During the demo explanation, you mention a few glitches with the font you're already aware of (I immediately noticed the character spacing was too narrow, buit that was mentioned as under investigation). One that didn't seem to be mentioned was that on a couple of points the text extends beyond the edge of the window, such as here:
I hadn't caught that particular text error, but I have caught it in other places, and I will be going through and thoroughly double checking all the text for these sorts of things.
When viewing the status screen, if you press C the status screen stays in view while you're able to move. The only way to clear it seems to be to open the status menu again, remembering to press ESC instead.
Umm... No it doesn't? I just tested it. If you mean the *actual* C key, then that just acts as another X/Numpad0/Backspace/Esc key, and it successfully cancels out of the status menu. If you mean the keys that are acting like the original C key on the Genesis/MegaDrive/Saturn controller(s) (Enter/Z/Spacebar), then all that does is cause you to go into the stats window for whichever character you have highlighted. And if you're already in that window, it doesn't do anything at all. You'll have to show me some kind of evidence of this, because as it stands, I cannot recreate this (and I've been trying).
EDIT: Unless maybe you did this after breaking the menu. I haven't tried that yet.
Shame that with the overhead view of the Republic HQ during the opening, Benetram and Grace are visible, so they don't get their sudden reveals when they're introduced.
Yeah. I agree with that. I'm not sure what do about that, short of panning the camera over to the left until you gain control or something, but somehow I don't think that having the entire left half of the screen being black would make for a very pretty opening sequence.
Not sure about Masqurin "pushing" Synbios back during the flower scene... kinda makes it look like she's shoving him aside to speak to Dantares, which feels out of place. May be best to keep them standing like this through the scene (i.e. their positions after Masqurin shoves back Synbios):
Masqurin pushes Synbios because that's what she did in the original. That happened in the original, so it happens here.
When I first picked up a medical herb (from the chest in the building to the left of the entrance to Saraband), it came up with unwindowed text saying "Synbios found the medical herb" "Synbios gave the MH to Dantares", then repeated the text (along with "item found" jingle) in windows as normal. I then picked up the Health Bread from the house on the opposite side of the bridge, but the text only appeared in windows as normal.
This has been addressed already. I changed the system for the jingles on item finds, and I forgot to go back and change a few of the item finds for the new system, so those ones are wonky.
You may want to consider reviewing the save file screen's appearance, as it currently only has room for 4 character sprites.
I didn't make the save file menu. That's just the in-built RPG Maker 2003 save menu. You can't change it. However, the limitation of four face graphics is going to be worked with. Instead of just displaying the first four members of your party, the way it's going to work is like this: The first portrait is going to show the face of the hero of your party (which, of course, will be Synbios throughout all of Scenario 1), the second portrait is going to show a small screenshot of the location where your game is saved (not necessarily the exact screen that your game is saved at, but just a shot of the locale), the third portrait is going to show a screenshot of the chapter screen for what chapter you're in, and the fourth portrait will be a shot of the title screen of what Scenario you're in.
Critical bug: When I try to go to "use" in the menu, I get the "tried to search directly ahead" messages, after which Synbios cannot move. When I then try to use the menu, odd things seem to happen with the main menu jumping to the item menu unexpectedly. Somehow I managed to find a way for it to select the "Status" screen", and after closing this was able to resume movement. This bug does prevent items from being used (dangit, I wanted to test the Health Bread worked correctly! :P)
This has already been addressed (both here in the forums, and in-game during the foreword). Only the status menu works. If you try to use any other menus, you're going to break the menu system.
EDIT: You can use the Health Bread in combat, if I recall correctly.
The shopkeepers don't appear to be set up correctly yet. When I speak to the item seller, her introductory message appears as windowed text, but it then cycles through the rest of her messages as unwindowed text:
Yup. Haven't programmed in the shop system yet. Those messages that they spew out are all just temporary placeholders. I would have thought this to be self evident. =P
Also, on a less important note, the shopkeepers are missing their portraits.
Yup. Just haven't gotten around to that yet.
Similar to the Status Screen bug mentioned earlier - when speaking to the guard at Garvin's mansion, I accidentally pressed "B" when given a choice, and the "Yes/No" menu remained on screen. (As with the status screen bug, restarting the conversation and reloading this menu returned it to normal)
This has already been addressed here in this forum, and I've actually fixed this now (which I've also already mentioned. =P)
During the cut scene with the Imperial guards (before Medion appears), I was able to bring up the menu when the message box wasn't showing, such as when Campbell is scolding and dismissing the Imperial guards.
This has already been addressed here in this forum. It'll be fixed for the next build.
At present there doesn't appear to be an ability to deselect a character so you can scroll around the map or open the battle menu (i.e. map/save/status).
This has already been addressed here on this forum, on the main forum thread checklist, and in-game.
The fade in/out for attack animations felt too long and drawn out. Any chance this could be cut to, say half as long? Also, there seems to be a lengthy pause after the battlefield fades back in before the next character is selected.
Actually, you can't see it, but it's loading and moving a whole bunch of crap around while the blackscreen overlay is up. However, I don't think that it needs to be up for quite as long as it currently is, and I am actually planning to shorten that a bit.
EDIT: Oh, also, that delay after the animation sequence: I'm planning to shorten that too.
Will weapon type advantages (e.g. Sword<Lance<Axe<Sword) be implemented?
Yes. In fact, I just implemented weapon skill increment last night.
When HP is lost, the red background remains for the lost HP (in SF3, this goes transparent) - will this be changed, or is it intended to reflect the 16-bit games?
This is intended to reflect the 16-bit games.
Magic effect values may need to be modified. Masqurin's Blaze L1 spell should be doing around 10HP damage, but only did around 7.
This has been addressed here in this forum. Also, I've fixed that now. =P
Critical bug: WHERE THE F*CK IS GRACE'S HEALING EXPERIENCE?!?!?!?
This has been addressed here in this forum (I think), and in the main forum thread checklist.
EDIT: This has now been fixed.
Enemies don't seem to be dropping any gold when defeated - has this not been implemented yet?
Yeah, this just hasn't been implemented yet.
Critical bug: Casting Egress causes the game to crash, returning a dialog box with the error message "Event script references an event that does not exist" when the church loads.
Every time I add a new system into the game, it seems to break Egress. lol. I have to go back and fix it again.
As I gather has been rasied previously, I'm afraid a lot of the sprites do look more like simple edits of other 16-bit SF characters than 16-bit conversions of the SF3 charatcers. One of the things that made SF3's character models stand out from previous SF games was how every charcter's model was unique and reflected their appearance, rather than the reused pallette switches that previous SF games were limited to. However, those that have had new sprites made (such as Hayward and the Masked Monk) are looking good.
My game is intended to be in the style of those "previous SF games". This is quite intended. I want it to feel like it never jumped consoles.
On that note, Grace is so obviously doing a Vicar Khris cosplay (as are the rest of the Force doing SFCD cosplays)...
Note that she doesn't wear a hat until AFTER promotion - I think some of the WIP screenshots showing her sprite without a hat felt more suitable.
Are you sure about that? You wanna' bet money on it? lol
The charatcer portraits don't animate - no blinking or speaking. Makes them feel kinda... static. Implementing this would help make the game feel more Shining - not just in SF3 terms, but with all Force games.
Firstly, not *all* Force games. You ever play any of the Gaiden titles on the Game Gear? None of those had animated portraits, and we all loved them just the same. However, this is actually a limitation of RPG Maker 2003: it doesn't process picture commands while message text is on-screen. BUT!!! I've recently discovered a patch that removes this limitation! So this will actually probably be implemented eventually.
Maybe it's just me, but the SF2 jingles sound out of place with the SF3 music and setting...
I disagree. However, in the finished product, I intend to provide an in-game option that the player can toggle for SFIII music or a custom arrangement of the classic music, and the option to use the SFIII jingles or the SFII jingles. And by default, they'll both be set to SFIII.
Find a consistent ground with the music - stick with either MP3s of the in-game score, or MIDI variations. The MIDI version of "Antagonism" (the music from the start of the Medion scene) felt out of place after the MP3 versions of the Saraband and Republic HQ MP3s.
What MIDI version of Antagonism? There isn't even a track called Antagonism that plays there. The track that plays there is called "Accident", and it's an mp3 which happens to be taken *straight* off the OST just like all the other tracks used in it so far. So if you think that that track is somehow subpar, then you're gonna' have to take that up with whoever designed and released the OST. xD
Thought bubbles! These helped to give the characters and cutscenes more depth (such as Masqurin's exclamation mark before rushing to catch up with the others when they meet Medion) - particularly when it comes to Sc2(?) and 3 where they're used abundantly.
The classic SF games never had this. And I don't think mine will either. I can't imagine any way of going about those thought bubbles without making it no longer feel like a classic SF game.
As I said earlier, getting this far is a great achievement and shows a great deal of promise,
Thanks. ^^
though after playthrough there do seem to be a number of bugs and issues that need to be addressed before it reaches a fully playable state. There's a lot of work to be done before it suitably earns the title of being a 16-bit rendition of SF3, but that's a hefty goal to achieve in any case.
I would've thought that was self-evident. lol. It is pre-alpha, after all. =P
I use dropbox and the public folder section for when I want to show images. They usually get deleted after a month for a thread like this
I just use Photobucket. But it *is* a pain in the ass to sign in all the time. =P
EDIT:
Is there going to be an option to change the resolution, especially on full-screen mode? At the moment I can only play it in Windowed mode really, due to the fact that at my full-screen resolution of 2560x1080 (21:9 29-inch monitor), everything looks quite ridiculous
Yes. Sort of. There is a patch out there that you can use on RPG Maker 2003 games which will dramatically increase the windowed mode resolution. Although I'm not sure quite to what extent. I'll probably have this patch come packaged with the game in future versions so that people can apply it if they feel they need to.