I thank you for taking my suggestion and adding a random character select in roster aswell as fixing those bugs, great work!
Luckily, this time I bring only some recommendations and only visual bugs to report, don't worry. These features could be included in 1.2.0 with the sound effects & music, or if you want to add these as a separate update, that's fine too.
Some key bindings for the main menu would probably be great, like arrow keys control what fighter you're hovered over, space selects the fighter, backspace unselects them, etc.
This is a bit of a meh suggestion, but maybe make the random character selector icon be a bit more distinct from characters who don't have a picture yet? Or possibly put it in a more unique place so it stands out more? Like I said, a very meh suggestion and very well can be discarded when every fighter has an official icon.
Noticed this when playing in Fullscreen mode, Iggy's Male icon is cut off very slightly by the black bars(example image below), even not being in Fullscreen mode, it still cuts off. Not entirely sure on how you would fix this, but it just a little something I saw when playing, that's all.
I recommended this in my first ever comment, but I'll say it again in case you forgot; The "FIGHT!" text when you start a match lasts for not even a full second, maybe making it longer would make it seem more natural? The fast transition of it is a little weird, I won't lie.
That's all I have for now, like I've said many times before and I'll say it again, sorry about all the long comments.
For Iggy's gender icon, the reason for it is his gender icon goes past the viewport border. I could either move ALL of the gender icons to the left a little or his gender icon only. Which one do you think would work the best visually?
For the random character icon, what do you think of a dice icon? Pretty cool right? Could be animated as well to show 1-6 dots.
I'll think of about that main menu thing, keyboard controls, FIGHT! text lasting more, and the sound and music.
I think moving only Iggy's icon would be the best & the least weird looking. I also like the idea of the animated Dice for random, it sounds a lot better!
I'm sorry If I seem like I'm bugging you alot about this game, but I just want it to be perfect & an amazing adaptation of Juztplay's original concept.
I've come once again to say that I'm happy that you're still working on this, it's quite nice to see! I also can confirm that space & Randomizing fighters can now only be done when a match is over, great work!
Again however, I do offer some bugs & recommendations for the next possible update, at your own pace of course, I don't want it seeming like I'm rushing you.
I'll do recommendations first this time: I feel like some possible music and/or sound effects would add a bit more life into the game. Although I'm not sure what type of music would fit best, it still felt like something that I should point out.
Now that Yumi is out of the roster, a "Random" Character option would be amazing, both as a button that makes the roster chart in 2 even rows again + as a way to randomize fighters without having to play a match first.
Being able to see the current version of the game at all times would be useful (mainly for the bugs I have to report), of course this would be able to be turned off in the "Options" menu I mentioned in my last comment.
Onto bugs now: Both of them have to do with the "Randomize Fighters" option you're able to do at the end of a match, first off; It seems to ignore any sort of preference of male or female. Not only that, but it's also still possible to get Yumi Yukimura as either a character or opponent.
(Screenshots below demonstrate these bugs, which is why I recommended that you could see your current version at all times so I could prove that these were in version 1.1.2)
That's all I have to say for now, sorry about the long comment again.
As of the time I am replying, I have now fixed the bugs and added the random button to the character selection screen. I am thinking of adding music and sounds to the game.
Would the music and sounds from RPG Maker VX Ace be good enough to add? You can search those up and give them a listen to see what you think.
I've been watching this Game's development and I really like it so far! It's a perfect adaptation of Juztplay's original concept. I love to see what this project turns into in just a few months!
I do however, offer some oddities and some recommendations for the next update:
Nari's Attack images (and only her attack images) have her missing her neck + she seems to enlarge a noticeable bit when she's in her attack animation, I know you're not the original artist of these images, but I still feel like I should point it out regardless.
Also, this isn't a big issue but: Maybe have it so that you can only press space to restart a match when it's over? Pressing space accidentally during a match is a small issue I have experienced.
On to recommendations: Add a Main Menu of sorts with three selectable options:
Start Button (Goes to The Character Selection)
How to Play / Rules Button (An area that explains the basic mechanics of how the Battles work 'N stuff like that, could be useful for any newcomers trying this & don't know about Juztplay's original)
Credits Button (Credits area for Juztplay + the Original owners of the OCs used in-game)
Also another small recommendation; maybe make the "Fight!" Text on the Character Selection last just a tiny bit longer? It seems a little quick to me.
That's all I have to say. Hope this helps!
(Edit: also I'm sorry that this is incredibly long)
Though it may seem that Nari's attacking frame is missing a neck, it is the just parts of her hair that blocks the view of her neck after I looked over at the other frames where that part of the hair appears to be in front of her shoulders. At least that is what I assume.
For the Space thing, yeah I'll definitely need to change that. Might as well do it when the match is over, in which I'll make a retry button for the mouse as well.
The Recommendations sound awesome and simple! I'll try my hand at implementing those parts of the game!
Hey! So I really like the demo so far, it's just rock paper scissors but I love the twist with the naked sprites and (presumably down the line) sex scenes.
Some feedback so far:
- Some characters (G? I think? The one with mind 5) can end the battle super quickly because they can deal massive damage even on a trade (eg - scissors and scissors) and win even if they don't get most of their picks right. Might be just me
- It can be hard to tell who is who with the spirited models currently. Yes the text tells you, but I'd suggest maybe having your character's named and the opponent's name under or in their respective profile images.
- Mutual KO is a strange concept in RPS but very funny. I like to think the first sprite would be the two opponents laid out on the ground and the second is the audience having fun with them, but that's just me.
- Character select would be very useful (and planned, I'm sure), as atm I haven't been able to get both sprite characters to fight yet, though I did get G vs G, which is very funny.
A question:
- Will there be male characters? At least one anyway, I'm straight so seeing male x female is more attractive to me than female x female. Just curious, I'm happy to see where it goes.
Well, there does exist to be male characters, only that it is hard to tell when they don't have the sprites yet or an indication to tell the gender.
At the moment, I am working on the character selection screen and plus some changes to the mechanics according to the original trpg concept creator Juztplay.
it's definitely an interesting concept for what i've seen so far. Although i would ask that counter gets buffed, since more often than not you take more damage than you give.
Ah, that made me realize why that happened. It is because I coded it to make it return the damage that was reduced by the defense boost it provided. I'll fix it up once I get home.
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Any new updates coming soon?
Probably not, been working on other stuff.
sprites arent showing?
Certain fighters don't have their own sprites yet
I thank you for taking my suggestion and adding a random character select in roster aswell as fixing those bugs, great work!
Luckily, this time I bring only some recommendations and only visual bugs to report, don't worry. These features could be included in 1.2.0 with the sound effects & music, or if you want to add these as a separate update, that's fine too.
Some key bindings for the main menu would probably be great, like arrow keys control what fighter you're hovered over, space selects the fighter, backspace unselects them, etc.
This is a bit of a meh suggestion, but maybe make the random character selector icon be a bit more distinct from characters who don't have a picture yet? Or possibly put it in a more unique place so it stands out more? Like I said, a very meh suggestion and very well can be discarded when every fighter has an official icon.
Noticed this when playing in Fullscreen mode, Iggy's Male icon is cut off very slightly by the black bars (example image below), even not being in Fullscreen mode, it still cuts off. Not entirely sure on how you would fix this, but it just a little something I saw when playing, that's all.
I recommended this in my first ever comment, but I'll say it again in case you forgot; The "FIGHT!" text when you start a match lasts for not even a full second, maybe making it longer would make it seem more natural? The fast transition of it is a little weird, I won't lie.
That's all I have for now, like I've said many times before and I'll say it again, sorry about all the long comments.
That's all right with the long comments.
For Iggy's gender icon, the reason for it is his gender icon goes past the viewport border. I could either move ALL of the gender icons to the left a little or his gender icon only. Which one do you think would work the best visually?
For the random character icon, what do you think of a dice icon? Pretty cool right? Could be animated as well to show 1-6 dots.
I'll think of about that main menu thing, keyboard controls, FIGHT! text lasting more, and the sound and music.
I think moving only Iggy's icon would be the best & the least weird looking. I also like the idea of the animated Dice for random, it sounds a lot better!
I'm sorry If I seem like I'm bugging you alot about this game, but I just want it to be perfect & an amazing adaptation of Juztplay's original concept.
I've come once again to say that I'm happy that you're still working on this, it's quite nice to see! I also can confirm that space & Randomizing fighters can now only be done when a match is over, great work!
Again however, I do offer some bugs & recommendations for the next possible update, at your own pace of course, I don't want it seeming like I'm rushing you.
I'll do recommendations first this time: I feel like some possible music and/or sound effects would add a bit more life into the game. Although I'm not sure what type of music would fit best, it still felt like something that I should point out.
Now that Yumi is out of the roster, a "Random" Character option would be amazing, both as a button that makes the roster chart in 2 even rows again + as a way to randomize fighters without having to play a match first.
Being able to see the current version of the game at all times would be useful (mainly for the bugs I have to report), of course this would be able to be turned off in the "Options" menu I mentioned in my last comment.
Onto bugs now: Both of them have to do with the "Randomize Fighters" option you're able to do at the end of a match, first off; It seems to ignore any sort of preference of male or female. Not only that, but it's also still possible to get Yumi Yukimura as either a character or opponent.
(Screenshots below demonstrate these bugs, which is why I recommended that you could see your current version at all times so I could prove that these were in version 1.1.2)
That's all I have to say for now, sorry about the long comment again.
Oh dear, I'll try to fix to fix those bugs soon
As of the time I am replying, I have now fixed the bugs and added the random button to the character selection screen. I am thinking of adding music and sounds to the game.
Would the music and sounds from RPG Maker VX Ace be good enough to add? You can search those up and give them a listen to see what you think.
Yes, I think those would be perfectly fine. They'll even fit into the whole "RPG" element of this "TRPG" haha
Indeed, heh
I've been watching this Game's development and I really like it so far! It's a perfect adaptation of Juztplay's original concept. I love to see what this project turns into in just a few months!
I do however, offer some oddities and some recommendations for the next update:
Nari's Attack images (and only her attack images) have her missing her neck + she seems to enlarge a noticeable bit when she's in her attack animation, I know you're not the original artist of these images, but I still feel like I should point it out regardless.
Also, this isn't a big issue but: Maybe have it so that you can only press space to restart a match when it's over? Pressing space accidentally during a match is a small issue I have experienced.
On to recommendations: Add a Main Menu of sorts with three selectable options:
Start Button (Goes to The Character Selection)
How to Play / Rules Button (An area that explains the basic mechanics of how the Battles work 'N stuff like that, could be useful for any newcomers trying this & don't know about Juztplay's original)
Credits Button (Credits area for Juztplay + the Original owners of the OCs used in-game)
Also another small recommendation; maybe make the "Fight!" Text on the Character Selection last just a tiny bit longer? It seems a little quick to me.
That's all I have to say. Hope this helps!
(Edit: also I'm sorry that this is incredibly long)
Thank you for the comment!
Though it may seem that Nari's attacking frame is missing a neck, it is the just parts of her hair that blocks the view of her neck after I looked over at the other frames where that part of the hair appears to be in front of her shoulders. At least that is what I assume.
For the Space thing, yeah I'll definitely need to change that. Might as well do it when the match is over, in which I'll make a retry button for the mouse as well.
The Recommendations sound awesome and simple! I'll try my hand at implementing those parts of the game!
will there be an apk version?
Perhaps, when I manage to get it to work but no promises since I have never done apk stuff before.
Hey! So I really like the demo so far, it's just rock paper scissors but I love the twist with the naked sprites and (presumably down the line) sex scenes.
Some feedback so far:
- Some characters (G? I think? The one with mind 5) can end the battle super quickly because they can deal massive damage even on a trade (eg - scissors and scissors) and win even if they don't get most of their picks right. Might be just me
- It can be hard to tell who is who with the spirited models currently. Yes the text tells you, but I'd suggest maybe having your character's named and the opponent's name under or in their respective profile images.
- Mutual KO is a strange concept in RPS but very funny. I like to think the first sprite would be the two opponents laid out on the ground and the second is the audience having fun with them, but that's just me.
- Character select would be very useful (and planned, I'm sure), as atm I haven't been able to get both sprite characters to fight yet, though I did get G vs G, which is very funny.
A question:
- Will there be male characters? At least one anyway, I'm straight so seeing male x female is more attractive to me than female x female. Just curious, I'm happy to see where it goes.
Well, there does exist to be male characters, only that it is hard to tell when they don't have the sprites yet or an indication to tell the gender.
At the moment, I am working on the character selection screen and plus some changes to the mechanics according to the original trpg concept creator Juztplay.
Oh yeah, that's fair enough. I had a feeling there were some but I didn't know for sure.
That sounds good!
it's definitely an interesting concept for what i've seen so far. Although i would ask that counter gets buffed, since more often than not you take more damage than you give.
Ah, that made me realize why that happened. It is because I coded it to make it return the damage that was reduced by the defense boost it provided. I'll fix it up once I get home.