THEREXMAN221'S PROFILE

My name is Greg. I am a YouTuber and an RPGMaker user. Thank you to everyone who has supported my past projects and projects to come later on. I hope you guys like my work and hope to expect many more great things to come!
Slumber Party
The game of Bloody Mary Three was played...

Search

Filter

Lamia Nox

author=bicfarmer
Short horror game. It's pretty dark and there are some ear screeching noises, but it's a pretty basic game so dont expect anything fancy. Only thing I can say is that it was hard to see the green thing in the grassy green forest but I think that was intended.

P.S. Near the end of the game there is a missing file (Audio/BGM/Rumor)


I haven't updated the rpgmaker.net version of the game in a long time. However, there's an updated version of the game on gamejolt that solved a lot of problems that the older versions had. I agree with you though on the "basic" part. It was my first try at making a spooky game, and for a game I made a decade ago, it's not that great. The dark grassy area was supposed to be dark, but not as dark as it came out in the final version. Back then I couldn't really figure a lot of things out and just went with it.

Lamia Nox Review

Hello,

Thanks so much for reviewing Lamia Nox! This is a very fair review and I completely agree with everything you've mentioned here.

A little backstory to this title is that it was my first shot at making a game; let alone a horror game. For the most part, I had no idea what I was doing during development. I had to watch and play a lot of horror games made with RPG Maker to see what made them work. The small jumpscares that happen were inspired by The Witch's House.

I'm sure that the version you played was the one from here and not Gamejolt. The Gamejolt version is the most recently updated, but it didn't change much. I fixed a few bugs, like the audio issue and game breaking issues, and added small story elements. However, everything else is the same.

I'm still really glad that you decided to take a look and review the game! I would really hope you'll also take a gander at my other game Slumber Party Demo over on Gamejolt. I'm still currently working on the project and porting it from Ace to MV, but I would really like to know what you think of the idea!

Thanks again,
Greg

Slumber Party

author=Bakadere
Are you looking for any beta-testers? I could help if you are!
The game is currently in hiatus. I am always working on the story before I continue to design any more of the actual game. If you'd like you can play the new demo that's on Gamejolt!

Slumber Party

author=gongnongjie
The atmosphere is what I like best. Looking forward to seeing it completed. Music is good, too.

When I get everything ported over and fixed in the MV engine I'm planning on starting to do some parallax mapping. The main point of the game is to tell a story and not have the player worry too much about "should I save here?" Or "I can't tell if this will kill me."

My design makes sure that the player knows what to do and feel like they should care about each character and that each character has their own thoughts and feelings. Atmosphere is one of the most important things to me so good lighting effects along with music and story create an awesome combo!

Thank you so much for playing! :)

Slumber Party

author=Liberty
I did an LP of it on a stream the other night (I'll post the video up when I make it public) and enjoyed it. There's a fair few spelling issues and errors in the writing, but the general game itself is good. (I did get to do the "I'm on the wall" dance a few times.)

I liked the change to the mirror world - that was handled quite well, with the reflected maps.

I can't say I liked where it ended since it was kinda a mean cliff-hanger - perhaps after one of the story segments would have been better so that you'd be wanting to know more after getting to know a bit, but I can understand why you would hang it there - makes it a lot easier to just throw up a little 'intro' for each room so that people can pick any of the doors to start from.

It has promise. >.<)b


(In future, please edit your posts to add extra stuff, don't post multiple posts. When replying it is possible to quote more than once, or edit more into the previous post. It's kinda against the site rules to multipost like that.)

I noticed the grammatical errors the other day, but I had to work a few days in a row at my job ;-; Thank you for playing the demo and I'm glad you enjoyed it! You're the first to mention the flip of the house and understand what it actually meant.

I originally was going to end the demo at the end of the first memory, but I decided to cut it a bit short just to show off the introduction. The school memory is actually already mapped and scripted for the most part, I just didn't want to put too much on the plate without knowing how people would like the taste.

I also didn't know I could reply to multiple people in a single message '^_^ Thanks for letting me know! Thank you again for playing and supporting the game!

Desktop_7122016_83523_PM665.png

author=Dragnfly
Yeah I'm a firm believer in "the player has to be able to play your game." I'm sure we've all played games that were too dark to actually play (not counting scenes where that was intentional)

I actually just played a full fledged triple-A game that I kept having to adjust the gamma in. Most people don't notice, but I've actually placed light events on every door and places that you can walk through. I did this so the player would be able to see doors and hallways easier. I really need to just brighten up the maps a bit though haha!

Desktop_7122016_83523_PM665.png

author=Dragnfly
A pretty sweet mapping technique is to consider the light sources. Like InfectionFiles said, there's the amount of light sources. But it's also good to consider the source of the light itself, though this may be way more detail than you're looking for.

Another important thing to consider is the events and actors. If a room is pitch black and we can see the character just fine it looks weird. Of course this is advanced stuff so devs need to gauge of the nice little touches are worth the extra work. Often not.

Biolumenescance is more like a glow, illuminating very little and with soft, usually tinted colour. In natural areas, for humans it's damn-near useless but it's great for giving atmosphere. Even if you're in the Waitomo Glowworm Caves it's still pretty dark (photos tend to lighten it up a bit. Trust me. You still can't see crap.) This is because they're not illuminating so they can see. They're illuminating to attract other things.

Fire is the next brightest. Torches, for example, allow complete darkness beyond the range of the fire, allowing underground tunnels and such to have areas of light and areas of absolute dark layered kind of like stripes.

Electric lighting, especially overhead electric lighting, is usually enough to light an entire room with a single bulb. For example my apartment has a two-bulb fixture on the ceiling in the living area and another two-bulb fixture in the kitchen area which I usually don't even use. I just measured and the light covers at least a 6.5m radius (it'd be a 13m diameter or more but the room isn't that big). If you really think about it most of our closet lights are super overkill. My closet hasn't had a bulb in it in two years because the room light is sufficient. Closets are the first bulb I take when other bulbs burn out.

And then of course we have celestial lighting, meaning the sun, moon and stars. Stars don't illuminate shit. Never consider a starry sky on it's own to be a light source. Add in the moon and you get nice overall coverage with very soft shadows since the overall light level is still low. Then of course there's the sun. A room at ground level or higher with a window will still be light pretty well by the sun alone. Also, even when obstructed sunlight still has strong seepage, especially compared to fire. Ironic that.

So yeah, likely WAY more info than anyone will ever likely use but information is ammunition and I had fun writing it. Feel free to debate.
That was an interesting little read. I have this little lamp inside my room that I use as my main light source and it lights up everything dimly, but good enough. It's kind of like the lamp on the large table in the picture. When making the maps I'm not really going for realism, but to make the room look aesthetically nice to look at. One thing I liked about Courpse Party is that there literally was no advanced lighting. It was rather bright through the entire gameplay dimming here and there.

Desktop_7122016_83523_PM665.png

author=InfectionFiles
Something else to consider besides trying to get away with using the mythos pack with other types of graphics is that you have a lamp, a wall light and a hanging light and it is still dark as shit.
edit: Also an unlit candle and another wall light. that room should be illuminated. it also makes you wonder what person ever installed/kept around so many light sources.

I suppose I should brighten up the room just a bit, eh? Thanks for letting me know! Trust me, whenever I get the game converted from Ace to MV there is going to be a massive graphical overhaul. Like I've stated before though, I'm not the best at the artsy part, but I can design levels and create a compelling story... at least haha!

Desktop_7122016_83523_PM665.png

author=Dragnfly
She's likely talking about the jarring nature of conflicting sprite styles if it switches between the two mid-game. Even for dream sequences or whatnot it's pretty jarring. Expect people to be recommending you stick to one or the other.

Not that I can offer much of a better solution, sadly. Sprite art is kicking my butt so bad on my project that I'm trying completely unorthodox methods. Spriting is so freakin hard.

I've tried learning, but it's just not something I'm good had sadly haha. I know what your saying with the sudden changes in the art, but take a game like IB where it's its regular style then goes to child-like drawings. Most of the game takes place in the Mirror World and only goes back to the "chibi" form at the start and end... I don't know... maybe something for me to just think about changing.

Desktop_7122016_83523_PM665.png

author=AnimeGirl
Because of the SD Chara Design I don't play such games and delete my Subscribed.
Since I throught that the SD would be a first Version and wouldn't be in the final.
I understand your decision, but I don't respect it. I think that one of the greatest things an indie developer can do is tell a story. I'm a great story teller, but not a great artist when it comes to pixel graphics. I think it's a little far-fetched to not give a game a try simply because it contains something stock here and there. The game is currently in a "beta" form. Going down the line there will be graphical improvements and even an engine upgrade from Ace to MV. Again, thank you for giving my game a look and hope that you give more indie developers a more "fair" chance.