RPG Maker VX Ace

RPG Maker VX Ace

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A Tale of Two Swords
   
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UGC Type: Play Only
Game Genre: RPG
Game/Resource Flavor: Fantasy
File Size
Posted
Updated
163.090 MB
Jun 14, 2015 @ 5:06pm
Jun 18, 2015 @ 8:59pm
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A Tale of Two Swords

Description
DEMO. Any tips on how I can improve this would be appreciated. This is an RPG where you can pick out your party from a select group of adventurers and you set out on a mission to protect the peace and (possibly) defeat the Demon Lord.

Update:
-I have added no world map yet, but Arcvenom forest is now available. It is (somewhat) incomplete, but it is mostly finished.
5 Comments
myenemy Jun 20, 2015 @ 7:59am 
\c[n] for example.
Anodic  [author] Jun 18, 2015 @ 7:21am 
What do you mean by Zwei says the internal chat code once?
myenemy Jun 15, 2015 @ 3:51pm 
Also, something that should be mandatory in all of them, is a come back to the town the protagonist splits up with his chilhood friend, and the reason they come across in the next one.
I add engines, scripts and some resources to make them more interesting, you could add some too.
You really do control about timing on events, sounds and such. It's one of the hardest things to control in these games.
A final advice I read somewhere: to make a novel you begin from the end. Write how do you want it to end (all of the ends), and then, how does the protagonist get there, how did the protagonist choose to do that instead the other possibilities...
BTW, make a portrait or a title, I almost didn't try it because you placed an almost empty faceset.
myenemy Jun 15, 2015 @ 3:51pm 
You are trying to make a game that developed itself in achievable missions that a player may or may not get, based on the routes they go to. That makes the game developing boring, because the lack of story or because you have to repeat it often with small changes. How to fix that? The Skyrim way (it was from before, but it's easy to see it there), make a bunch of important characters, make them go some against others, have them asking for help for more than once... for example, a bandit (preferable not the first one, since the player would think it's a game too much familiar), you defeat, later asks you for help in one route, but he doesn't appear ever again on the others. Also, you can make "familiar routes", which adds missions based on the characters you picked initially.
myenemy Jun 15, 2015 @ 3:51pm 
Oh, it's nice. It's hard to make a multipath game, which is what you want to do.
First let me tell you, "Zwei", says the internal chat code once and you got to fix that.
Later... I checked a bit on the DB, and it's missing tons of stuff, for example, you can double the selectable characters, add changing clases, make possible to switch party members in certain places... and so on.