Being the bad guy 1.01 (EvilOverlord)Updated 04.04.2021

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Re: Being the bad guy 0.2

Postby warbrand4 » Wed Jul 11, 2012 7:44 pm

invalid or deleted file.
just an RPG maker mapper,
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Re: Being the bad guy 0.2

Postby Eolwin » Wed Jul 11, 2012 8:04 pm

Why, I\d be glad for your help, though I am not sure how you can help.

I am trying to make a sign that holds count on your population, but I am not sure how. Is that something you could do?

Yes, this can be easely done. If you want new menus or other scenes i can do it (I hate default ones ^^). But no battle engine. I haven't find a way to understand it enough to modify it. Anything else will do. PM me what you want, and if you have pictures to illustrate what you mean, fell free to send them to me, it will be easier.

Edit : And i can translate it in french and make a language selection screen if you want.
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Re: Being the bad guy 0.2

Postby Bright » Wed Jul 11, 2012 8:14 pm

warbrand4 wrote:invalid or deleted file.


Try again. I reuploaded it due to something missing.



Eolwin wrote: Yes, this can be easely done. If you want new menus or other scenes i can do it (I hate default ones ^^). But no battle engine. I haven't find a way to understand it enough to modify it. Anything else will do. PM me what you want, and if you have pictures to illustrate what you mean, fell free to send them to me, it will be easier.

Edit : And i can translate it in french and make a language selection screen if you want.


Heh, I think I`ll keep it to English for now. But thanks for the offer.


As for the sign. I haven't checked it, but I think I managed to do something clever.
I made a variable, and for each time someone joins your Legion, you get a +1 to that variable. Though, it has no effect in game yet, I kinda imagine enough troops and your camp expands.


Though, it could be nice to have a way for the menu to be able to choose credits at the opening, since I am using stuff from various sources.


When you mean default scenes, what do you mean?
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Re: Being the bad guy 0.2

Postby empatheticapathy » Wed Jul 11, 2012 8:57 pm

Played it. Liked it. Took notes as I went.

Bugs/Errors: The butler's description gets cut off. It only goes up to, "He has sworn".
The drunk minion in the cafeteria changes sprite depending on which direction you talk to him from. The skeletons in the sewer do this too. In RMXP, you'd fix this by checking 'direction fix' in the event processing, but I'm not sure how VX works.
I can step onto the right corner of the desk in Jeeves' room.
I can walk through the skeletons desk in the dungeon in three spots.
Some of the graves have grammar errors.
Two of the graves each claim to hold the Overlords favorite pet.
'Overlord' should be capitalized every time it appears; it's a proper title, like 'King'.
I can walk through all the food baskets in the dungeon.
If the player saves and loads while on the bridge in the sewers, they can end in stranded over empty space. I'd recommend moving the player to a 'safe' spot when the bridge explodes.
I can't use 'Overlords Force' anywhere.

Thoughts: The main theme seems too heroic for the game.
Why not just start with the equipment found in the chests in the first room?
Orc Brew should tell the player what it does.
I kinda wanna hear about that skeletons 'near-life experience'.
If Jeeves is writing the biography, he should call it an 'autobiography'.
Couldn't you just have one chest in the sewer that gives two 'leather tops'?
It's kind of funny how the soldiers are roughly as dangerous as the sewer rats.


This probably seems negative as hell, but I really did like it so far.
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Re: Being the bad guy 0.2

Postby warbrand4 » Wed Jul 11, 2012 9:10 pm

ok for some reason I can't beat the mega slime... is there a way to heal before that?
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Re: Being the bad guy 0.2

Postby Pinhead2212 » Thu Jul 12, 2012 12:29 am

Legit
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Re: Being the bad guy 0.2

Postby Shadowlyger » Thu Jul 12, 2012 2:40 am

I appear to be trapped upon leaving the camp...
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Re: Being the bad guy 0.2

Postby Bright » Thu Jul 12, 2012 4:35 am

empatheticapathy wrote:Played it. Liked it. Took notes as I went.

Bugs/Errors: The butler's description gets cut off. It only goes up to, "He has sworn".
The drunk minion in the cafeteria changes sprite depending on which direction you talk to him from. The skeletons in the sewer do this too. In RMXP, you'd fix this by checking 'direction fix' in the event processing, but I'm not sure how VX works.
I can step onto the right corner of the desk in Jeeves' room.
I can walk through the skeletons desk in the dungeon in three spots.
Some of the graves have grammar errors.
Two of the graves each claim to hold the Overlords favorite pet.
'Overlord' should be capitalized every time it appears; it's a proper title, like 'King'.
I can walk through all the food baskets in the dungeon.
If the player saves and loads while on the bridge in the sewers, they can end in stranded over empty space. I'd recommend moving the player to a 'safe' spot when the bridge explodes.
I can't use 'Overlords Force' anywhere.

Thoughts: The main theme seems too heroic for the game.
Why not just start with the equipment found in the chests in the first room?
Orc Brew should tell the player what it does.
I kinda wanna hear about that skeletons 'near-life experience'.
If Jeeves is writing the biography, he should call it an 'autobiography'.
Couldn't you just have one chest in the sewer that gives two 'leather tops'?
It's kind of funny how the soldiers are roughly as dangerous as the sewer rats.


This probably seems negative as hell, but I really did like it so far.



Alright. This should be fixable. Thanks for the feedback, it is really useful.

Direction fix: Damn, so that's how that works.
Exploding bridge: Yeah, that one is a nasty. I should probably fix that.
Orc brew: You're right. Should probably be some description.
About the chest: You're right, I kinda learn as I go.

Soldiers: I should probably have somewhere that they are tired from fighting through the castle.

warbrand4 wrote:ok for some reason I can't beat the mega slime... is there a way to heal before that?

There is a bed in the workers rest room earlier.

Shadowlyger wrote:I appear to be trapped upon leaving the camp...

Well, darn! That's not supposed to happen.
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Re: Being the bad guy 0.2

Postby Bright » Thu Jul 12, 2012 4:39 am

I`ll fix these errors and put up a new link later.
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Re: Being the bad guy 0.2

Postby Eolwin » Thu Jul 12, 2012 6:38 am

RPG maker vx ace is divided into different scripts called Modules, Game, Windows, Scenes.
Game is for the game engine itself. Scenes are what is displayed to the player, using Windows and the datas in Games scripts. Modules are complements.
When i say default ones I mean the ones that are already inside your game when you create it. like for the menu :
Spoiler: show
Image

and here is a custom Scene (Scene_Menu) I've made for my game:

Image
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Re: Being the bad guy 0.2

Postby Bright » Thu Jul 12, 2012 10:03 am

http://www.mediafire.com/?7cl1sil0dp3ytik

This new update should fix stuff.

Oh, I know why you couldn't use overlords force. It uses a lot of mana and TP.
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Re: Being the bad guy 0.2

Postby ScaledWall » Thu Jul 12, 2012 11:14 am

If I wasn't a man I'd kiss ya. <3 As the demoman says.
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Re: Being the bad guy 0.2

Postby Shadowlyger » Thu Jul 12, 2012 2:16 pm

I can't get to that rope beyond the bridge in Vlad's castle. Not sure if that's intentional.
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Re: Being the bad guy 0.2

Postby Bright » Thu Jul 12, 2012 2:36 pm

Hum...
Must be the engine not being able to handle the transition betweeen the two tiles.
I`ll fix that in the next upload.

Though, it would be appreciated if you mention all sorts of bugs, glitches and stuff while you're at it.


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If you defeat and spare Vlads life, he is supposed to fix the bridge on the way out.
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Re: Being the bad guy 0.2

Postby Shadowlyger » Thu Jul 12, 2012 3:22 pm

Hmmm...

The innkeeper in the camp to the south says that a night is 100g, but he only charges 10g. I think 10g would be more appropriate, though.

Sleeping in your own camp heals Heir, but not Jeeves.

You can walk on top of the cliffs outside of Vlad's castle if you walk on them from the back.

The two signs in the same area can be walked over.

The four chests in the treasure room disappear if you interact with any but the top left.

Also, just for clarity, the bridge that I can't get to the rope past is the one through the top right stairs.

Also hell if I can beat Vlad. Dude hits like a train and I have no way to heal in his castle.
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Re: Being the bad guy 0.2

Postby Pinhead2212 » Thu Jul 12, 2012 4:07 pm

I have one note, more vore please :)
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Re: Being the bad guy 0.2

Postby Bright » Thu Jul 12, 2012 4:55 pm

Darn.

Well, I`ll fix it ASAP. Also noticed some other bugs as well. You should be able to hire the orcs to build a bridge back to the ruins of your castle in the next update.

Also, yes, there will be more vore.

(Though, to be honest, I`m probably making a game with vore elements instead of a vore story with game elements.)
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Re: Being the bad guy 0.2

Postby Bright » Thu Jul 12, 2012 6:32 pm

http://www.mediafire.com/?dexn5e09d9xfdpd

Thanks for putting up with my bugs and reporting back. It allows me to fix them ASAP.
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Re: Being the bad guy 0.2

Postby Shadowlyger » Thu Jul 12, 2012 6:59 pm

There we go, having my butt kicked much less in Vlad's castle.

Now then! I think that merchant in the cave didn't properly get sent to the camp.

EDIT: For that matter, doesn't seem like anybody but the orc chief shows up.

EDIT2: Also entering the overlord's castle dungeon appears to kill all non-battle music. I think the same thing happens when you enter Vlad's room.
Last edited by Shadowlyger on Thu Jul 12, 2012 7:43 pm, edited 2 times in total.
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Re: Being the bad guy 0.22

Postby Bright » Thu Jul 12, 2012 7:23 pm

Actually, that is not implemented yet.
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