Thread:HTF1234/@comment-28713855-20151219190313/@comment-28713855-20151219234653

HTF1234 wrote: Alright, here are my thoughts: (yeah, I'm aware of it being weak, since it's an alpha release, but I'll still point out some stuff anyway)

The first time the game is booted, it's supposed to start in a black background without anything in it, right? But since the first scene is the first to be entirely loaded before the screen abruptly turns to black, I guess it doesn't seem to work as intended. My solution from my experience would to make a preceding blank scene which is completely black, but make sure the "Start with Transparency" (in the database's System tab) is checked, so the player character isn't visible in said scene. Once you switch to the next scene (a.k.a. the first scene in the current alpha), you may disable the character's transparency when the scene loads.

Next shall be accompanied with screenshots.

I noticed that events aren't turned off once they're activated, as seen in this. Notice that I'm facing backwards. The only way out of this (from what I know) is to make use of "switches" (as in the programming term, obviously), and since there will be a lot of events in the full game, you're going to need a lot of switches. Same thing can be said in here (sorry if I have to mention this too: it would be much preferable if the text in that event is written as "Flippy's not home..."), here (you can create alternate dialogue in this case, though, under the condition that Cuddles is already in your party (much more preferable than using switches in this case)) and here (notice that Cuddles is facing the opposite direction, meaning that I purposefully walk back and forth; it might be ignored by most players, but can be easily noticable once found out).

Also, this. Since RPG Maker doesn't automatically move text that already exceeds the textbox size to the next line, I suggest that you use the program's text field itself as an indication on how much text can the in-game textbox handle.

I don't know what to say about the game balance so far, since I'm not a real expert on that. So far, it's quite fair though (Corvus's random encounters made the basement a luck-based mission on its own if one doesn't bother to level grind, however...). I'll be waiting for the next releases.

Now for sprites, I'm not too sure. I can work on sprites, but currently I'm stuck with a couple of college assignments/projects (or probably more), so finding spare time is kind of hard. But let's see if I can do so, or at least see if I can manage to finish all of my assignment/projects quickly. Otherwise, somebody else has to do it. Ok. I'll fix them later tonight. I'm still a beginner with this kind of stuff. I'll upload Alpha 0.0.2 for the bug fixes.

And alright, I understand.