Good point -A lot of girls. All different from each other. Everyone has their favorite. -Pretty original games for rpg maker MZ -Easy to play and understand. -KINK GAME APPROVED. (thumb up/noze bleed)
??? - Maybe I'm wrong but where are the 50s?
Point to reviews: - I think you use a lot of common events without ever disabling them.Common events are very powerful but extremely resource-hungry.You have to know how to play between their activation and deactivation so that they do not stay on if they do not act on the game.If everything happens on the same card, normal events in parallel processes can do the same thing for less power.On the other hand, you have to be more rigorous when doing this.Small tip for those who want to go far in the game.Save before it bugs and press F5 to reset.This will clear the current requests of common events
-You made a game for the mouse without blocking it.It's a mistake that is complicated (I can talk (sarcasm) I did the same thing with the arrow keys in my game).To block the mouse without calling a script you pause an event automatically with waiting for a frame.Your mouse will no longer work The arrow keys will still be usable if you have configured your game to switch from coordinates to another or to possibilities rather than using your character invisibly on the map who moves at maximum speed.I would be surprised if you used this method if you did all the aspects of your game by yourself.I would be less surprised if you mainly used Pluggin.The basics are important before starting on pluggin.
-I could be wrong but I think your wallpaper is not an image but a parallax. This would explain why we see the mouse square when you click somewhere. You notice it when you click on the activity icons. The mouse pointer does not pass in front of the images but it stays on the parallax. This can do the trick if you block the mouse. What is especially buggy in your game is your action selection system with your character moving. You need to review your variables and the X/Y position data of the map or screen. With that your activity squares would not be just 48/48 pixels
Final view:
I will have other things to say but I will stop there. Your game is very good at first glance. I am not a fan of 3D but it is a pricy part. And I never spit on a young lady (unless she asks me to X3. It is a Kink too XD). I do not find the 50s either. I may have looked badly. On the other hand on the Kink side. I have 4 games left to do, and you are a good first without any other form of trial. But your game is ruined by a lack of mastery of your tools and troubleshooting solutions, where mechanisms that are really not hard to set up would have given weight. My game was not properly finished I think my words risk falling short. Especially since your game is clearly more fun than mine. but it's really out of solidarity with a fellow RPG maker that I'm writing to you like this, and not to demotivate a colleague.
In any case, it doesn't take away from the monumental work of creating your games. Believe me, I'll follow the rest of your progress closely because your work interests me. I wish you good luck and thank you again for allowing us to play your work.
ps: If you want to spare our knowledg you can contact me.
A word of advice to you and anyone else who happens to read this: if you feel you need to apologize for being too cruel in your feedback, it's because you were too cruel in your feedback. With what you have written here, this is often because you say things that provide no value except to make me feel bad. For example, you correctly identified that I used too many common events, and you provide genuinely valuable feedback about how I could fix this issue. However, you weaken this feedback by saying things like "you have to be more rigorous" or "[you lack] mastery of your tools and troubleshooting solutions". I'd like to ask you, what value should I gain for those statements? From my perspective, they only serve to put me down. All you're doing is calling me a dumb-arse. The lack of bug testing was a given, I've even said that there wasn't time for any, so what value did your feedback gain from mentioning it? Your ability to identify the problems with the game and how to solve them after playing for a few hours clearly implies that you know more than me. You don't need to explicitly say it.
I'm, assuming (or at least hoping), English isn't your first language, so no offense taken. Writing all that feedback coherently is extremely impressive. I say this because the line below doesn't apply as much to people who are writing to me in a foreign language, as I respect the struggle of trying to find the words for the words you're trying to say, but I still feel that, in general, the sentiment still stands.
I write the following while knowing it is cruel because I am tired of reading feedback from people where they say some extremely mean shit and then go "Sowwy, didn't mwean it :3," because you absolutely did asshole, you wrote it that way. You should consider if you need to point out the things that are bad, as usually you can just point out what is good and how to make those parts better. If you feel the need to point out the bad things just point them out, say why they are bad, and what would make them better. The goal is to criticize the craft, not the craftsman.
You are right, I should not have apologized because I think I bring you information necessary for your evolution.
And no I do not feel cruel. Because I could have just come, tested, said it is good or it is not good and left. I took the time to underline as many "MORE" points as bad. This is your second game that I test and that he comments. The evolution is obvious and very appreciable. But the mistakes are very sad. Because it could have been avoided with basic knowledge.
Feedback is the nerve of a developer's war. I hope you will not have the opportunity to discover that it is better to receive a bad than not to receive one. A comment that comes to give you a 5/5 is less interesting than a comment that comes to explain your mistakes.
Especially since you focused on the feedback of 3 negative "technical" points where I said that the game is good and that it is an original use of Rpg maker. That on the "Kink" aspect it is unquestionably first in the competition and so on.
Yes I think I have much more knowledge than you. My intention was to make you benefit because you have talent and potential. Yes, English is not your mother language, but I make the effort to still give a complete feedback. Yes I express myself badly. I am dyslexic and autistic. I struggle to make myself understood, hence the excuses.
Will I bring out a comment as loaded as the previous post? If I think it can help you "Yes". With the same rigor and the same attention. Do you see the pride? I see the respect!
Hoping that our next exchange will be less thorny, I wish you good luck. My door remains open if you have the slightest desire to learn about Rpg maker. But I will understand if my presence bothers you. And for "that" I am truly sorry.
Comments
Good point
-A lot of girls. All different from each other. Everyone has their favorite.
-Pretty original games for rpg maker MZ
-Easy to play and understand.
-KINK GAME APPROVED. (thumb up/noze bleed)
??? - Maybe I'm wrong but where are the 50s?
Point to reviews:
- I think you use a lot of common events without ever disabling them. Common events are very powerful but extremely resource-hungry. You have to know how to play between their activation and deactivation so that they do not stay on if they do not act on the game. If everything happens on the same card, normal events in parallel processes can do the same thing for less power. On the other hand, you have to be more rigorous when doing this. Small tip for those who want to go far in the game. Save before it bugs and press F5 to reset. This will clear the current requests of common events
-You made a game for the mouse without blocking it. It's a mistake that is complicated (I can talk (sarcasm) I did the same thing with the arrow keys in my game). To block the mouse without calling a script you pause an event automatically with waiting for a frame. Your mouse will no longer work The arrow keys will still be usable if you have configured your game to switch from coordinates to another or to possibilities rather than using your character invisibly on the map who moves at maximum speed. I would be surprised if you used this method if you did all the aspects of your game by yourself. I would be less surprised if you mainly used Pluggin. The basics are important before starting on pluggin.
-I could be wrong but I think your wallpaper is not an image but a parallax. This would explain why we see the mouse square when you click somewhere. You notice it when you click on the activity icons. The mouse pointer does not pass in front of the images but it stays on the parallax. This can do the trick if you block the mouse. What is especially buggy in your game is your action selection system with your character moving. You need to review your variables and the X/Y position data of the map or screen. With that your activity squares would not be just 48/48 pixels
Final view:
I will have other things to say but I will stop there. Your game is very good at first glance. I am not a fan of 3D but it is a pricy part. And I never spit on a young lady (unless she asks me to X3. It is a Kink too XD). I do not find the 50s either. I may have looked badly. On the other hand on the Kink side. I have 4 games left to do, and you are a good first without any other form of trial. But your game is ruined by a lack of mastery of your tools and troubleshooting solutions, where mechanisms that are really not hard to set up would have given weight. My game was not properly finished I think my words risk falling short. Especially since your game is clearly more fun than mine. but it's really out of solidarity with a fellow RPG maker that I'm writing to you like this, and not to demotivate a colleague.
In any case, it doesn't take away from the monumental work of creating your games. Believe me, I'll follow the rest of your progress closely because your work interests me. I wish you good luck and thank you again for allowing us to play your work.
ps: If you want to spare our knowledg you can contact me.
A word of advice to you and anyone else who happens to read this: if you feel you need to apologize for being too cruel in your feedback, it's because you were too cruel in your feedback. With what you have written here, this is often because you say things that provide no value except to make me feel bad. For example, you correctly identified that I used too many common events, and you provide genuinely valuable feedback about how I could fix this issue. However, you weaken this feedback by saying things like "you have to be more rigorous" or "[you lack] mastery of your tools and troubleshooting solutions". I'd like to ask you, what value should I gain for those statements? From my perspective, they only serve to put me down. All you're doing is calling me a dumb-arse. The lack of bug testing was a given, I've even said that there wasn't time for any, so what value did your feedback gain from mentioning it? Your ability to identify the problems with the game and how to solve them after playing for a few hours clearly implies that you know more than me. You don't need to explicitly say it.
I'm, assuming (or at least hoping), English isn't your first language, so no offense taken. Writing all that feedback coherently is extremely impressive. I say this because the line below doesn't apply as much to people who are writing to me in a foreign language, as I respect the struggle of trying to find the words for the words you're trying to say, but I still feel that, in general, the sentiment still stands.
I write the following while knowing it is cruel because I am tired of reading feedback from people where they say some extremely mean shit and then go "Sowwy, didn't mwean it :3," because you absolutely did asshole, you wrote it that way. You should consider if you need to point out the things that are bad, as usually you can just point out what is good and how to make those parts better. If you feel the need to point out the bad things just point them out, say why they are bad, and what would make them better. The goal is to criticize the craft, not the craftsman.
Hello.
You are right, I should not have apologized because I think I bring you information necessary for your evolution.
And no I do not feel cruel. Because I could have just come, tested, said it is good or it is not good and left. I took the time to underline as many "MORE" points as bad. This is your second game that I test and that he comments. The evolution is obvious and very appreciable. But the mistakes are very sad. Because it could have been avoided with basic knowledge.
Feedback is the nerve of a developer's war. I hope you will not have the opportunity to discover that it is better to receive a bad than not to receive one. A comment that comes to give you a 5/5 is less interesting than a comment that comes to explain your mistakes.
Especially since you focused on the feedback of 3 negative "technical" points where I said that the game is good and that it is an original use of Rpg maker. That on the "Kink" aspect it is unquestionably first in the competition and so on.
Yes I think I have much more knowledge than you. My intention was to make you benefit because you have talent and potential. Yes, English is not your mother language, but I make the effort to still give a complete feedback. Yes I express myself badly. I am dyslexic and autistic. I struggle to make myself understood, hence the excuses.
Will I bring out a comment as loaded as the previous post? If I think it can help you "Yes". With the same rigor and the same attention. Do you see the pride? I see the respect!
Hoping that our next exchange will be less thorny, I wish you good luck. My door remains open if you have the slightest desire to learn about Rpg maker. But I will understand if my presence bothers you. And for "that" I am truly sorry.
Still good work.