for Fallout VX edition. If that's the case, you shouldn't put a big emphasis on the main character's identity. That belongs in jRPG's and story-heavy games, because those characters are meant to grow on the player and make him or her care what happens to this person. In the span of the first hour, my character had died once from rad poisoning, twice from random encounters that I went into with full HP, and once from getting shot by a turrent trap. She also was burnt to a crisp trying to hack a terminal to turn off the turrent trap in question (you mentioned using Stealth to sneak by, but coming out of the intro I had only 2 TP, and I had already squandered it in the building beside it. BTW, the duration of this needs to be at least twice as long if not more.) Anyways the point is, if I cared about my character, I would be pretty traumatized that she was going through such harsh treatment, and while that doesn't stop me from playing, it certainly doesn't make me feel good about things.

Also, if you are meant to run away from fights that are too tough, then you'll need to tune down how often random encounters occur (by at least half). It is very taxing to constantly run from battles because you don't have enough health or supplies to fight worth a damn, and only really hardcore players would be willing to endure being so pitifully underpowered long enough to get to the point where you can actually fight more than one guy at a time. Even if you're meant to be severely underpowered, it's much better to make sure you can at least survive a fight with a tough opponent long enough to think to yourself "Okay, maybe I should go for easier opponents". Going back to the spider swarm incident, I honestly only got one attack off, then they swarmed and bit me into confusion, wherein my character proceeded to whack herself to death without me ever getting control back. Aka, I couldn't even fight them long enough to realize that I should make a run for it, because my death was ensured immediately on the first round. Also, random encounters in general are very poorly regarded. If you want to keep it around, tune down the frequency to what you think might be good, then tune it down a further two or three notches. The places I was visiting looked abandoned, but it felt more like a whole squadron of beasties were just hiding in the area and coming for me in 10 second intervals.

Next, lockpicks. Someone said earlier that they'll pretty much save in front of a locked chest and constantly reload until they get it right the first time. This is seriously not a good thing. I noticed that there were quite a multitude of locked doors and chests everywhere, but only sparce amounts of lockpicks. I know you're probably going for the whole get what you can kind of gameplay, but many people are very OCD about collection and completion. I personally hate having to leave a chest or door unlocked because I didn't have enough lockpicks to get by. One way you might fix this would be having a stat for lockpicking. If your lockpick stat isn't high enough, then you won't be able to open the lock no matter how many times you try (but at least your lockpick won't break). That way, you don't have to worry about never having enough lockpicks and the situation mentioned before won't happen. BTW, if outlaws are good at lockpicking, they should have like at least 80% success rate with this. I honestly did not feel like my character was doing any good lockpicking anything, and I only managed 3 doors and a chest after the intro. The ones before the intro went decently enough though.


Those are my main gripes. Now positive things,

I very much like the openness and being a pack rat. I actually had plans before to make a post-apocalyptic zombie ABS shooter where you would have to scavenge for resources in a abandoned city and figure out a way to survive and hold off the zombie hoards by night. So stuff like this is very appealling to me. I think you've done fairly well with putting collectable stuff everywhere, but you need less locked chests and more unlocked chests. In that, unlocked chests should far outnumber locked chests. That way, you can put more rare items into locked chests and make it worth breaking your lockpicks to get into.

Music-wise, I don't really have anything to say. Just keep in mind that punk rock isn't everyone's cup of tea.

I also liked the idea of wandering the world map till you find a place to explore. I know it's lifted directly from Fallout, but that's fine. It works for what it is.

Unfortunately, that's about as far as I got in terms of good and bad. At the moment, it's not looking good unless you really ramp down the difficulty. it would be passable in the old days of brutal side-scrollers with extra lives (Mario, Ninja Gaiden, etc.), but nowadays, most people only play to have a good time. EtG will be much more popular if it was more forgiving (at least at the beginning. You can ramp up the difficulty later after players have invested enough time to be concerned ;))