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Originally Posted by cool. Originally Posted by sievr. Originally Posted by norbury brook. This gives better performance if you have a heavily processed master bus. Originally Posted by Subz. This will probably be the final that i put on the Stash when R7 drops. Last edited by Pink Wool; at AM. Originally Posted by Pink Wool.

I'm not sure why this post is in the pre-release forum. Because you used a pre-release to make the song or what. I also very much like the idea of a demo project that delves into the new features of v7. Nobody mentions Brad Sucks. It's making me nervous, yeah Do you remember. Originally Posted by Daodan.

Originally Posted by akademie. Originally Posted by AudioBabble. Paranormal FX ain't stock. I appreciate that it's not doing anything R. Ok then. Last edited by Sexan; at PM. Nice on Subz. I for one would never have seen this post if it had not been in pre-release. Originally Posted by Sexan. It ain't doing anything non stock, its just a visualizer and you probably can't do on your own right clicking everywhere set this parallel, set this non, create container etc etc and make sense of everything what you did by looking at fx window.

I get what you are saying but its literally not doing anything "ParaNormal" except visualizing track chain and make "Para"llel feature "Normal" to use. Its like saying you cant use track wiring or routing matrix you must click plugin by plugin and track by track and set pins there. BTW project works only with V7 because of parallel feature not because script was there.

Hey Subz Can't seem to PM you, but if yer interested shoot me a PM. Love the tune, esp. Rams vs seahawks line Was fun working with stock reaper for a change. Yep, that Reaper 2 default GUI looks a lot better to my eyes and tastes than the current one. Not nostalgia, either. Anyway, I could happily take that and use it, the current default not so much.

Hehe, yes, I am using an even better suited theme for me personally For almost six years, I used my own modification of Kusakanaka's Grayground, and now have started making rLive my own, as one of its out-of-the-box layouts scratches a certain consistency itch even better for me. I've been using Live for twenty years, lol. The YouTube video sounded really good, but this song sounded great when downloaded and played in Reaper through my Focal Shape 65's.

Impressively, it uses stock plugins only. Will I buy more plugins. Of course. Version 1. This should combat some of the frustration, while still making combat dangerous. Each class now gains 1 HP on level up. A few other small things, like typos. I gave this a try, though I ended up being trapped after finishing the Seaside Sentinel since I couldn't seem to leave that map.

I don't know how much more of the game is there, but I think I got enough of a taste to give some feedback. Spoiler: Feedback First thing I noticed is that the light window background makes it hard to read the white words, especially if the tiles under it happen to be light-colored as well. People with better eyesight may not have a problem, but it started to give me a headache after a bit of reading so it may be a good idea to either outline the letters in black or darken the window so that the white letters stand out better.

The intro is short and lets me get to the gameplay quickly, which is nice, but it seems like it may be set to parallel process instead of autorun since I could turn the character in place while Dereck walks up to me. I do think that giving a lot of controls at once is a mistake though. Since the first time I can fight is after the intro, I had already forgotten what had been said about the which parameters affect what.

Instead, having a tutorial fight where those details are explained would make it easier to remember since the player can see how things work. Speaking of a tutorial fight, I really think that would be a good idea. There's the fight with the slime, but nothing is actually explained during that fight which felt like a waste to me.

It took me a few battles to realize that the skills are only available once per fight, which would have really helped when I was trying to figure out a strategy for the fights with the bats. I also would have loved if 'Impacted Armor' had been explained. Island luck multi demo It felt like another name for 'Miss' to me, since I couldn't see any rhyme or reason to when it happened, but if there was some reason to it I wish I had known it so that I could have tried to use it to my advantage.

Having luck affect battles is fine, but it's important to let the player know how it affects battles and how if at all they can do things to get Lady Luck on their side during a turn. Once I got used to battles the bat fights in the Seaside Sentinel weren't too bad, though a bit more variation in the troops would have been nice.

As I mentioned at the beginning, I was stuck after reaching the top of the Seaside Sentinel. I had the Ring of Recall, but I had used all my Souls to recover after my first few fights that went poorly so I couldn't use it well, I could use it to go to "Previous Place", but that just caused the game to crash because it didn't have the data for Map I went back outside of the tower, but there didn't seem to be any map transfer that I could find.

It's important to make it obvious to the player where transfers are so they don't get stuck like I did, so maybe add a path where any transfers are. Since I didn't find a way to leave, I stopped playing there. I ran into a few things that seemed odd to me, or could use some adjustments. The dialogue scrolling when there's more than four lines in cool, but it seemed strange that the faces would scroll away too.

I assume that's due to a script, so I don't know if you can fix it but it would be nice if the face stayed still while only the words moved. I was unable to use the Soul Wheel, which was a shame since it seemed like it could've been fun but the guy only talked about playing it and never gave me the option.

Personally I found the tint in the Seaside Sentinel too be too dark on my monitor, as it was hard to see where the bats ended and the walls began during battles. Instead of making it just dark, you could make the tint more blue or purple to make it feel darker without actually making the screen hard to see. The intro to the town was set to parallel process like the beach intro, but unlike on the beach I was able to move Which meant that I could walk to the church and enter it before the map finished scrolling.

So the town intro didn't finish properly, and it restarted once I left the church after removing the mask. Setting the event to autorun should fix that issue. Overall, even though I got stuck pretty quickly and wish there were some more details about battles, this was a fun little game. Best of luck improving and finishing it.

Thanks so much for the feedback. I am definitely going to go through all your points, you made a lot of good observations I hadn't thought about. Thankfully, there was pretty much no content past the Seaside Sentinel except for some quest-finishing dialog, so you didn't miss much if you only played 1 character. Nice to hear that you enjoyed it, even though there were a lot of issues!

Pretty much all of your points will be fixed in the next update. Last edited: Mar 27, New update. Thanks to some feedback, I made a lot of changes that should help. Original link is updated. General Changes: Added a new combat tutorial quest. Ring of Recall fixed, now you can't activate "return to previous location" unless already teleported.

You are now fixed in place when the Cube Town map pans. You cannot turn yourself around on the intro beach. Changed window tint to increase readability. Added some enemy variation. Changed to tint to make things more visible. Big new update. Everything has been revamped, and I mean everything.

Maps, dialogue, equipment, combat, you name it, and a new demo has been released. Only 4 years later Gave it a spin for about 35 minutes. I did like how as soon as the quest is added, you get taken to the Quest scene. I couldn't find options in the main menu or title screen. It feels like another generic RPG. I hope there is more of it later in the game.

This makes conversations seem dull and not lively. Difficulty: I haven't figured it out yet. Most of the fights, I got through just by spamming Attack. And yet, I died twice trying to fight one of the first bats. Not sure how the combat works as far as damage calculator goes. Damage is all over the place, 1, 4, 6, Miscellaneous: Going to the 2nd floor of the inn and seeing the 1st floor was frigging sick.

Bugs After talking to the Sentinel and coming back to the Inn, Emma walks towards you, but you can still walk around, so she ends up not facing you while you talk. Thank goodness she started talking as soon as I left the inn] After Emma joins your party, you can still find her NPC in her dad's house.

Overall , it's a decent start. I haven't gotten too far with it yet.