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Post by Bloodrose on Nov 23, 2002 15:30:19 GMT -5
Well, frankly speaking...I've been a little annoyed at the responses I've received for UMFH. The responses are so far varied that I really don't know if it's a success or not. Some absolutely love it...some would give it a -10 out of 100. That and the fact that some people do not follow instructions on the game's requirements (i.e. sound settings, system requirements) and blame it on the game. Overall, I think UMFH is far too demanding a game and I would love to see someone tweak that menu code (all 99 of them) and make it run smooth on a 300mhz comp without taking ANY portion of the code out...if you can.
Well, enough of my rant...vote please if you give a crap hehe.
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Post by PhotonWeapon on Nov 23, 2002 15:37:14 GMT -5
Whichever is closest to being complete.
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Post by Busterman Zero on Nov 23, 2002 15:42:29 GMT -5
Both were brilliant. I really liked UMFH.
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Zone
RPG Townie
Posts: 181
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Post by Zone on Nov 23, 2002 15:42:33 GMT -5
I have a old computer ( Windows 95,Pentuim 2, I think 700-800MHZ) The game works good for me. I think UMFH is your best yet, so keep up the good work!
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Post by Cereal Hunter on Nov 23, 2002 16:02:23 GMT -5
In The Name Of The Rose should be released first. Until My Finest Hour is a prequel.
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Post by TranceRolin on Nov 23, 2002 16:04:21 GMT -5
I'd prefer it if we had the background story, and hence, I voted for UMFH.
And BR . . . It's probably just that you aren't using the variables to their fullest, and use operations multiple times which should only be used once, which makes for the computer running the program to do A LOT more work, and it also takes up A LOT more memory than it should. (RAM)
Edit - For one, you could get rid of the 67 blank variables (switches are variables too, albeit pathetic ones that shouldn't be used) , as the declaration and recognizing of those variables helps to slow down the program when starting up, and also while regularly running.
You could easily use bitflags and a few dummy variables to get rid of every switch in the game, and it would cut down the number of variables TREMENDOUSLY. Granted, depending on how you do it, the file size would suffer, but it would be MUCH better for slower systems.
This was just after a quick glance. Tell me if you make use of these variables . . . If not, they're garbage.
Also, you should remove the variable names. They're just extra string variables that give each numerical variable something for YOU to identify it by, NOT the program. When compiling RM2k games, ALWAYS remove all variable names, but be sure to have another copy of the game as backup, for debugging and updating purposes while the one with unnamed variables is for players. (If they want to report an error, they can use the identification number of the variable)
I'll get back to you again soon. *goes back to check for more things*
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XxHANZO
RPG Townie
Ninja Burger Delivery!
Posts: 38
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Post by XxHANZO on Nov 23, 2002 17:36:29 GMT -5
Actually BR i have a 300 MHZ CPU (actually a 533 running at 337... slightly overclocked the MB for it =P) 256 MB of Ram and win 98. Ran fine (there was a few seconds of blank screen coming out of battles). UMFH seems to be a more consistant game, I found ItNoTR to be slightly confusing I didnt really understand the ninjas (tho i love ninjas!) and there were a few bits where i didnt know where to go right off. There were also lots of bits i liked. go with the next chapter of ITNOTR then the Next chapter of ..UMFH . Keep alternating to keep each story fresh in your mind... or do which ever you feel you know best. (probably UMFH)
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Post by The~Inquisitor on Nov 23, 2002 17:38:23 GMT -5
I loved the intro of UMFH, but the game was not the most amazing, sorry Bloodrose, but I still think it's well done. I just think it would have been better if you kept the game to the same quality as the intro. The maps, which I thought looked good in the SS's just didn't seem very good either, I suggest in future , Bloodrose, that you work in that areas.
Your Programing is top notch aswell as your graphics. Just need to work on mapping really and make the actually GAME more skillfully made than basic RPG Maker games. If you do this, you will have made a true masterpiece.
I havent played ITNOTR so I can't really compare either.
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