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PostPosted: September 11th, 2014, 6:33 pm 
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This LP is fun to watch, although a little nail biting. There was so much that could have been in this game, and improvements that could be made. Originally it took about 4 (or 6?) months to complete this game, including testing.

On-screen baddies is something I am trying to incorporate into the sequel to this game. However, design is going very slowly. Frequently I run out of steam, suffer from intense depression, or am not in the head space to work on a game.

As for DoL, the battles could have been stripped and something else could take their place. This would require a rework of the entire game, and I have had my fill of revisions.

Anyway... Keep up the good work, Draygone. I've been enjoying all your LPs, and I am thankful that you chose my game to play.

Also waiting to see about these lose episodes. (I watch the "Presto's Broken Dream" and was surprised that I'd never played that game before.)

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PostPosted: September 15th, 2014, 10:25 am 
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AliciaAlice wrote:
And you're even pronouncing the name "Alicia" correctly.
It's pronounced:
1) Ali (with the stress on the i)
2) Ci (like the letter C)
3) a (like in "March"... I think... Hard to describe disjointed sounds)
But you are pronouncing it "Alisha", and that's wrong

I'm pronouncing it right, but I'm not? I dunno, I'm just pronouncing it like I did with an Alicia I knew in school. And techincally, I'm trying to pronounce it "Alishia".


Defenders of Light Ep6

This episode was exhausting.


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PostPosted: September 15th, 2014, 8:41 pm 
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Edit: Episode is there... (My appreciation goes out to Draygone for his feedback, player experience, and dedication.)

If it pleases the court, I would like to discuss the battle system. After this, there will be no more comments on my behalf about them.

Criticism of the battle system is completely justified, and you will receive no arguments from me. It troubles me, and is hard to watch. That being said, it is important to understand how it affects people playing the game. Most especially, how it affects people you are very familiar with RPG Maker and its capabilities, flaws, tricks, and tactics to playing games.

Often I refer to the battles as being “superfluous” or “pointless”. Believe me; I am tough on myself about it. This is one of the main reasons that I allowed the player the option of turning them off. They were a rush job to make it into the contest, as well as trying to work with RM’s limitations.

What I hoped to player would find is that enemies varied in difficulty (albeit random) from level to level. Once they had the magic they could them just destroy the enemy and move on quickly, and not all characters gained magic simultaneously. Each magic used its own specific FX, which could not be repeated anywhere else in the game (as much as possible – there were repeats).

There would also be a variety of enemies for each area, including custom sprites. This was to give the player some interesting thing to look forward to for each battle. The battle backgrounds would also change to accommodate the surroundings, very RPG-like.

What I would have added: Enemy HP, with indicators. Player HP indicator. Different enemy attacks for each “monster”.

Notes: No, I did not want players to be able to truly avoid battles unless they turned them off. Allowing the events to move could result in a situation (however unlikely) where the event follows you and prevents you from activating another event, such as an Ability. The player could think this was a glitch, or that something else was the matter. This includes on-screen enemies, unless you move the events somewhere where they cannot move or be activated by the player.

Final: This battle system was somewhat modeled after the original Final Fantasy, where the enemies don’t really move. When I updated this game I noticed there could have been some memory saved within the battle system itself. However, I didn’t want to alter too much from the original, nor get too involved with RM1 again. My focus has been on trying to make my RM2 game an actual thing.

This is really good information, Draygone. It will be important for me to take some suggestions about how to make the RM2 battles more interesting for the player.

Amazing LPs, Draygone. My apologies if this is too much feedback on my part, this is your thing.

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PostPosted: September 16th, 2014, 10:44 am 
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You kidding? Hearing feedback from the game's creator helps make it worth it (even if it is in response to some negative criticism). Partly because I don't get much feedback to begin with. =P


Defenders of Light Ep7

The way to his heart is his stomache.


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PostPosted: September 17th, 2014, 9:46 am 
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Defenders of Light Ep8

We finally learn how to use those glowy pads I've been seeing at various places.


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PostPosted: September 17th, 2014, 1:26 pm 
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Shawn Forbes, I have a sujjestion for Pancho's abbilaty. Yes, it needs an indication that the rope power can be used. What I would recommend is: have the beginning of the rope in place. That way, if the player sees the start of the rope, they will know: "Oh, there was a rope here, but I got destroyed. I should use Pancho to put a new rope here".

Some of the powers are inconsistent thought. Why is it that to cross over thw water, we need to use Leo's Bridge Build in one place, my Ship Transformation in another, the cat's jump in the third, and Pancho's rope in the 4th? Seriously, all 4 of these powers were used to cross over the water! Logic?

Oh, and all of them, exsept Pancho's, had a clear indication: broken bridge, boxes, or little rocks. No rope indicator thought...


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PostPosted: September 17th, 2014, 2:59 pm 
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Pancho did need an indication for his ability, I see that now. At the time, as in when I first made this game, there was some reason why I didn't include an indication, but I cannot remember what it was. For the update it should have been corrected, yet I didn't consider it at the time.

This game has seen so many updates, it will probably remain as is. Maybe I will change it, but I'm not sure the benefit of releasing this game again.

The logic with the abilities is that they are abilities. Sometimes you need one ability in one spot, and another ability elsewhere. It's video game logic, plus there was a limit of tiles. There were many considerations made during design.

RPG Maker's memory limitations caused me some challenges, although there are still places where memory could be saved. Unfortunately, Pancho becomes the most useless character very soon because of this. There was an attempt to compensate, but it will spoil the videos if it is mentioned now.

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PostPosted: September 18th, 2014, 11:39 am 
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Defenders of Light Ep9

Final episode for the week. We actually begin completing levels at this point. I think.


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PostPosted: September 22nd, 2014, 10:01 am 
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Defenders of Light Ep10

We found the snow level a long time ago. Let's explore it.


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PostPosted: September 23rd, 2014, 9:49 am 
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Defenders of Light Ep11

There's some strict requirements for beating this game.


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PostPosted: September 24th, 2014, 10:46 am 
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Defenders of Light Ep12

Sometimes, you gotta wonder about the thought process behind certain decisions.


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PostPosted: September 29th, 2014, 10:54 am 
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Defenders of Light Ep13

It's the final battle! And then comes a bunch of stuff after the final battle!


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PostPosted: September 30th, 2014, 12:05 pm 
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Defenders of Light Ep14

Final episode of this LP. And it'll be the last I'll be posting anything in here for a few weeks, as indicated at the end of the episode.


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PostPosted: November 8th, 2014, 8:55 am 
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So is this where you list all your LPisodes? Because neather Blast Corps or Kirby is in here...

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PostPosted: November 8th, 2014, 10:14 am 
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This is basically the topic where my let's plays took off, and only features my RPGM let's plays, due to this being the RPGM section. But all of my let's plays are being posted in the LP Archive of the site.

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PostPosted: November 17th, 2014, 10:43 am 
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Survival: 10th Anniversary Edition
It's the return of RPG Maker let's plays, again! This survival-horror-RPG is made by none other than Ixzion, creator of RPGM Magazine!


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PostPosted: November 18th, 2014, 9:51 am 
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Survival Ep2

Now that we've established the plot, let's find out how this game actually plays.


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PostPosted: November 19th, 2014, 9:24 am 
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Survival Ep3
I wasn't sure I wanted to post more this week or not, but I'm getting far enough ahead that I can afford to post one more. In this one, we enter a mansion. Not a big one, but still an important one.


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PostPosted: November 19th, 2014, 10:59 pm 
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I'll be making comments on these videos at YT, just so you're aware.

Enjoying this LP so far. :tup


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PostPosted: November 24th, 2014, 10:45 am 
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Survival Ep4
There's a cat on the roof. And it has big teeth!


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