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880087 Posts in 33019 Topics- by 24386 Members - Latest Member: tu3sday

May 25, 2013, 05:39:19 PM
TIGSource ForumsDeveloperFeedbackMelolune (video added)
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Author Topic: Melolune (video added)  (Read 30098 times)
Craig Stern
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« Reply #60 on: November 30, 2009, 07:19:15 PM »

it seems to be really effective in-game.

Okay, I'll take your word for it! Smiley That's too bad that it got co-opted for Plants vs. Zombies. I hope they at least paid you for the additional track.
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supershigi
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« Reply #61 on: December 02, 2009, 11:03:46 PM »

Quote from: Craig Stern
I hope they at least paid you for the additional track.
Yup, they did Smiley  Unfortunately I still get messages from people saying things like, "Hey, isn't that song from Plants vs. Zombies?  Do they know you're using their music?" >_< 
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Laura Shigihara | Composer and Game Designer
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Paul Eres
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« Reply #62 on: December 03, 2009, 03:16:41 AM »

i saw a video of this in your youtube profile when you commented on my youtube profile, looks nice. portrait art can use some work though (although so can the portrait art in my games)
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supershigi
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« Reply #63 on: December 03, 2009, 07:04:46 PM »

Only one more tileset to go!  I don't think my eyes can take much more... they actually feel like they're throbbing right now ;_;

@Paul: Thank-you for checking out the video Smiley  I actually liked the portrait art in your game, hehe, but that's probably because I have a thing for the hand drawn style (which is also probably why my portrait art looks as it does).  But yeah, if I ever end up selling my game I'll probably try and recolor the portrait art while maintaining the original style so that it looks more polished. 

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Laura Shigihara | Composer and Game Designer
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Andy
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« Reply #64 on: December 14, 2009, 09:14:56 PM »

I would like to try this game out, but before I download I have to ask:
Does it only install in the Systom32 folder, can I change that? I refuse to install anything in my Systom32 folder. Tongue
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supershigi
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« Reply #65 on: December 14, 2009, 11:58:20 PM »

@Andy: Thank-you for offering to try out the demo ^_^  To answer your question, you should be able to install it anywhere you want; you can actually choose the destination when it starts installing (when I install it on my computer, it usually defaults to Program Files).  Please let me know if you have any other questions.
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Andy
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« Reply #66 on: December 15, 2009, 08:37:47 PM »

@Andy: Thank-you for offering to try out the demo ^_^  To answer your question, you should be able to install it anywhere you want; you can actually choose the destination when it starts installing (when I install it on my computer, it usually defaults to Program Files).  Please let me know if you have any other questions.
I downloaded the demo and had no troubles installing it. Yay!
I have to say I am very impressed with the work you have put into this project. I so often see RPG Maker creations that are just plain and use stolen / unoriginal resources. Melolune is one of those gems that displays how RPG Maker can be a powerful tool in skilled hands. Tool talk aside I enjoy the cute character design and music. The music especially, it just brings the game to a higher level. You even took the time to have voice acting! That is just cool. I hope you keep up the work on this project – I will keep an eye on it. So far I haven’t found any errors. If I come across one I will let you know here. Smiley
EDIT:
By voice acting I mean the intro speaker and such. Tongue
« Last Edit: December 15, 2009, 11:17:46 PM by Andy » Logged

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aeiowu
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« Reply #67 on: December 15, 2009, 09:01:27 PM »

I'm really impressed and all I've seen is the game video.

A couple quibbles:

1. on the dialog in the beginning of the trailer, cut out the sound when the voice actor takes a breath. It's so quiet that it is pretty noticeable. I think the silence is really effective but because it's so minimal, you've gotta focus on the details that much more.

2. That image on the OP at the top has always bugged me. I think the lighting makes the image look like wavy/warped paper or something rather than give off the illusion sun-rays. I think the problem is that the bridge is a bit off-kilter as it is and the blurred rays of light just play that up into some kind of optical illusion gone wrong. I'd suggest, if you're going to do that, just have the light cast onto bridge or perhaps a different blending mode would do the trick... I'm not sure of the solution but I think with a little tinkering you could find something that is more effective.

Again, quibbles, but great work so far overall!
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starsrift
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« Reply #68 on: December 16, 2009, 04:51:15 AM »

I've been playing through the demo off and on. I've not finished yet - just got into Debonet.

Wow.

There's a lot of polish on this, it's really good. As perhaps to be expected, the music is spectacular. I really like a lot of the silliness in it (talking signs!). Some of the changes you've mentioned you're trying to put in seem to be like they'd be really appreciated.

I do wish it could be played in a window rather than requiring fullscreen, though, along with a pause function.
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« Reply #69 on: December 16, 2009, 10:05:04 AM »

I've been playing through the demo off and on. I've not finished yet - just got into Debonet.

Wow.

There's a lot of polish on this, it's really good. As perhaps to be expected, the music is spectacular. I really like a lot of the silliness in it (talking signs!).

I had some good laughs too! I loved some of zombie jokes! ahaha
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MaloEspada
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« Reply #70 on: December 19, 2009, 01:15:50 PM »

If you don't mind the super saturation of my comments here, I thought of one thing today:

Why are there no female humans on the main party? Sad
The game is feeling too much shoujo right now.
« Last Edit: December 19, 2009, 01:19:17 PM by R. D. Ein » Logged
supershigi
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« Reply #71 on: December 22, 2009, 11:25:28 PM »

@Andy: I'm really happy that you're enjoying the game and its music!  It always makes me feel good when people notice how much effort is put into the project (especially this week... I've put in so many hours building the last area's maps that my wrist is starting to hurt again, hehe).  And yeah, I know what you mean about rpg maker games... it's a shame that there are so many games out there that feature stolen materials. 

Oh, and the voice in the intro is me Tongue

@aeiowu: Thank-you for your comments ^_^  Concerning the dialogue at the beginning of the trailer, I actually wanted to have the voice sound very organic so I purposely left in all the little mouth and breath noises when I spoke.  I don't know why, but to me it feels more intimate that way.  And as for the first screenshot, it might be because the sunbeams in the actual game are animated and the screenshot is just directly captured from the game so you're only getting one frame of the animation.  I think you'll find that it actually looks pretty good in-game though (at least I hope so, hehe).   

Oh, and on an unrelated note, are you the person who made Gray?  If so, it was quite an interesting game!  I went back and read the comments everyone else had left because I was curious to know others' interpretation of the meaning. 

@starsrift: Oh that's great, you're almost to the end of the demo then!  I'm really happy that you like the music and silliness... I think when I wrote the dialogue for the Doogay Swamp I was in a really goofy mood, hehe.  Oh, if you want to play in windowed mode you can press Alt-Enter.  Please let me know if that works for you.

@rekcah: Oh good!  Hehe... Yes, I was definitely in a weird mood when I wrote that Tongue

@R.D. Ein: I don't mind at all ^_^  Hehehe... don't worry, there will be 2 human females who join you later on.  You actually meet one of them shortly after the demo ends... her name is Sophie, and she's an engineer who builds airships for the Orderian Engineer's Guild.  I think she's really cool, hehe.
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Laura Shigihara | Composer and Game Designer
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supershigi
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« Reply #72 on: January 03, 2010, 06:48:58 PM »

I finally finished all the maps in the Saphine Kingdom (the 2nd to last location in the game), so I thought I'd share a few screenshots!

This first one is inside the palace there... I designed this palace as a place I would want to live in.  There are trees growing through the floors, hanging plants everywhere, waterfalls and fountains, depressions in the floors with pillows and blankets where you can take naps, stone and marble, etc.  It's really unconventional.


This screenshot is from a series of mini-quests the party members have to complete once they arrive... in this one, Hawk helps Andy take a bunch of children camping.


This is the kitchen... nothing much to say except that they don't have a conventional kitchen.  And there's trees growing through the floors.  I love when trees grow through the floors!
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Laura Shigihara | Composer and Game Designer
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Jonathan
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« Reply #73 on: January 14, 2010, 04:59:01 PM »

I played this game at some point last month and I loved it (my wife and I adore the music from Plants vs. Zombies, so we decided to check out your rpg).  The music is absolutely beautiful; the best I've heard in a long time.  The story was also particularly compelling; you did a good job making me feel for the pristine nature of the Leebles' home before I left, and I felt very sad when I found out what happened to Mani. 

I might suggest including a journal system so players know exactly what they're supposed to do next, and you might want to do something to make the swamp look more like a swamp on the world map (I went to Basho before going to the swamp).  Beyond that, this was quite an enjoyable experience.

Quote
I really like a lot of the silliness in it (talking signs!).
This.

EDIT: It seems as though you're almost done with production, do you know when the full game will be released?
« Last Edit: January 14, 2010, 07:37:42 PM by Jonathan » Logged
supershigi
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« Reply #74 on: January 15, 2010, 01:32:00 AM »

Thank-you Jonathan, I'm really glad that you and your wife enjoyed the PvZ music and that you took the time to play my rpg.  I get sad about Mani too, hehe...

I like the idea of including a journal system, especially because there are several sidequests later on so I would imagine it would be tough to keep track of them.  I'm not quite sure how to integrate it at this point, but I'm definitely looking into it.  I'd also like to redo some of the world map art so that it's more obvious that the swamp is to the south of the village. 

To answer your question, I'm hoping to finish the game within the next few months... in terms of linear gameplay I don't have much left to finish.  But I estimate that working on the balance will take me a long time... I played through some of the latter parts of the game and some of the cutscenes still feel rushed, as if I didn't build them up properly, which is a bit discouraging.  I hope I'm able to smooth that out because I really want those scenes to be effective.
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