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Blaine Klingler

Member Since 07 Jun 2003
Offline Last Active Jul 23 2013 08:40 PM
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Posts I've Made

In Topic: Beta Version of 2D, old-school RPG called Terra Aegrus

26 January 2013 - 10:30 PM

 --- "What can I do to make this game better?" --- 
 
Menu Flow
Party Selection - If I've already picked 3 party members shouldn't I have the option to go to the confirmation page?    
NPC conversations - Why not just give me a list of questions, rather than having me click the word -> click “ask me”.
 
Fix the movement - I shouldn't be going 100 mph if I'm holding down left (in town only)
If I click new game, I can't go back to the main menu without closing the game or completing the new game setup. 
--Combat--
 I played this game for a few hours trying to beat it, but the unlock code doesn't seem to be working.
 
Since this is a turn based combat system, I should be able to mouse over the spot where I want to move and have it show me the path my player will take and how many Action points it will require (At least I'd like this feature :D)
 
Towns – Possibly use signs to show where stuff is (“Magic Healer – heals people”) something along those lines. 
 
 --- "Is it too hard/easy? Is it too boring or repetitive?" --
I thought the game was pretty hard at first, but once I grinded for a little bit, and started putting my weaker characters in the back (esp. after I got the Bow), I was able to win a fight without losing someone. 
Although I did start dying a bunch once I was in the swamp place. 
 
The game does have a pretty steep starting curve, it might be a little better to give the player a few more items or spells to start off with. You don't want people annoyed within the first few minutes. If they start dying after 2 hours of game play, they're more likely to continue playing. 
 
 ---"Is it worth porting to iOS?"---
I've been messing with Monogame(c#) recently and I know it's capable of porting games to the iOS, Android, Linux Xbox360 and windows, so you might want to look into that. 
 
You'd have to redo the menu system/control inorder to port it. So, if you don't mind doing that, go for it. 
 
 
 ---Conclusion---
 
With all of that being said, I would be more than happy to pay ~$5(pc) - $1 mobile for this game . You put a lot of work into it and it shows  and I'd be more than happy to Beta test it for you, just shoot me a message.

Best of luck with the project, 
 
Blaine(ghostbear_ac)

In Topic: [?][JAVA] IDE

22 January 2013 - 08:32 AM

All in a days work.


In Topic: [?][JAVA] IDE

21 January 2013 - 12:05 PM

This maybe a dumb question, but when you tried running it in eclipse did you click run as -> Java Applet?  If so what errors did it give you?


In Topic: Networked Game

10 January 2013 - 08:57 PM

I'd like to preface this with: I have very little networking experience, but I think I have a possible solution. 

  • When the user connects to the game, add their address info to a list or map. // This will allow you to send info to one person or iterate through them all. 
  • When a user sends info to the server and it determines what to do, send the response to everyone on the list or map

Let me know if that helps at all. 


In Topic: Extraterrestrial Grail - my first video game

06 October 2010 - 02:22 AM

The interface is extremely confusing. I'm looking at it and I really can't figure out what is going on.

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