RPG Maker VX Ace

RPG Maker VX Ace

Project N Demo
Nexus  [developer] 25 Nov, 2017 @ 6:44am
Thought$
Well?
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Showing 1-3 of 3 comments
AceHangman 25 Nov, 2017 @ 6:59am 
  • The snow weather effects when you step outside don't stop when you go back inside. You should place a command on the doors that lead into houses that turn off the weather while inside. You should place a command on the doors leading out that turn it back on.
  • Re-entering the PCs house places you on the door tile. You should have the Transfer Player command place them one tile north, into the room above the door.
  • Traveling towards Sarah's house from your part of Lanny Town plays the door opening SE. You should just have the move SE.
  • The interior of Sarah's House uses floor tiles for everything, including the walls and brick border. Change these to wall tiles or place invisible events (priority Same as Player) around the entire room and on walls to prevent a PC from walking up them. You can also remove the extra floor tile from south of the door.
  • Change the destination point when entering Sarah's House to be one tile north of the door, not on the door.
  • The waitress's dialogue in the Snowboard Inn is cut off. You should drop half of her text to the next line and always use the Test button to view how it will look in game.
  • The stairs in the Snowboard Inn play door sound effects. Just having the Move SE will suffice.
  • The road out of Lanny Town to the World map (and coming back in) plays the Door SE. Just have it play the Move SE. I assume you just modified a Quick Door event for the transfers. I will also assume I am going to find this Door SE some more, so I am not going to mention it anymore unless it's something notable.
  • On the World Map, the eastern part of Bluesnow Village briefly shows a door animation when stepping onto it. You may need to remove that.
  • When leaving Bluesnow Village, you should have the PC appear next to it, not on it. Probably one tile north of it.
  • The first house in Bluesnow Village has a door that opens, and transfers you to the same spot. Then it says 'Door is locked'. Presumably you planned to put something in their later, but for now, you need to remove the door opening and such and just have the 'Door is locked' SHOW TEXT. This is the same for the 3rd building.
  • The interior walls of the Bluesnow Village inn are floor tiles. Change them to wall tiles.
  • I could not find Zero in Bluesnow Village. Maybe I missed him, maybe he doesn't exist yet.
  • The Fort Kane weather effects (Rain) need to stop when you enter a building or tent and then turn back on when you step out.
  • You have doors on your tents, these look weird. You can just leave them as openings by removing the door graphic from them. This way when players step towards them they don't have to open a wooden door to a tent.
  • The first tent's interior is huge and looks like a wasteland. You should enclose it, possibly with the Tent Interior wall tile. You also need to indicate where the exit point is (obviously it's where you come in) but you should visually note it. Either use a different looking floor tile or put a graphic there, I like using the circles sprite that pulses in concentric rings when you have the walking animation on. Otherwise, it is sometimes hard to see how to leave the map.
  • The man in the first tent, who gives you the Mithril Spear, has text that is too long on one line and gets cut off. You need to check your text with the Test button when you are writing text (don't trust those indicator lines, always test it). drop the second half of the sentence to the next line.
  • You have a guard in the first tent that doesn't interact. It's possible he has nothing to say, but, unlike the untalkative guards in the next tent, at least they move around and look at you. This one is too much like a statue.
  • Obviously the outside of the Potion/Canteen tent has messed up walls. The signs you places are replacing the tent tiles. You need to place the tent tiles and then instead of placing sign tiles, place an event tile in those spaces and give it the graphic of the sign you want. Scroll all the way down to the bottom of the available sprites and you should see any tilesets you have loaded for this map (other than A) and you can select them (likely Tileset B or C) and choose the sign.
  • The broken wine bottles inside the potion tent block movement. This is fine, but if you want, you can use events (as above) that look like the bottles instead of the map tile bottles. Then you can set them to THROUGH and this will let the PC walk over them. You could also just set those map tiles to allow passage, but this might cause problems later if you use them elsewhere.
  • When Kyou joins your party, you need to set the Kyou event to disappear, otherwise there are two Kyous standing around. Also, you can keep repeating the same thing. At the end of Kyou's text and where he joins you, use a Control Self Switch A to ON command and create a 2nd page, check the Self Switch A is ON box on the 2nd page and leave it blank.
  • Leave the Fort Kane map places you in the NW tile of the fort, causing the PC to be trapped. Your transfer events should place the PC just next to the Fort, possibly one tile west (since that's the direction you walk to leave the fort.)

    Obviously, there are typos and misspellings but I am not going into those at this point, since I can still understand, though I will mention that cats 'purrrr' not 'puuuur', like how you have the villagers saying 'buuuurrr' so just add an extra 'r' to the purr.
Last edited by AceHangman; 25 Nov, 2017 @ 7:02am
Nexus  [developer] 18 Dec, 2017 @ 7:03pm 
Originally posted by AceHangman:
  • The snow weather effects when you step outside don't stop when you go back inside. You should place a command on the doors that lead into houses that turn off the weather while inside. You should place a command on the doors leading out that turn it back on.
  • Re-entering the PCs house places you on the door tile. You should have the Transfer Player command place them one tile north, into the room above the door.
  • Traveling towards Sarah's house from your part of Lanny Town plays the door opening SE. You should just have the move SE.
  • The interior of Sarah's House uses floor tiles for everything, including the walls and brick border. Change these to wall tiles or place invisible events (priority Same as Player) around the entire room and on walls to prevent a PC from walking up them. You can also remove the extra floor tile from south of the door.
  • Change the destination point when entering Sarah's House to be one tile north of the door, not on the door.
  • The waitress's dialogue in the Snowboard Inn is cut off. You should drop half of her text to the next line and always use the Test button to view how it will look in game.
  • The stairs in the Snowboard Inn play door sound effects. Just having the Move SE will suffice.
  • The road out of Lanny Town to the World map (and coming back in) plays the Door SE. Just have it play the Move SE. I assume you just modified a Quick Door event for the transfers. I will also assume I am going to find this Door SE some more, so I am not going to mention it anymore unless it's something notable.
  • On the World Map, the eastern part of Bluesnow Village briefly shows a door animation when stepping onto it. You may need to remove that.
  • When leaving Bluesnow Village, you should have the PC appear next to it, not on it. Probably one tile north of it.
  • The first house in Bluesnow Village has a door that opens, and transfers you to the same spot. Then it says 'Door is locked'. Presumably you planned to put something in their later, but for now, you need to remove the door opening and such and just have the 'Door is locked' SHOW TEXT. This is the same for the 3rd building.
  • The interior walls of the Bluesnow Village inn are floor tiles. Change them to wall tiles.
  • I could not find Zero in Bluesnow Village. Maybe I missed him, maybe he doesn't exist yet.
  • The Fort Kane weather effects (Rain) need to stop when you enter a building or tent and then turn back on when you step out.
  • You have doors on your tents, these look weird. You can just leave them as openings by removing the door graphic from them. This way when players step towards them they don't have to open a wooden door to a tent.
  • The first tent's interior is huge and looks like a wasteland. You should enclose it, possibly with the Tent Interior wall tile. You also need to indicate where the exit point is (obviously it's where you come in) but you should visually note it. Either use a different looking floor tile or put a graphic there, I like using the circles sprite that pulses in concentric rings when you have the walking animation on. Otherwise, it is sometimes hard to see how to leave the map.
  • The man in the first tent, who gives you the Mithril Spear, has text that is too long on one line and gets cut off. You need to check your text with the Test button when you are writing text (don't trust those indicator lines, always test it). drop the second half of the sentence to the next line.
  • You have a guard in the first tent that doesn't interact. It's possible he has nothing to say, but, unlike the untalkative guards in the next tent, at least they move around and look at you. This one is too much like a statue.
  • Obviously the outside of the Potion/Canteen tent has messed up walls. The signs you places are replacing the tent tiles. You need to place the tent tiles and then instead of placing sign tiles, place an event tile in those spaces and give it the graphic of the sign you want. Scroll all the way down to the bottom of the available sprites and you should see any tilesets you have loaded for this map (other than A) and you can select them (likely Tileset B or C) and choose the sign.
  • The broken wine bottles inside the potion tent block movement. This is fine, but if you want, you can use events (as above) that look like the bottles instead of the map tile bottles. Then you can set them to THROUGH and this will let the PC walk over them. You could also just set those map tiles to allow passage, but this might cause problems later if you use them elsewhere.
  • When Kyou joins your party, you need to set the Kyou event to disappear, otherwise there are two Kyous standing around. Also, you can keep repeating the same thing. At the end of Kyou's text and where he joins you, use a Control Self Switch A to ON command and create a 2nd page, check the Self Switch A is ON box on the 2nd page and leave it blank.
  • Leave the Fort Kane map places you in the NW tile of the fort, causing the PC to be trapped. Your transfer events should place the PC just next to the Fort, possibly one tile west (since that's the direction you walk to leave the fort.)

    Obviously, there are typos and misspellings but I am not going into those at this point, since I can still understand, though I will mention that cats 'purrrr' not 'puuuur', like how you have the villagers saying 'buuuurrr' so just add an extra 'r' to the purr.
This has been fully read and will be fixed within time. Thank you for your review.
AceHangman 18 Dec, 2017 @ 8:41pm 
You're welcome. And it wasn't a review. You asked me to go through and troubleshoot it. I wasn't critiquing the game :)
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