Jump to content

Kimjamin

Member
  • Content Count

    20
  • Joined

  • Last visited

About Kimjamin

  • Rank
    Member
  • Birthday 10/31/1991

Contact Methods

  • Website URL
    https://www.youtube.com/user/Kimjamintwo

Profile Information

  • Gender
    Not Telling

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. This is a great critique and we have learned a lot from it and we have much to learn with RPG Maker this being our first time working with it. The first thing we wanna tackle getting better on is mapping and we're gonna practice and have some tutorials of parallax mapping as well as learning from others with highly praised maps. Also we will definitely add the fading effects to the sudden and harsh screen tints and pictures that pop up because that is a little change that can go a long way for sure. For the fog script we have a question, we are currently using Victor Engine - Fog and Overlay in our game and we are wondering if it was in yours or if the settings weren't the best to portray this fog? We have it become purple fog as you go deeper into the forest to show the corrupted element and also getting further into a more swampish environment, was the settings also bad for this portrayal? We feel the same on the battles, that they are a bit too repetitive and we have many ideas to improve this. We have been thinking adding more action elements to the battles to make them more exciting and fun, something a bit more interesting than timed button presses for critical hits. Also more enemy types to go along with what we have, they will likely have more animations as well. For the story and as far as flashbacks are concerned, we tried to be different in the sense that we wouldn't reveal everything right away with Isaac's past and what he is fighting for to add mystery, but players do deserve to know what the main character is fighting for sooner rather than later, like you stated especially in an RPG. Our next update will include more cutscenes to show Isaac's past and why he is the way he is. A prologue will be added within the game, we had thought about adding it into the game but omitted it. The next demo that we release will also foreshadow to other characters and what they struggle with. We will keep the flow of story progression not only evenly paced but rewarding the player as well. Thanks for the wonderful critique and it has been very helpful and opened our eyes to many problems and we will abide by them and work more on our game and demo and improve. Firstly, i want to thank you for receiving the critique in that way. Not many people do that, some people even get mad at it. So... there was a fog? i didn't noted it. Now that i opened the game from the start i can say that it looks like if you changed the screen tone. It is because either it is too blurred or the zoom is too high (i'd recommend 100 for the zoom). Following the story part, i have to say that i DO like those stories where the story begins in the middle but you go back and then forward until reach the end of the story. I really do like it, but the problem is, as i said, that there is not even a prologue to explain the player in what world you are, or who is Isaac (not a deep explaining of who is Isaac), or why is he chasing Rosalina, or you could even let the reason of chasing Rosalina to the ending, like a huge plot twist! but the point is, you have to say the player what they are playing. I like Gotheval, i like the concept of it as i love dark stories, those with a feeling of mistery and tension. I have faith in you guys, rock out this game, i'm waiting for the updated demo! P.D: Btw, that scarecrow character was just awesome. A nice addition to the game. The contrast it creates it's pretty awesome. P.D2: Just finished the demo. Nothing more to add, i said it all but i forgot to say that the voice acting is awesome, i loved it. This leads me to a question... are you a single developer or you have a team? a couple maybe? You're welcome and it's what we wanted, for people to give us what they truly thought and things that need improving The fogs have been giving us some trouble here and we ended up having to make one from scratch that maybe was the best or most noticeable. And even now we're having some trouble with it. We do have a prologue that we were going to have at the start of the game but we felt it was perhaps too long. If you'd like to see it here is a link https://www.youtube.com/watch?v=vmGtFfRs1PI Mainly the thing we didn't like was the big pause between the 2 voices. We plan on having an updated version without this. We're happy you like Gotheval so far and we do plan on having special scenes like the ones in the demo with voice acting. Plus we love our goofy scarecrow too! Believe us there is going to be much more to come and plenty of surprises in the story And to answer your question, yes we are a couple and the only ones currently working on Gotheval. Try using GIMP for the fog or if you want, i can help you with that. I like to prologue and how it's written, and once again, the voice acting is astounding. It sounds creepy like an afterlife voice... fits in the story and the genre of the game pretty well. BUT... once again as well, there is another problem. And i call again the graphics part. See, i have noted that there is no cohesion between the game and the graphics part... and with graphics part this time i only include the texts like the prologue and so on. The castle has a blue background and the castel itself is black, but the letters are purple... it seems pretty bad as well those texts that had a red base color but a blue outline, it looked bad and noisy. You have to find a balance between the graphics and what is the game. Let me explain myself: you wouldn't put a Gothic text to a cartoony text would you? you wouldn't put comic sans to a dark, gore game, would you? that is what i'm talking about. I made a quick image to show you what i'm talking about... you have to make the player FEEL that dark, gothic, eerie, creepy vibe... and believe me, you won't make it using purple fonts. Here is the image: I know it is not good, i made it quickly. P.D: Sh*t i love the voice acting... xD We'll let you know what our issues with the fog is The text is an excellent thing to bring up, we looked over our prologue again as well as the in game text messages and definitely see what you're saying. Originally we had more dark gothic text but many people had trouble reading it especially with an old text we had. We went overboard with its correction of making it easier to read and you brought up an good point in finding “balanceâ€. This is what we have come to with this. In our opinion, gothic can be expressed in a mystical, beautiful sort of way, while still retaining that dark mysterious element. That is something we want to portray in Gotheval, how do you like this screencap for this sort of portrayal? Gosh the current prologue text almost looks pinkish! It's completely wrong for the tone, how in God's name did we not see it before? XD Really freaking awesome that you love the voice acting, and there will definitely be more friend Symphony of the Night is one of our biggest influences We hope you enjoy Gotheval, and feel free to do any fanarts if you'd like. Honestly we'd love it! X3 We're gonna keep on Gotheval and always improve The menu scheme may need some looking over as well, one thing we believe is that the text is a bit on the small side. We'll see if it can be made bigger without words being chopped off and look into different settings to make it pop a bit more. There are many unique characters to be revealed later in the story, Much thanks for praising it's originality, that is something we have always strived for in Gotheval.
  2. This is a great critique and we have learned a lot from it and we have much to learn with RPG Maker this being our first time working with it. The first thing we wanna tackle getting better on is mapping and we're gonna practice and have some tutorials of parallax mapping as well as learning from others with highly praised maps. Also we will definitely add the fading effects to the sudden and harsh screen tints and pictures that pop up because that is a little change that can go a long way for sure. For the fog script we have a question, we are currently using Victor Engine - Fog and Overlay in our game and we are wondering if it was in yours or if the settings weren't the best to portray this fog? We have it become purple fog as you go deeper into the forest to show the corrupted element and also getting further into a more swampish environment, was the settings also bad for this portrayal? We feel the same on the battles, that they are a bit too repetitive and we have many ideas to improve this. We have been thinking adding more action elements to the battles to make them more exciting and fun, something a bit more interesting than timed button presses for critical hits. Also more enemy types to go along with what we have, they will likely have more animations as well. For the story and as far as flashbacks are concerned, we tried to be different in the sense that we wouldn't reveal everything right away with Isaac's past and what he is fighting for to add mystery, but players do deserve to know what the main character is fighting for sooner rather than later, like you stated especially in an RPG. Our next update will include more cutscenes to show Isaac's past and why he is the way he is. A prologue will be added within the game, we had thought about adding it into the game but omitted it. The next demo that we release will also foreshadow to other characters and what they struggle with. We will keep the flow of story progression not only evenly paced but rewarding the player as well. Thanks for the wonderful critique and it has been very helpful and opened our eyes to many problems and we will abide by them and work more on our game and demo and improve. Firstly, i want to thank you for receiving the critique in that way. Not many people do that, some people even get mad at it. So... there was a fog? i didn't noted it. Now that i opened the game from the start i can say that it looks like if you changed the screen tone. It is because either it is too blurred or the zoom is too high (i'd recommend 100 for the zoom). Following the story part, i have to say that i DO like those stories where the story begins in the middle but you go back and then forward until reach the end of the story. I really do like it, but the problem is, as i said, that there is not even a prologue to explain the player in what world you are, or who is Isaac (not a deep explaining of who is Isaac), or why is he chasing Rosalina, or you could even let the reason of chasing Rosalina to the ending, like a huge plot twist! but the point is, you have to say the player what they are playing. I like Gotheval, i like the concept of it as i love dark stories, those with a feeling of mistery and tension. I have faith in you guys, rock out this game, i'm waiting for the updated demo! P.D: Btw, that scarecrow character was just awesome. A nice addition to the game. The contrast it creates it's pretty awesome. P.D2: Just finished the demo. Nothing more to add, i said it all but i forgot to say that the voice acting is awesome, i loved it. This leads me to a question... are you a single developer or you have a team? a couple maybe? You're welcome and it's what we wanted, for people to give us what they truly thought and things that need improving The fogs have been giving us some trouble here and we ended up having to make one from scratch that maybe was the best or most noticeable. And even now we're having some trouble with it. We do have a prologue that we were going to have at the start of the game but we felt it was perhaps too long. If you'd like to see it here is a link https://www.youtube.com/watch?v=vmGtFfRs1PI Mainly the thing we didn't like was the big pause between the 2 voices. We plan on having an updated version without this. We're happy you like Gotheval so far and we do plan on having special scenes like the ones in the demo with voice acting. Plus we love our goofy scarecrow too! Believe us there is going to be much more to come and plenty of surprises in the story And to answer your question, yes we are a couple and the only ones currently working on Gotheval.
  3. This is a great critique and we have learned a lot from it and we have much to learn with RPG Maker this being our first time working with it. The first thing we wanna tackle getting better on is mapping and we're gonna practice and have some tutorials of parallax mapping as well as learning from others with highly praised maps. Also we will definitely add the fading effects to the sudden and harsh screen tints and pictures that pop up because that is a little change that can go a long way for sure. For the fog script we have a question, we are currently using Victor Engine - Fog and Overlay in our game and we are wondering if it was in yours or if the settings weren't the best to portray this fog? We have it become purple fog as you go deeper into the forest to show the corrupted element and also getting further into a more swampish environment, was the settings also bad for this portrayal? We feel the same on the battles, that they are a bit too repetitive and we have many ideas to improve this. We have been thinking adding more action elements to the battles to make them more exciting and fun, something a bit more interesting than timed button presses for critical hits. Also more enemy types to go along with what we have, they will likely have more animations as well. For the story and as far as flashbacks are concerned, we tried to be different in the sense that we wouldn't reveal everything right away with Isaac's past and what he is fighting for to add mystery, but players do deserve to know what the main character is fighting for sooner rather than later, like you stated especially in an RPG. Our next update will include more cutscenes to show Isaac's past and why he is the way he is. A prologue will be added within the game, we had thought about adding it into the game but omitted it. The next demo that we release will also foreshadow to other characters and what they struggle with. We will keep the flow of story progression not only evenly paced but rewarding the player as well. Thanks for the wonderful critique and it has been very helpful and opened our eyes to many problems and we will abide by them and work more on our game and demo and improve.
  4. Thanks alot for the feedback man, yeah Gothic mode is meant to be very challenging but we also feel it might be a little too tough, especially when those elixers are hidden and have a low chance of dropping from some of the enemies. so we might make it a little bit easier. We'll likely update those tombstones as well Glad you enjoyed the atmosphere in the game Try horrific if you'd like, it still gives a pretty good challenge
  5. Sorry mate. Well, at least i can play it, so... i will give you a review as soon as i played a decent amount of the game. Thanks alot man and we're glad you can play it and other people can play it too, we hope you enjoy it! Really glad to hear it. And that some other people aren't having a problem playing Thanks man, we thought alot on the atmosphere we wanted to evoke in our game and each scene
  6. Oh okay we'll fix this and make it better for sure and ooops sorry bout that, we will be more careful from now on and thank you. Thanks man the bat has 8 frames of animation so it's nice and smooth, but the script for the in battle animations limit is set to 4 at the moment, we'll look into making that more frames so its a bit smoother and thanks again.
  7. We'll try to do that as well just in case and get a new link up and hopefully it will avoid any other people having problems playing. Sucks that someone can't play our game because of this problem.
  8. Now we're not too sure here, anybody else having this problem? Very strange problem indeed. We'll keep it up to see if anyone else has this problem, please let us know.
  9. We'll close our topic until this issue is resolved, thanks for letting us know.
  10. We looked over the game and everything seems to be good, we did update the link with a newly extracted version so please let us know if it still says this for you?
  11. Thanks a lot telling us your thoughts, when you say inversions, do you mean it contrasts too much because of the gray lines and that they need to be darker? Just a little confused about it We do wanna mention though that we originally had him right handed and he was originally facing to the right but we inverted it so that he was facing left, don't know if it has any relevance but thought we'd point it out. Ah man the trees, we will admit that the first two trees were some of our earliest sprites XD but the last one was a bit more recent, thanks for pointing that out as well and the environment should play a big role in how lively the trees are. We were happy to share this with everyone and no kidding it's terrifying but at the same time it's exhilarating and we felt it was time Ah you're right gosh that is such an easy thing to forget sometimes, thank you for pointing that out and we'll add them especially since we have them on most of our monsters. Some of the trees are definitely not natural in nature because of the theme and story but we see what you're saying, thanks for the feedback and crap it did take a long time
  12. Kimjamin

    Animated Portraits? Is this doable?

    It's entirely possible in the same manner as the link you gave We have used used a script called ATS: Face Options by modern algebra.
  13. Kimjamin

    I'm Coming Back

    Hello and welcome back We were gone for awhile as well working on a ton of stuff but we're back too and it's nice to be back to this awesome community!
  14. Really interested in this project, we haven't heard of somebody doing this before with any rpg maker and gonna keep our eye on it, we like the concept and message being conveyed. We also saw you did your first compression recently and we're wondering if you will have the demo up soon? We'd like to play it
×