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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Done and dusted.

Progress Impeding Bug: At the part near the beginning where you talk to the stranger with Laine in the storehouse.

Stranger: I'll speak to no one but Laine.
Laine: That would be me.

And then the stranger turns to look at you, but the conversation ends right there and talking to him again just gives the same dialogue.

Edit: Ah, I see someone else had the same problem and you fixed it there already.

author=yuna21
http://rpgmaker.net/users/yuna21/locker/Map081.rvdataThere you go. Replace that map and the scene will commence. =)

Done and dusted.

Congrats on finishing! Very cool ambient atmosphere. Very polished. Only played a few minutes so far. Skipped the intro since you gave me a choice to do so. The first battle seemed a little less one-sided than the cutscene would suggest. I'd recommend lowering the HP of the bandits so that they can be killed in one shot.

Main gripe right now though is with the sparkles on events you can interact with. Mainly because the 'sparkle indicated' events don't seem to be much more than flavor text, which is odd considering there's also the non-sparkled variety of flavor text events. Was expecting either plot-advancement or goodies for hitting up these sparkled events, and since neither seems to be the case, I'm apt to just ignore them now. In any case, if it were me, I'd probably sparkle indicate the events that give you goodies, just so that you don't have to search entire rooms for them.

Lighting effects are super cool (though I notice that they disappear when you're moving between screens). Mapping is solid and asthetically pleasing. Can't say I'm fond of chibi map sprites, but it's no deal breaker. Menu asthetics were pretty cool. Appreciated being given the choice to have instant display text and run by default. Music really brings out the ambience too.

In any case, very cool so far.

New Persona 5 Teaser

To be honest, didn't really see anything in that trailer that piqued my interest (and I'm a huuuuge Persona/Atlus fan.)

Now that other trailer, the one with the incremental chairs and chains, THAT was intriguing.

Still good to hear they're making headway with the game!

author=Ilan14
This looks great so far! Now if only I had a PS3...


PS4

Great news, everyone! RN: Libra is getting a mega visual upgrade!

That sprite on the far right...

doppelganger

Played it. Very cool :). Thought it was very atmospheric how the text-display was re-done to fade in parts of the text. Also appreciated that text displayed relatively instantaneously. Portrait fade-in's are also top notch and go a long way to up'ing the visual appeal.

Things to make it cooler:
Semi-transparent message back instead of opaque.
Option to skip text by holding down a button, and a means to save at any time instead of only during intermissions/non-dialogue scenes.
World map probably could've been smaller? Or maybe just use a window to list and select where to go instead of having to seek out the place on the map itself.

Catharsis

Got to the end of the demo! I like that people you could talk to had icons indicating as such. It'd be nice to extend such indications to map exits and treasure chests, since the maps are busy enough to make it hard to tell sometimes.

I'm not a steampunk fan, but after playing, I can see why a lot of people are! Very cool asthetics without being too much. As long as you don't change that level of detail, I think it'll be fine.

Concerning the 'after-battle' party comments, I think it's rather awkward and could be done without. I thought it was interesting that random encounters don't respawn. I like that. Enemy HP was high enough that you pretty much needed to use your skills to end them in appreciable time. It's not as big a deal thanks to the prior point.

Speaking of which, I very much appreciated all the small touchs you made to make the game more player-friendly. Examples: Option to set dash/ instant msg display/ able to skip cutscenes/ save anywhere/ etc.

Characters, I like Moshi's general design and appearance, but personality-wise, I'm not particularly drawn to either of the two character's thus far. Well, they react appropriately enough to their situations if little else.

Anyways, this ranks near the top of my list as far as most promising Ace games are concerned. Good luck!

Peri's assorted art



Duuuuuuuude I remember this! Was awesome then, still awesome now!

The Screenshot Topic Returns

author=JosephSeraph
Whoa deckiller that looks absolutely rad <3 <3 <3 <3
Original char before the GIF crapteriffic processing:


Looks cool! That one bang keeps travelling across her forehead without any frames showing it going back though... Also feels like her right leg should be out a little more to support the rest of her body!

mysteries of rpgmaker?

You're looking for Velsarbor buddy. Yeah, it's pretty great, but I'm pretty sure he used pictures for all his animation needs.

What about wolfcoder's thing? Rpg 20xx engine. It might've taken DBS's animation flexibility and made it possible everywhere else.

The Screenshot Topic Returns

author=s_w
@Neok
Yo, haven't seen you too in ages. I checked your user profile a few months back but thought you kinda left.

I did. I came back recently, like a few weeks back. Using VX Ace now. And speaking of which...

mention the "regular" size (see leftmost pixel) took up ton of space in the screen. So I can only have like, 3 character or something before all you see are robots. And I was planning to have 5 person in battle.


...Would not have this problem with VX Ace, which allows up to 640 x 480 :D.

(Fair warning, I'm like Craze now in that I tyrannize everyone and their cats into migrating to VX Ace.)