Hey Asgaroth, We'd prefer honest feedback over no feedback (it's the whole reason we opened things up at the Alpha stage) so no worries. Several of your concerns are on our radar, but honestly, if you're already using RPG Maker and looking to make a Suikoden style game, that tool will always beat ours for making an JRPG. Our end goal with VGM is something that lets you mix and match different aspects of various game styles to make something unique. A
ScottTykoski
Update #2: We're asking around to get a laptop with similar settings (or, at least, one that doesn't support DX11). We think we'll have at least one tomorrow to test against. We'll keep you posted!
Noted and fixed ;) It's a ways off, but one thing we'll want to talk about is how you guys want to be listed in the credits (if you even want in them). Something to think about.
Thanks for the feedback guys. We're trying to bang out as many fixes as possible, so keep an eye on... https://forums.stardock.net/495238/vgm-alpha-1a-change-log ...to see what issues have already been resolved. Should be useful - especially going into the weekend.
Hey Rodney! Glad you guys are enjoying it! As for the Doorway gizmo, these should be the steps... 1. Place the Doorway Gizmo on the map. This should be an empty tile, otherwise the player wont be able to walk onto it. 2. While rolling over the gizmo, press the [T] key. You'll now be in Set Target mode. 3. Find the destination you want the Doorway to teleport the player to with your mouse. 4. Click the Left Mouse button to set the destination. <br
Perfect! Thanks Mist - got your file and I think I have a solution. Because 'Trigger Areas' use Adjacency to to determine what gizmos are part of that group, you have to have a 1 tile separation between triggers you want to activate sequentially. With this layout, Group 1 gets f
I'm sorry Mist, the email came through but for some reason the attachment was stripped. Would you mind uploading the game to the arcade for me to look at, or perhaps trying my [email protected] account? Thanks!
!!!! - This Update was released June 5th, 2019 - !!!! First off, thank you everyone for all the great feedback and suggestions. This first 24 hours has been amazing, and the team is excited to put your feedback into action. Here is an ongoing list of the fixes and improvements you'll see in an upcoming Alpha 1a update. - Improvements - + Added a [Delete] button to The Arc
Hey BadJack! I got to play your game today (thanks for uploading it) and I can see exactly the functionality you're looking for. We have a Rule planned for "Firing Angles" where you'd have the following options... - Left & Right Only (ala Mega Man - the current setup) - All Directions (ala Contra) - Force Direction (where you could force a firing direction - in Space Invaders this would be "Up") We also have code for Flocking Patterns (where enem
Thanks for the feedback, Mist! [quote] I was expecting that the trigger would show in the edit what it was connected to, but it doesn't seem to. [/quote] [quote]it will display each time you walk over it. I do have my dialogs off to the side, and the idea I'd like is to have the first dialog have triggers in a square around the char, as they walk out they would get the first, then the 2nd then the 3rd. So it really needs to show only once. [/q
That's a strange one - I'll look into that tomorrow. Thanks Nichirus!
In 'The Golden Isles' there's a dagger on the starting screen that you have to find your way to. Been thinking about ways to better draw the player's attention to important items, but for now you just have to be on the lookout for it :) [quote]Love the pre-alpha so far![/quote] Glad to hear it! I know it's rough, but it's amazing how quickly things will improve with all the feedback we're getting. Thanks again!
So, as of right now, DirectX 11 is indeed a requirement for the game. However, there may be options on our end to support other versions, so let me investigate tonight and get back with you. I'm always looking for ways to bring down the minimum specifications :) Fingers crossed. Update: So I made version of the game where I forced it to use OpenGL which I think your gfx card would support. <img src="https://cdn.stardock.us/forums/0/0/93/460354f4-0bb
Hey Everyone, Now that Alpha 1 is out in the wild, it's time to start collecting feedback & bugs. Let us know how things are going and we'll keep you posted as issues are resolved for Alpha 1a. Thanks!
Thanks for the feedback, Silver (and the kind words!) Almost everything you listed is somewhere on our priority list, so that's cool that we're all on the same wavelength. You did mention the top of ladders, though. Stopping is currently the intended design there, since it was easy to accidentally over-climb a ladder and end up unintentionally falling. What does your gamer intuition say should happen at the top of a ladder? Thanks again for the feedback and suppo
Hey JKFrench, 1. Is it possible that you pressed TAB while the dialog was up? We've seen some weird issue there that will be fixed this week. If not, we'll try to repro here. 2. Ah yes, I see that now! We will have to re-upload that game with a fix. 3. Fixed for the next update. This is an issue with the first-time run of the game. The registration code was hanging things up. Luckily future sessions will exit nicely, and the fix will be in the next Alpha
Contacting some folks in the know - will get this resolved ASAP.
Some games spawn a virtual joystick...was one of the tasks something called "VJoy"? Glad it got sorted out :) got really nervous for a second that we screwed something up with the input handler ;)
If the cursor is snapping to the center of the screen, it definitely means the game think the controller is being pressed. We have some wireless controllers around the office, so we can try to repro. In the meantime, would you mind restarting your PC with the USB receiver unplugged? Sometime joystick drivers can calibrate in a goofy way where they think they're being pressed when they're not.
That's really bizarre. Let me look up some possible causes and get back with you. Just to verify something - do you have a controller plugged in? It sounds like the joystick is bring held to the left and fighting with your keyboard input.
One of the most powerful tools in the Video Game Machine is the GIZMO tool. With Gizmos, you can bring your levels to life in unique and interactive ways. The Basics While the main building block o
Hey SarYehudah! I passed your issue to the appropriate folks (unfortunately I don't know much about activation issues). Hope you get it resolved ASAP!
Greetings, fellow designers! Thank you for your interest in The Video Game Machine. If you're anything like me, you've spent your gaming years both engrossed in games and overflowing with game ideas of your own. If that sounds like you, then you're in the right place! A quick bit about myself: my name is Scott Tykoski, the
There will be a few posts coming up very soon, but I can go over these real quick :) Areas of Feedback : We've disabled the areas of the game that aren't ready for feedback, so anything that is in the current build is fair game. Can you make games that you enjoy and would want to share? Are there things that work counter-intuitive to what you'd expect. Oh, and bugs...any and all bugs we want to snuff out ASAP. Oh, and we'll be posting a running chan
Davoto: Yeah, the stuff coming out of Dreams is pretty nuts - and they're still in EA :O I haven't gotten a look at the toolset though - I wonder how they've streamlined things to make 3D creation as user friendly as possible (a big task, by my estimates).