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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Thu Feb 19, 2015 4:20 am    Post subject: BAMN - 2D RPG [quote]

Hey guys,

I've been working on a 2D RPG game for the last couple of years. Started in 2010, got busy with other things and then picked it back up in 2013. Would you guys mind trying it out and giving me some feedback? Any feedback would be appreciated. Here is the link:

https://www.dropbox.com/s/pxo4eqgk23584g8/BAMN.rar?dl=0

It's for Windows and it's packed with Molebox. Josiah did the music.

Thanks,
Pedro.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Sun Mar 08, 2015 3:08 am    Post subject: [quote]

Hey guys, has anybody been able to play it? Is it because it's for Windows?
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1021
Location: Dark Forest's of Sweden

PostPosted: Wed Mar 18, 2015 7:18 pm    Post subject: [quote]

Can you give us some screenshots?
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Thu Mar 19, 2015 2:48 am    Post subject: [quote]

Sure. Thanks for taking the time to reply. Here are a couple of screenshots:




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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Thu Mar 19, 2015 9:42 am    Post subject: [quote]

looks like RPG maker...

I'm not totally against RPG maker, but at least use some custom art. Just saying... And SD kinda looks bad at high res. SD was actually developed to cope with low res, so it looks best there.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Thu Mar 19, 2015 1:52 pm    Post subject: [quote]

Hi, tcaudilllg. I didn't use RPG maker. It's written in c++ with SDL. All of the art in those screenshots, except for the purple thingy, was done by a pixel artist named Kodoktua for this game. The purple circle does come from a RPG maker sprite pack.

Could you let me know what SD is?
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Wed Apr 15, 2015 1:24 am    Post subject: [quote]

Hey guys,

I uploaded an updated version.

https://www.dropbox.com/s/pxo4eqgk23584g8/BAMN.rar?dl=0

You can press the 7 key to disable random battles, in case they get too tedious.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Sat Jul 11, 2015 7:39 pm    Post subject: [quote]

I created a project page for the game and uploaded an updated version of the game. Right now, the game has 12 dungeons, 3 side quests and 2 towns. I believe it takes around 6-7 hours to go through the main game.

I don't plan on adding more content besides complementary scenes and adjustments. The plan right now is getting in contact with the artists to order all the remaining art and sfx and getting as much player feedback as possible.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Tue Jul 21, 2015 2:15 am    Post subject: IndieDB [quote]

I created a profile in IndieDB for the game. It contains an updated version of the game with improvements based on players' feedback.

Here's the link:
BAMN on IndieDB
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Tue Jul 21, 2015 3:39 pm    Post subject: [quote]

SD = "super deformed". Big head, little body. It's really not working. Not to offend the artists, but the game looks unpolished. the golem has lighting that contrasts completely with the background. Look in Final Fantasy 6: the tones of the enemy graphics and the background use roughly the same illuminosity. I look at this game and I think "RPG Maker random hackjob by somebody who's in 8th grade". I would improve the battle graphics and replace the sprites with larger characters. See the Phantasy Star games for the proportions you ought to be using.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Wed Jul 22, 2015 12:59 am    Post subject: [quote]

Ah I understand what you're saying about the graphics. It's not the artist's fault, I was the one piecing stuff together. It's too late (and expensive) for me to change the character sprites, but definitely is knowledge for the next game.

If you played it a little, do you happen to have any feedback on the gameplay? Thanks for the feedback.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Sat Aug 15, 2015 5:19 pm    Post subject: [quote]

The art is half the game.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Mon Aug 17, 2015 12:48 am    Post subject: [quote]

Yeah, I hear you.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Tue Sep 15, 2015 2:31 am    Post subject: Version 4.27 [quote]

Hey guys, I uploaded version 4.27 of BAMN.

    New battle animations.
    Visual adjustments to several maps.
    Alt + ENTER KB shortcut to toggle between windowed and full screen modes.
    Log pages to better explain the Supplemental Round system.
    Several bug fixes.


Here are some new screenshots:




All feedback is appreciated.
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tgramsus
Fluffy Bunny of Doom


Joined: 19 Mar 2007
Posts: 17
Location: Santo Domingo, DR

PostPosted: Sun Nov 08, 2015 1:14 am    Post subject: BAMN Version 4.35 [quote]

Hey guys,

I uploaded version 4.35 of BAMN. Among the changes:

    New battle spell animations.
    Proper game pad support.
    Easier to run from battles.
    Balance adjustments.
    Several bug fixes.


Screenshots:





You can download the new version at:
IndieDB

All feedback is appreciated.
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