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1  Media / Single-Player RPGs / Re: I made a game: Ramble Planet on: June 10, 2014, 09:04:14 PM
From a technical perspective, I seem to have trouble getting the action button to work.  The one on the right.   I'm on a Sony Xperia Z running Android 4.2.2.  (Seriously?  Man, I need to update my OS.)

I just uploaded a new version of Ramble Planet to Google Play that should fix this bug. Thank you so much for noticing this so it could get resolved!

Ramble Planet is also now available on OUYA: https://www.ouya.tv/game/Ramble-Planet/
2  Media / Single-Player RPGs / Re: I made a game: Ramble Planet on: May 29, 2014, 11:37:11 PM
It stopped doing anything a little after I started the game.  Sorry I can't be more specific. :(

I will investigate further. That's that first I've encountered this bug. The right button is used for very little. Pretty much only for selecting things in menus. All of the characters and objects can be interacted with merely by running into them.
3  Media / Single-Player RPGs / Re: I made a game: Ramble Planet on: May 29, 2014, 09:52:15 PM
I have, but not a ton.  I like the graphics after an initial period of getting to know them.  I wished there was some manner of instructions... but at the same time, the whole thing is about diving in and just seeing what happens, so I also like the lack of instructions.

The PC version has a whole illustrated instruction manual, but I figure mobile users don't care about that. Maybe I'll have a brief set of instructions accessible from the menu then. Basically they would say 1) Here is what you are trying to do. 2) Here are what the buttons do. 3) Here is what the menu contains.

The graphic style mostly stems from my limited abilities. I know that it isn't ideal.

From a technical perspective, I seem to have trouble getting the action button to work.  The one on the right.   I'm on a Sony Xperia Z running Android 4.2.2.  (Seriously?  Man, I need to update my OS.)

Interesting. When you press it, does it not do anything, or does it trigger the left button instead? How frequently does this occur?
4  Media / Single-Player RPGs / Re: I made a game: Ramble Planet on: May 28, 2014, 08:16:50 PM
Did anyone have a chance to play Ramble Planet yet? I'm looking forward to some interesting feedback.
5  Media / Single-Player RPGs / I made a game: Ramble Planet on: May 23, 2014, 08:51:39 PM
Hello folks. It's been a while since I posted, but I've stopped in once again for your important critical feedback. I've been developing a game called Ramble Planet using the OHRRPGCE game creation engine for about a year and half and have recently released the first complete version.

To summarize the game: Your spaceship has crashed on a planet that is both a hostile frontier and a trendy tourist destination. You need to search the world for parts to fix your ship and return home. The focus of the game is on exploration and discovery, but there are some streamlined RPG elements.

Its features include:

*Free-roaming exploration of a sprawling world.
*Numerous puzzles and secrets.
*3 playable alien races with unique agendas.
*Groovy original music.

You can download see screenshots and download the PC version here: http://www.slimesalad.com/forum/viewgame.php?t=6028. The PC version contains an illustrated instruction manual.

Or you can download the free Android version on Google Play: https://play.google.com/store/apps/details?id=com.ohrrpgce.rambleplanet

Please give Ramble Planet a try and tell me what you think. I've gotten really good advice from this forum in the past, and am looking forward any suggestions you might offer.

I hope you enjoy the game.
6  Media / Single-Player RPGs / Re: I made a game) Dreg Sector: The Tract on: April 02, 2013, 09:08:29 PM
As it works currently, each planet has a limited number of goods. Once they have sold out, you can no longer purchase any more. This number remaining is actually listed in the trading shop, on the right side of the screen.

This system is well balanced, but not very realistic. I'm not opposed to changing it.
7  Media / Single-Player RPGs / Re: I made a game) Dreg Sector: The Tract on: April 01, 2013, 08:30:17 PM
I considered a randomized appraoch, but I thought that it would be unnecessarily confusing for people. In my mind, the trading of goods was merely a means to gain money and outfit your fleet. The meat of the game is exploring rather than trading.

That being said, if you have an idea on a good system to randomize the trade goods and still keep the trading system elegant, I'd be curious to hear it.
8  Media / Single-Player RPGs / Re: I made a game) Dreg Sector: The Tract on: March 31, 2013, 07:46:30 PM
Briefly played this, before screwing up horribly. This definitely looks REALLY promising. Two comments though:

"*Visit shops often. Prices and inventory may change between visits."

- Are prices for trade goods dynamic or is that talking about the weapons/usable items?

- Also, might be an engine issue, but I got into a battle with four enemy ships, and the selection cursor seemed to skip ships when moving it in certain directions.

Also the understated soundtrack you have REALLY works well.

Thank you for playing. Here are some responses to your questions:

*The trade goods prices vary based on the planet from which you buy them. They do not not change otherwise. Equipment and usable item prices sometimes change, depending on which shop you are visiting.

*The cursor attempts to determine which target is nearest to the directional arrow that you push. Unfortunately, for some enemy formations this can result in the selection priority seeming kind of strange. However, you should be able to select every ship in every battle, although sometimes you have to press a different direction arrow than you might think.

I'm trying to figure out a more elegant solution for this. As it stands, it shouldn't hinder your ability to target whichever ship you want. If there is a specific formation where you can't target some ship, let me know. You can take a screenshot with F12. Thanks!

*I had a collaborator write the soundtrack. I agree. I think he did a stellar job.
9  Media / Single-Player RPGs / I made a game) Dreg Sector: The Tract on: March 25, 2013, 10:27:23 PM
I've recently created an expansive RPG using the OHRRPG creation engine. I haven't posted in a few years, but I received great feedback on this forum concerning some of my previous games (some of you might recall Rescue at Grisly Gulch and Castle on the Nightland). If any of you feel compelled, please try my new game and let me know what you think. It's been tested extensively, but bug reports, typos, and criticisms are very welcome! The game runs in Windows.

The game is called Dreg Sector: The Tract.

Welcome to The Tract, a lawless fringe sector populated by pirates, smugglers, scavengers, and merchants. Hostile worlds wait to be discovered and plundered by daring spacefarers. Delve for salvage in perilous acidic oceans and void rifts. Navigate a bureaucracy of greedy traders and petty officials. Outfit your fleet with advanced gear and ace crewmen and conquer the stars.


*A complete RPG with 4-6 hours of play time.
*Build a fleet from 10 different ships with 14 different special weapons.
*Earn your fortune trading, stealing, scavenging, discovering, battling, marrying, or bounty hunting.
*30 strange worlds to explore and exploit.
*Free roaming progression.
*Stylish vintage graphics.
*Unique original music.

For screenshots and a download link, go here: http://www.slimesalad.com/forum/viewgame.php?t=5432

Thank you for playing.
10  Media / Single-Player RPGs / I made a game: The Black Heart of Exile on: November 25, 2011, 04:18:33 PM
Hello folks. I haven't posted here in a few months, but I'd like to announce my new game for any interested in playing it. It's an RPG made with the OHRRPGCE game engine. Please give it a shot if you have any inclination. I'd love to hear your feedback. Thank you!

It runs in Windows. You can download it and view screenshots here: http://www.slimesalad.com/forum/viewgame.php?t=4615

Summary: Something has gone awry on the colony ship Exile. A reactor meltdown flooded its decks with mutating radiation. Returning from a mission, you find Exile a freakish wilderness of killer lifeforms. Traverse its planet-sized zones and battle barbarian cults, hyper-intelligent fungi, flesh-rending nanite clouds, and the living dead. Only in Exile’s black heart will you discover the catastrophe's dark origin.

*Stylish monochromatic graphics
*Uniquely alien music
*A gritty post-apocalyptic world
*3 selectable classes: Robot, Android, Cyborg
*Character customization via flexible equipment system
*Strategic battles
*Highly interactive environments that reward exploration
*A scoring system
*More than 3 hours of game play
11  The Rest / General Discussions / Re: The NEW Game Journal on: April 03, 2011, 08:24:08 PM
I just beat YS 1 on PSP. It was great. Rather than plow right on to YS 2 and get burnt out, I'm playing Gauntlet 4 for the Genesis. Has anyone else played this? It's got this RPG quest mode that is fantastic. The dungeons are like levels of Gauntlet but with intensely devious puzzles and there's these big dragon bosses that shoot a shmup-like assortment of bullets around the screen. I've own this for years and never messed with it but I'm pretty blown away. It's designed with love.
12  Media / Single-Player RPGs / Re: I made a game: Castle on the Night Land on: April 01, 2011, 11:30:28 PM
I've released v1.2 of Castle on the Night Land. I basically followed all of Mesh's suggestions, as well as fixed some bugs, and added an all original soundtrack (by yours truly). NPC positions are now remembered during a save. Enjoy it.

Download page: http://www.slimesalad.com/forum/viewgame.php?t=4023
13  Media / Single-Player RPGs / Re: I made a game: Castle on the Night Land on: March 21, 2011, 09:32:35 PM
Wily, can you stick a script on the tile right next to the door/entrance to a level that resets the NPC positions, but otherwise have the game save NPC locations when changing levels? That should cause NPC positions to reset when you /actually/ level or enter the level but not when loading from a save.

Possibly. Let me see what I can figure out.

My intent is to possibly have some music made for this game, implement your suggestions, and then put out a new version of the game in a couple of weeks. So keep coming with ideas and fixes, they are very important at this stage in development. I can't thank you enough.
14  Media / Single-Player RPGs / Re: I made a game: Castle on the Night Land on: March 21, 2011, 08:46:26 AM
Okay I just found a /huge/ bug.

If you save in the catacombs it is really easy to accidentally save next to an enemy spawn point. Meaning you die instantly on reloading. Meaning your save is unwinnable.


Oh shit. I can set it so that it remembers NPC positions when you save or leave the room, although that brings up a a whole host of other problems (especially in the Catacombs). Maybe I should disable saves in rooms with enemies? Hmm. Tricky. Let me do some thinking about this.

In your opinion, how do you feel about the items being hidden inside piles of bones in the Catacombs. Are they too hard to notice? Should I just use regular old chests that might be more obvious?
15  Media / Single-Player RPGs / Re: I made a game: Castle on the Night Land on: March 20, 2011, 05:20:11 PM
iirc the main problem with OHRRPGCE is that it's sort of limited in terms of users adding their own status

The status effects in OHRRPGCE are regenerate, poison, and stun. You can change attacks through a variety of options to do lots of things though. For instance, lower/raise attributes (simulating buffs and debuffs) and drain life. By chaining attacks together you can do even more.

Sure, it's limited but if you're creative you can still make very interesting encounters. Honestly, most old school RPGs have really boring encounters. Monsters are limited to hitting one, hitting the whole party, or healing. OHRRPGCE is much more flexible than that.
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