Twokinds RPG - Demo 0.03

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bond84
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Re: Twokinds RPG - Demo 0.02

#16 Post by bond84 »

tony1695 wrote:Idea for a grindquest:
When you have a flash-back to the Evil Trace, how about making it playable? It'll help the player feel they need to atone for something, if you think about it. Maybe have the slavers that took Laura being the source of the XP?
That...actually sounds like a pretty good idea!

But on a side note again...
Sorry for the delay on the next version but I ran across unexpected problems that have now been resolved!
Have fun with the next cut scene and such. Next update will feature a nice area for random encounter battles.
Demo 0.03!

Feed back as usual is always appreciated!
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Re: Twokinds RPG - Demo 0.02

#17 Post by Jim Faindel »

bond84 wrote:
tony1695 wrote:Idea for a grindquest:
When you have a flash-back to the Evil Trace, how about making it playable? It'll help the player feel they need to atone for something, if you think about it. Maybe have the slavers that took Laura being the source of the XP?
That...actually sounds like a pretty good idea!

But on a side note again...
Sorry for the delay on the next version but I ran across unexpected problems that have now been resolved!
Have fun with the next cut scene and such. Next update will feature a nice area for random encounter battles.
Demo 0.03!

Feed back as usual is always appreciated!

The demo works fine, there is, indeed a great urge to find the rights images and sprites, but meh, it is playable. What I did find hard to understand were the keybord controlls, it took a while to figure out that the enter key was recquired, I tougth the game would use the same controlls as a GBA emulator but no. Also, when it tells you to get the sword, it should also get you to the menu where you are suposed to equip it. Great work overall, hope to see it grow and maybe I will even collaborate, if I can.
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bond84
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Re: Twokinds RPG - Demo 0.02

#18 Post by bond84 »

bond84 wrote: Released demo.
Controls
Z / Space bar = Action
Esc = Menu
X = Back
I did post controls in the original topic. I assumed if you got the sword you would be able to open the menu on your own but I can add that in the next update to this.
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Re: Twokinds RPG - Demo 0.02

#19 Post by Samdragon07 »

I have played the demo and it works fine but just one question.

Have you thought about what Skills you have you given the charcters? Mainly Flora.
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Re: Twokinds RPG - Demo 0.02

#20 Post by bond84 »

Samdragon07 wrote: Have you thought about what Skills you have you given the characters? Mainly Flora.
Claw and pounce are the only two I have thought of at the moment.
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Re: Twokinds RPG - Demo 0.02

#21 Post by tony1695 »

What "classes" would each character fit into? It makes sense that Keith would be the generic warrior type, while Trace works (kinda) as a spellsword, if not full-blown mage. Where would Flora fit, unless you decide to make a class of your own?
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Re: Twokinds RPG - Demo 0.02

#22 Post by bond84 »

I'm sure I can just change the name of the classes for each character. All depends on how I am able to pull it off.
Trace - Spellsword as you said
Flora - I haven't a clue
Keith - Bastian warrior
Natani - Assassin

Ect ect.
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Re: Twokinds RPG - Demo 0.02

#23 Post by tony1695 »

bond84 wrote:Flora - I haven't a clue
Well... I seem to remember a game (for the life of me, though, I can't remember the name of it) that had a class called "Acrobat". Seeing as how felines are meant to be very... acrobatic, wouldn't something like that work? If not, you could just use "Tribal" as a term for characters with levelled skills in everything except magic.
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Re: Twokinds RPG - Demo 0.02

#24 Post by Samdragon07 »

tony1695 wrote:
bond84 wrote:Flora - I haven't a clue
Well... I seem to remember a game (for the life of me, though, I can't remember the name of it) that had a class called "Acrobat". Seeing as how felines are meant to be very... acrobatic, wouldn't something like that work? If not, you could just use "Tribal" as a term for characters with levelled skills in everything except magic.
Better than what I was thinking.
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Re: Twokinds RPG - Demo 0.02

#25 Post by redundant_redundant »

I was gonna say companion. trace would be a Paladin
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Re: Twokinds RPG - Demo 0.02

#26 Post by bond84 »

tony1695 wrote:
bond84 wrote:Flora - I haven't a clue
Well... I seem to remember a game (for the life of me, though, I can't remember the name of it) that had a class called "Acrobat". Seeing as how felines are meant to be very... acrobatic, wouldn't something like that work? If not, you could just use "Tribal" as a term for characters with levelled skills in everything except magic.
Final fantasy tactics. Great game.
I like both of those ideas actually...
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Re: Twokinds RPG - Demo 0.02

#27 Post by tony1695 »

I say use Tribal. It could be used to describe any Keidran encountered, with the exception of the Magi Brothers and mages. And Ferals.
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Re: Twokinds RPG - Demo 0.03

#28 Post by Saperaud »

In 0.03 when you get the sword acquire is misspelled as aqquire.

Also this site might help with sprites to some extent.

Although I haven't done much with RPG Maker VX yet I'm willing to help if you need any.
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Re: Twokinds RPG - Demo 0.03

#29 Post by D3ADKi113R »

Also Shift lets you sprint!
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Re: Twokinds RPG - Demo 0.03

#30 Post by rebelshrub »

This looks like a great game ^^! I would like to help if you need it! :redhair:

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