QUOTE(DragonDePlatino @ Mar 12 2013, 05:35 PM)
Big long post I’m not actually going to quote so this reply isn’t five pages.
Well, I'll say you're maybe 2/3 of the way through the demo. You've still got the first main dungeon to go!
First of all, I want to say that we really appreciate your comments.
I’m really glad to hear that you’ve been having fun with Fairy Dream, and I hope you find the rest of the quest just as enjoyable. It’s definitely not perfect (there’s a few things I really want to fix), so we definitely appreciate any criticism you may have.
As far as some of your key points…
Graphics – As far as “small rooms” go, that’s mostly a product of the place. I feel like the Forest Palace (the first main dungeon in the quest), which is at the end of the demo, has a lot more bigger rooms. And some future dungeons will have more traditional sized rooms. To me, it all just depends on the feel of the dungeon. Moon Cave is a small introduction dungeon, so it seemed to feel better with small rooms. Mystic Ruins are well… just ruins of some place.
Plot and all.
When it comes to repeated graphics… yeah. I’ll admit that’s a bit of a problem. But neither Nick nor myself are good at making tiles. At all.
We’ve both dabbled in it a bit here and there and managed to produce a couple
okay things, but for the most part, we’re pretty much stuck with what we can find or what a couple people have been generous enough to make for us.
Scripts – I’m glad that you’ve been finding it funny!
I don’t consider myself too funny, so I always worry that if we’re putting in jokes that are really dumb or something. It’s just really hard to judge that for me. And I’m glad we were able to make you feel attached to the characters! Most of the guild characters (and a couple others) are going to be at least somewhat recurring. I wouldn’t want people to dislike them.
Gameplay – I think you fully understand our goal when it comes to using scripts. Any scripts we used are purely intended to achieve the gameplay and atmosphere that we feel we desire for the quest. We wanted to make a quirky Zelda game that was grounded in general Zelda gameplay. So we intentionally try to avoid going too far with scripts. I’m sorry if the trailer sort of hyped things up a bit too much.
But we sort of wanted to hype things a bit before the release of the demo.
Music – Like with graphics, we’re pretty much stuck with what we’ve found on VGMusic. I’ll admit that finding music is a personal… annoyance of mine. I just get really dragged down by searching for music. So there are oftentimes going to be better music to fit situations (if anyone knows of any, please let us know), but we do the best we can with what we’ve got.
As far as your offer… we would absolutely love any help that we can get in that area. I think both of us have some ideas that we’d really like to do which would require suitable graphics, so if you’re seriously offering to help, please send me a PM. We’d appreciate any help at all, and you'll definitely be credited.
Again, though, I'm really happy that you're enjoying Fairy Dream so far. Hopefully you'll continue to enjoy the demo!
QUOTE(Schwa @ Mar 12 2013, 06:24 PM)
Question, if you care to share: How did you get the rest of the screen to freeze while the custom Subscreen is up? I think that's like the one major obstacle standing between me and custom active subscreen designing.
There are two combo types: Screen Freeze (FFCs only) and Screen Freeze (Except FFCs). We assign one of each to FFCs on the screen. This will freeze all enemies, weapons, and FFC scripts (so not the global script). What’s nice is that since these are FFCs, if for some reason it messes up and the player goes off screen (or somehow saves/restarts), the FFCs will be gone and won’t affect gameplay.