>"I was somehow reminded of a lot of final fantasies with the charging action bars, i would suggest to change the implementation of the bars to somewhere else (like above the ponies), and if you cant, make them a little more noticeable, the same for AP, when i faced the bonus boss i was conjuring skills like crazy, and i didn't know where they came from."
>"And you skipped so many steps that just as 30906 said, you can't afford taking your eyes out of the bars even for a second, which is irritating and no fun at all."
Not looking at the center of the screen has been a problem, obviously. I moved HP/AP/speed to the center of the menu to try and help alleviate that, but yes, you do spend too much time looking at bars. I like the idea of moving AP next to the ponies; a friend of mine suggested giving them a visual effect for it. AP is definitely something that needs to be easier to see.
Health is something I want you to care about too, and that's less easy to fix. With some actual animations though, you'll be able to see if a pony is below 1/4 hp just by looking at them. Mini health bars I don't think will work, as ponies will be hopping around the screen a lot, and I don't want you to be chasing them with your eyes just to get their current health.
A new menu system rather than a final fantasy ripoff might be in order.
As for how frantic it is, I feel that's largely due to there being no real difficulty curve right now. Ideally muscle memory will take over for ability selection, so you don't have to stare at that menu to see what you're doing. So for the demo I wanted to show the easy stuff along with the more complex stuff; Luna's a rather complex boss, and allowing you to ignore the mechanics means you probably won't even notice them. With a longer game, I'll be able to ease you into the mechanics much better.
>"Also, if you press attack really fast, you can end up making twilight hit herself, which i found hilarious when she knocked herself out, but it's a problem."
Ah yes, that. Right now that only affects the atma->Luna transition (or should; if you're hitting yourself elsewhere, tell me). There's no good fix barring just not letting you use the normal attack without any enemy targets. I need you to be able to target yourself as that's how you remove the stone status effect (does fixed damage rather than full, so you won't be killing yourself to remove it), plus whatever wacky boss I might think up that requires it.
>"I'm no super artist, and im no animator, but i can make backgrounds, and vectors (not animated of course), just tell me what kind of file, size and theme you would like me to make, to see if you're interested (i use illutrator Cs5)"
Watch the thread. Player sprites are #1 priority right now to get made, but maps are second. I'll have some stuff set up for those on my forum soon.
As for format, my game uses PNGs. Making it as a vector first is fine, heck maybe preferred as it should be easy to modify if needed. Again I'll hand out specifics for those soon.
>"But your "innovative" game system is practically a ripoff of Final Fantasy's ATB System..."
By "ripoff" I meant complete ripoff. I see a lot of RPGs out there with big menus and traditional turn based combat and it bores me by just looking at them. I mean, I love Earthbound and games like that, but those games are not fun because of their battle systems. Spamming the attack button and occasionally healing is bleh.
Absolutely I based it off the old ATB battle system. This is my take on it though and I feel it a significant evolution from that. 'Course, what I feel it is doesn't mean that's what you feel it is, so yeah, not gonna argue with ya if you feel it's not much different.
>I also suggest you to read what was discussed in >30780 since lots of it can be applied to this project as well.
I read that thread and only a couple things really apply to my project.
First off, I'm not incredibly confident in my main story, so that particular criticism applies. It's flopped between various things in my mind since day one. I may even have a spot for a writer open up later if I can't nail something good down for it. At the same time I'm rather confident in several of my side stories. As such, expect a plot that flows similarly to Disgaea 1's... there's a main plot but it's just in the background until the very end.
The big difference between my project and that one is I have more than just ideas. I have an entire game engine. The only thing I cannot do myself is graphic assets. I'm not asking for somepony to code the game for me; I've done that. I'm not asking for composers (though that would be nice), since I can repurpose music already made by the fandom in a pinch. I'm not asking for writers. I'm confident in my ability to lead a project, too.
The placeholder graphics simply will not do, though. That's why I'm here :)