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Willy Elektrix
Joined: 27 Jul 2010 Posts: 8
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Posted: Tue Jul 27, 2010 4:55 pm Post subject: My First Game Test |
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First off, this is my first post. Hello all.
I've finished the first level of the first game I've written with OHRRPGCE. Soon there will be 3 levels total but I wanted to get some feedback on the progress I've made so far.
Once I finish the other levels, I'll make music and sound effects. Also there is no door to the 2nd level, but otherwise everything is in place. It should take about 45 minutes to an hour to kill the level boss and get the key.
It's called Dr. Coffin's Cursed Maze and is a horror themed RPG taking place in the afterlife. Please, any feedback is appreciated, particularly concerning balancing and streamlining of play.
http://www.mediafire.com/?jbql6g9sko7o8o6
Thanks for your time. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Wed Jul 28, 2010 3:55 am Post subject: |
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How about posting a screenshot of it? It will make more people interested in trying it out. :-) _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Willy Elektrix
Joined: 27 Jul 2010 Posts: 8
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Posted: Wed Jul 28, 2010 4:52 pm Post subject: |
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Sure! Here you go.
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J_Taylor The Self-Proclaimed King of Ketchup

Joined: 02 Dec 2009 Posts: 188 Location: Western NY
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Posted: Tue Aug 03, 2010 3:38 am Post subject: |
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downloading... _________________ Elemental: .75%
Heart of Darkness: 0% (crash)
The Mansion: .05%
Shattered Alliance: .05%
See a pattern forming? I do, dammit. |
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Tue Aug 03, 2010 9:07 am Post subject: |
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Note from Castle Paradox Administration: | This content has been removed by the user. Contact the original author and link them to this post if you wish to view the original content. Only the author can remove the tags hiding this content. |
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Willy Elektrix
Joined: 27 Jul 2010 Posts: 8
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Posted: Wed Aug 04, 2010 5:04 am Post subject: |
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Surlaw wrote: | You should really upload this game either here or on Slime Salad. |
Yeah. I plan to eventually, but I didn't want to upload the unfinished game. There's enough crappy half-finished games here and on Slime Salad that I didn't want to contribute until I had something worthwhile.
Sorry about using lame ad-spamming free file hosting though.
I'm in the process of making area 2. There might be 2 or 3 areas then I'll put up a completed version. |
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J_Taylor The Self-Proclaimed King of Ketchup

Joined: 02 Dec 2009 Posts: 188 Location: Western NY
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Posted: Wed Aug 04, 2010 3:22 pm Post subject: |
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My biggest suggestion would be to make the graphics a little more 3D. Adding shadows, highlights, and using the 'map menu-->edit general map data-->foot offset' would help. _________________ Elemental: .75%
Heart of Darkness: 0% (crash)
The Mansion: .05%
Shattered Alliance: .05%
See a pattern forming? I do, dammit. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Thu Aug 05, 2010 11:51 am Post subject: |
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I actually don't recommend using foot offeset. It tends to cause walkabouts to pop under higher layer tiles when you don't want them to. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Sh4d0ws

Joined: 06 Nov 2009 Posts: 39
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Posted: Thu Aug 05, 2010 4:05 pm Post subject: |
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I haven't played the game, but judging from the screenshots you seem to be trying to stylize the game with a flat, heads-on perspective. If this is so, I wouldn't bother with shading or depth, It would just ruin the look. The grittiness of everything coupled with how flat it all is makes lit look like a bunch of cardboard-paper cutouts glued together, which is unique, at least.
Either embrace this and try to keep it consistent, or go for a more realistic look. The thing is, with your current skills, by making your game follow the standard graphical style of detail and realism, you'll be forcing it into comparison with the works of much more skiled artists, and this will deteriorate the overall look of your game. |
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Willy Elektrix
Joined: 27 Jul 2010 Posts: 8
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Posted: Sun Aug 08, 2010 8:33 am Post subject: |
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J_Taylor wrote: | My biggest suggestion would be to make the graphics a little more 3D. Adding shadows, highlights, and using the 'map menu-->edit general map data-->foot offset' would help. |
That's true, that would definitely add a little more depth. I've never drawn graphics before, and when I started this game, I wanted to the whole thing to be like the mazes in Dragon Warrior 1 and Hydlide for the NES. So the intent was to do flat obviously tiled graphics. Granted, I failed at making them look old-school by adding way too much texture and and too many color values.
Sh4d0ws wrote: | I haven't played the game, but judging from the screenshots you seem to be trying to stylize the game with a flat, heads-on perspective. If this is so, I wouldn't bother with shading or depth, It would just ruin the look. The grittiness of everything coupled with how flat it all is makes lit look like a bunch of cardboard-paper cutouts glued together, which is unique, at least.
Either embrace this and try to keep it consistent, or go for a more realistic look. The thing is, with your current skills, by making your game follow the standard graphical style of detail and realism, you'll be forcing it into comparison with the works of much more skiled artists, and this will deteriorate the overall look of your game. |
This was basically my opinion. It doesn't look great, but at least it looks consistent and that's the best I can hope for. As I keep doing graphics, maybe I'll figure out how to turn my inherent restrictions into a style. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Aug 10, 2010 4:41 am Post subject: |
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Hi, I did give it a quick play when you originally posted, but haven't gone back since then to try again. Though I was meaning to, I might as well give some feeble feedback now:
I think the battle formation difficulty changes too suddenly, which is a fairly large problem because you can't run. I think I was one XP point from levelling (to the 2nd level) when I encountered my first formation with more than one enemy, and I dead in a few seconds.
But I don't know how many attempts you intend to be necessary to complete the game, are players meant to learn through repeated deaths? (If so, no problem, I enjoy permadeath :)
Also, are you sure you don't want to round the corners of the flat topped head at all? _________________ "It is so great it is insanely great." |
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Willy Elektrix
Joined: 27 Jul 2010 Posts: 8
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Posted: Tue Aug 10, 2010 5:44 am Post subject: |
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The Mad Cacti wrote: | I think the battle formation difficulty changes too suddenly, which is a fairly large problem because you can't run. I think I was one XP point from levelling (to the 2nd level) when I encountered my first formation with more than one enemy, and I dead in a few seconds.
But I don't know how many attempts you intend to be necessary to complete the game, are players meant to learn through repeated deaths? (If so, no problem, I enjoy permadeath
Also, are you sure you don't want to round the corners of the flat topped head at all? |
Thanks for that. That's exactly what I was worried about. I basically have the level divided into quadrants. Southwest is 1 easy monster. Northwest are 2 easy monsters. Southeast is 1 easy monster and 1 hard monster. Northeast is 2 easy monsters and 1 hard monster. The problem is that it's too easy to wander into the hard monsters too soon.
Hmm. I'll have to rethink it. Maybe I'll keep the hard monsters all in the northeast corner? Maybe a message when that pops up when you're about to cross over to harder monsters?
This is especially timely since I'm working on the encounter layout for floor 2 right now.
Yeah. I might round the corners on his head to. |
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Willy Elektrix
Joined: 27 Jul 2010 Posts: 8
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Posted: Tue Aug 10, 2010 6:47 pm Post subject: |
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I fixed the problem. I ended up making a mini-boss that prevents you from wandering too far from the beginning without leveling a level or so first. Granted, nothing stops you from fighting the boss too early and getting killed, but all games involve trial and error to a degree and at least it's more obvious this way. |
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Wed Aug 25, 2010 5:10 pm Post subject: |
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Note from Castle Paradox Administration: | This content has been removed by the user. Contact the original author and link them to this post if you wish to view the original content. Only the author can remove the tags hiding this content. |
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Thu Aug 26, 2010 6:16 am Post subject: |
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"Invalid or Deleted File
The key you provided for file download was invalid. This is usually caused because the file is no longer stored on Mediafire. This occurs when the file is removed by the originating user or Mediafire."
Ya know, you CAN upload your game onto CP. Makes it easier for us to find it.  _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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