No.658
>>654>based on various nightmares and real life experiences I hadThat sounds interesting. I'm looking forward to playing the demo!
No.659
It looks very promising.
No.660
are we allowed to offer criticism&do you have a blog
No.664
Since you've given permission to criticize, I'm not playing a survival game in the unoptimized garbage that is rpg maker.
No.665
>660I don't have a blog and I usually spend most of my time on the internet lurking; I might create a blog later, but right now I'm focused on fixing various bugs, making more graphics for enemies and landscapes and trying to get the demo out as soon as I can.
>>664The Rpg Maker might not be the best choice, but the combat system itself is working quite well right now. Only the menu has issues.
By the way, no one will be forcing you to play it.
No.666
>>664RPG Maker is absurdly limited, outdated and everyone outside its community thinks games made with it are going to be shit walking simulators with pre made assets, but you can make a good survival game on it, VX Ace or MV would have been better though.
No.667
>>666I started at first with the RPG Maker XP and than later switched first to the RPG Maker VX before I ended up using the RPG Maker 2003.
On the XP and VX everything looked too sterile. Here the most currents screenshot from how it looked on the VX before I gave up and decided to switch the engine again.
No.668
>>666You can't seriously recommend somebody to use MV without being a dick… it's literally the most broken of all the shitty engines ever preduced. Even rm95 is better. As for limitations, it seems to work for op's idea of gameplay so I don't see why that should be a problem.
I do agree on the part that nobody will take op seriously though, but well, most of the demo is almost ready so there is no point in switching engines now.
Op, if you ever work on another game, please consider switching. It's for your own good.
No.669
>>667That looks ugly because of poor mapping, not really because of the engine.
>>668It's broken and full of glitches but it is better simply because as new OSs update, games made in older RPG Makers will be completely obsolete and unplayable, we're talking about Windows obviously.
All RPG Makers are bad for different reasons.
No.670
>>669My point of rm95 being better than MV was that even if it's obsolete as fuck it's more functional than MV. MV has some serious memory leak bugs, the shittiest optimization of all of enterbrain's engines and three times the sum of the bugs on all the previous versions. OP would be better off using VX or XP, but MV is like telling him to code a 3D physics puzzle game in AT&T assembly with only the "add" operation. That shit won't run.
No.671
>>669That all depends on the audience you're trying to reach. If you're not wanting to be the next Toby Fox and wanting the A E S T H E T I C rpgmaker is fine, those who care will be arsed to pop open a virtual machine that will run it. People are successfully selling freakin' brand new Genesis games on the indie front, and that system's been obsolete for over 20 years.
No.672
>>671You're not talking about anything mainstream here and the impact will always be inferior.
Let's be honest here, people who want their games only to be played by an obscure minority are not many.
Most people developing in these engines do it because they have no choice, not because they aim for a hipster audience.
If OP wants to develop under these conditions it's their choice though.
No.673
>>672No choice? GameMaker, Unity, and Flash are all far more accessible. rpgmaker *is* a hipster choice.
No.674
>>673Please, you know very well that while all of those choices are there, RPG Maker is just way easier to use and does not require previous knowledge, not to mention the older ones are "free".
Ask all the YNFG creators how many of them can develop in Unity or Flash.
No.676
>>674They teach Flash in fukken high schools mate, hate harder.
>>675To the Moon achieved pretty major success for being developed in rpgmaker.
No.677
Worrying about success is pointless. Make what you want. If it's good people will play it. Premise for this game sounds cool and I'd certainly try it.
No.678
>>676>They teach Flash in fukken high schools mateI dare you to tell me half of these fuckers using RPG Maker know how to use flash.
Troll harder.
No.680
>>676Flash is a dead technology though and most browsers are permanently phasing out support soon. HTML5+JS is the way to go now.
No.693
fuck my life; I'm still stuck with the enemy graphics and failed to release a demo at the end of last month.
Now I'm wasting my time with drinking vodka;
here is a thread I made on the official RPGmaker forums.
To compensate for my incompetence I've made a post about how the combat system works;
https://forums.rpgmakerweb.com/index.php?threads/de-evolution.78788/ No.694
I love the premise for this. The renders for the weapons are cool too, they look something from a PS1 game like Armored Core.
No.696
>>695I personally like the first pic with the smaller icons. Fits more the general style of the game in my opinion (with all the PS1 flavor).
No.700
Could you post some mutated humans? I'd like to know how they look like.
No.723
I've tried in the last months to switch the engine, but this proved to be more difficult than expected and so far I'm stuck.
>>700I'm also stuck with the enemies and only have a few sketches so far. Making organic looking 3D models is hard. Here a sketch of a slightly stronger standard enemy.
Also because I'm not making any progress recently I decided to release a short demo showcasing the combat system. Most of this demo was already finished 3 months ago, but originally I wanted to wait till I get the first area of the game done, but now this probably won't happen soon.
http://www.mediafire.com/file/vsvm35cclv3b2tb/Devo_v0.01.exeAt the moment I'm trying to make a 3D version in unity and xenko. However I'll probably still try to continue working on the rpg maker version as well later.
No.741
>>677This.
Also, bumping for interest.
No.742
All I can suggest is that the overworld could use a bit more fine details, and maybe a darker shade, the clean looking uniform tiles kind of ruin the immersion of a post-apocalyptic future.
Other than that, looks and sounds pretty sweet, looking forward to playing it.
Oh, and another thing, consider Wolf RPG Editor as your engine, it's like everything RPG Maker is and more, but is also free. The only problem as far as I remember is that the english version is in perpetual beta.
No.857
>>856Install the 2003 RTP then.
Download it here:
https://www.rpgmakerweb.com/download/additional/run-time-packagesIf it doesn't work, download the Japanese version of RTP linked below. You probably need the English one, but try this if it doesn't work
https://tkool.jp/assets/files/2003rtp.zip No.859
>>858>Diagonal movement and/or strafing would be nice. Not sure if RPG maker supports mouse aiming, that would help.The engine sadly doesn't support these out of the box. It's possible to do this in later RPGMaker versions through Ruby scripting, although very much a hassle.
No.953
>>856Seeing people ask for this brings me back
No.961
I didn't manage to get much done last year, and sadly not only when it comes to this game. However, this weekend I've felt somewhat motivated and added some new things.
The main thing that I accomplished is that I combined the Fist and Power Hammer so now it is possible to do different attacks depending on how long you press the attack button. You can either throw some quick punches, do a knockout punch, or by fully charging up the fist, catapult enemies through the room like with the Power Hammer. For this I also added a new element in the interface that displays the estimated power of the punch while you hold down the action button.
Additionally I added the possibility to change the equipped weapon quickly by using the number keys. And also fixed all bugs that I could find.
And finally, I created a page on itch.io for the game to have a place to comfortably post the latest version and whatever else.
https://lance-of-longinus.itch.io/de-evolutionI didn't get forward with making new enemies, levels or anything in that direction, but I hope to do that somewhere in February.