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-- Ark 22 -- Adventure/rpg; Complete., Updated 08.11.07
FredFredrickson
post Oct 16 2005, 09:58 AM
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Reading over your first post, with all the various bugs and solutions, i can't help but get the feeling... there are quite a lot of bugs in this game where the solution is simply to "avoid doing x."

It might just be a good idea to put up invisible barriers over these areas, at the very least, so that maybe people won't find these problems in the first place. I mean, in most instances the solution explains that there are no important objects in these areas anyway, so why not just block the user from accessing these areas aftercetain conditions have been met?

Just a thought, hehe... smile.gif
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Tobs
post Oct 16 2005, 12:24 PM
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Or change the circumstances that cause the crash...

Brilliant game! I'm in the ice caves, running around and hitting what look like flying fish with swords... as you do ^^

I can see you put a LOT of work into this, and its the longest GM game I have ever played, it's really, really nice wink1.gif

Tobs
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Srehpog
post Oct 16 2005, 02:00 PM
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QUOTE (FredFredrickson @ Oct 16 2005, 09:58 AM)
Reading over your first post, with all the various bugs and solutions, i can't help but get the feeling...  there are quite a lot of bugs in this game where the solution is simply to "avoid doing x."

It might just be a good idea to put up invisible barriers over these areas, at the very least, so that maybe people won't find these problems in the first place.  I mean, in most instances the solution explains that there are no important objects in these areas anyway, so why not just block the user from accessing these areas aftercetain conditions have been met?
*


These bugs are only temporary. I can't upload new files at the moment, so there's no way to allow people to download the fixed game - the best they can do is simply avoid the conditions which produce these bugs.

Plus, all of them are fixed, generally being little more than one-character changes. Some of the no-longer-necessary rooms do actually have fun stuff in too, such as the pixel-size space invaders machine in the NSV radio room. tongue.gif
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kbrickman
post Oct 16 2005, 02:02 PM
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is there any buttons or controls to lie rais the speed blink.gif it runs like **** on my comp. i downloaded twice and id really like to play it. one less vote in the cage so far :-/
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Srehpog
post Oct 16 2005, 03:45 PM
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I tested everything and streamlined it until it ran at at least 30FPS on my computer - if yours is at all recent then I imagine it's a problem with something like graphics drivers, but I don't know about that sort of thing.
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kbrickman
post Oct 16 2005, 04:14 PM
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darn i really wanted to play sad.gif
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Scooternew
post Oct 16 2005, 04:35 PM
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Ok, thanks.

The bug list is frequently growing - I know you shouldn't reupload for every bug, but it's getting to be a hassle. I don't want to have to check the list everytime I'm playing to make sure it doesn't screw up. I'd suggest for every 5-10 bugs, you reupload. Just tell people to copy and paste their save files into the new download file so they can continue from where they left out without the bugs.

Still a great game though.

This post has been edited by scooternew: Oct 16 2005, 06:12 PM
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phil
post Oct 16 2005, 07:22 PM
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thanks for the help! This game is fun! But i am still on the third block puzzle! 1 and 2 had the same sloution tongue.gif I think 2 was enough.
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Srehpog
post Oct 16 2005, 07:43 PM
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QUOTE (scooternew @ Oct 16 2005, 04:35 PM)
The bug list is frequently growing - I know you shouldn't reupload for every bug, but it's getting to be a hassle. I don't want to have to check the list everytime I'm playing to make sure it doesn't screw up. I'd suggest for every 5-10 bugs, you reupload.
*


Unfortunately, I can't upload any files at the moment, since I'm on a very strict restricted network. If I could, I'd do so for every bug, no matter how small. At Christmas I'll be briefly back on my home connection and will be able to do pretty much anything. Consider it a Christmas present. biggrin.gif Hopefully by then all bugs will have been eliminated. That's what I need GMC for. tongue.gif

QUOTE
thanks for the help! This game is fun! But i am still on the third block puzzle! 1 and 2 had the same sloution  I think 2 was enough.


For the third block puzzle in the ice dungeon triple-puzzle room: note that one of the tiles you need is hidden below a block. Using the lower tile to raise the central column will reveal it, and remember to look at the floor - you're trying for a diamond pattern this time, not a square.

This post has been edited by Srehpog: Oct 16 2005, 07:45 PM
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phil
post Oct 16 2005, 08:16 PM
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i am stuck on 2, i meant that i beat the first ever sliding block puzzle, and the first one in the three puzzle room.
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Scooternew
post Oct 16 2005, 09:46 PM
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Thanks again for being so polite Srehpog. On behalf of the other members and myself, we really appreciate it.
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teentubes
post Oct 16 2005, 10:45 PM
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Another bug sad.gif when you hit the glass on the ship, if you stay still the guy will walk right over you, trapping the character.

other than that, great but hard

9.5/10
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Scooternew
post Oct 16 2005, 11:24 PM
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Oh, and my other suggestion: Make a walkthrough.
Whoa, I just got to the helicopter boss. That is such a beautiful crafted, great graphics boss. Great job. WAY TOO HARD. I haven't beaten him yet.

One more suggestion:

The subtitle of this topic is "extremely good, apparently". It is extremely good. I'd suggest changing this. This makes you sound cocky and it isn't quoted, so it just sounds like your own opinion. Now neither of these things are true, but I'd highly suggest you quote a respected member from your post - for example, quote what Jodder said: "This game and Srehpog are welcome additions to the GMC" - Jodder.
That would be my subtitle.

I'm nitpicking, but that is a good thing - it means I can find almost nothing wrong with your game or this topic.

This post has been edited by scooternew: Oct 17 2005, 01:54 AM
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Srehpog
post Oct 17 2005, 09:29 AM
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QUOTE (teentubes @ Oct 16 2005, 10:45 PM)
Another bug sad.gif  when you hit the glass on the ship, if you stay still the guy will walk right over you, trapping the character.
*


Fixed. Thanks for that, it's the sort of bug which gets missed. Worrying though - how many more are there? Hmm...


QUOTE (scooternew @ Oct 16 2005, 11:24 PM)
Oh, and my other suggestion: Make a walkthrough.
Whoa, I just got to the helicopter boss. That is such a beautiful crafted, great graphics boss. Great job. WAY TOO HARD. I haven't beaten him yet.

The subtitle of this topic is "extremely good, apparently". I'd suggest changing this.
*


A walkthrough? Good idea. I'll start that today, up to D1 boss. Also, quote changed. Thanks. biggrin.gif
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Scooternew
post Oct 17 2005, 07:45 PM
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No problem. I actually think that looks very professional.

Good luck. I didn't realize you could shoot through the barriers with your pulse rifle, so I killed the helicopter. Up to the dungeon next to the lake!

Yet another suggestion - sometimes, it was hard to follow who was talking during the cutscenes. You don't have to do so, but maybe you could put

Kesha:

Person Talking:

Etc. I'm still nitpicking, showing how hard it is for me to find problems. That is good.

Again, good job, and the game keeps getting better as I play it.
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Srehpog
post Oct 18 2005, 07:47 AM
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You mean in the live cutscenes with the little speech bubbles, or the drawn ones with font colours?
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tomux
post Oct 18 2005, 12:17 PM
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Sure is a good game biggrin.gif
I like it.
Just a bit too difficult... biggrin.gif
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Srehpog
post Oct 18 2005, 03:15 PM
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Nonsense, you'll soon get used to it. tongue.gif

Here's something helpful:

Village - Dungeon 1 Walkthrough

Each paragraph represents a different room.

New Samosa Village:

After listening to the NPC who wakes you up and entering your name, talk to the NPC sitting at the table facing south. He will give you the sword. Leave the building and continue south to the library, which has a computer symbol over the door. Inside, talk to the NPC on the left next to the SAT station and he will activate it. Head upwards onto the raised area and to the red computer at the back on the left, and save your game.

Now go back outside and head to the east of the village. Talk to the NPC in the small kiosk to open the crystal-collecting sidequest. A crystal image should appear on your HUD, near the health and Credits displays. Now go into the large building on the hill north of the kiosk, and go inside. In here, if you have 200 Credits, talk to the NPC on the left near the bath-like object (MPMR unit) to refill your health.

Talk to the NPC with a hat on in yellow on the right of the room (on the small platform) to receive the key to the village gate and a radio transmitter. Exit the building and go to the north edge of the village. Press Enter on the lock in the middle of the gate to unlock and open it. Head out into the overworld.

Field: North Outskirts:

There's very little you can do in the field at the moment. Head north five screens to the mountain lodge. Go inside for Coffee, a gambling fruit machine and a ball minigame on the first floor if you wish. Otherwise, head north again past the lodge to reach the highest mountain peak. Walk up to the small rocky pedestal at the end of it and select 'Yes' to launch the next cutscene.

After the cutscene, head south into the tunnel to reach a cave filled with ice. Go through the entrance set in the north wall on the pond to reach the first dungeon: the ice caverns.

Dungeon 1: Ice caverns:


Getting the first key:

In the first room, save your game at the terminal. Then head east.

Head north, avoiding the enemies and especially the ice trap in the middle of the room.

Avoiding the ball projectiles if you can, hit all four red switches on the ground with your sword within a certain time limit to unlock the north door. Go through it.

Use the tiles to arrange the nine blocks into the square shape which appears on the floor. The order is: Right-hand, upper, lower, left-hand. This unlocks the door east. Go through it.

Go south.

Cross the water by staying exactly in the middle. This makes it more difficult for the water snakes to harm you.

Go east, but do NOT use your sword on the enemies. If you do, you'll see why.

Three more block puzzles:
- Upper, right-hand, lower, left-hand;
- Upper left, bottom right, bottom left, centre top;
- Left, bottom, centre (just revealed), top;
If you press the wrong tile and get the puzzle stuck, hit one of the red switches to reset the puzzle.

In the next room, in each square of blue tiles, step on one of them in this order:
- Upper right square, bottom-right tile;
- Lower left square, top-left tile;
- Lower right square, bottom-left tile;
- Upper left square, top-right tile;
Head east.

In the next room, hit the red switch to start the puzzle. Then hit each coloured spinning enemy with your sword in this order:
- Green
- Red
- Yellow
- Blue
...to unlock the doors. Go south.

Miniboss: Intent Form: Link
This miniboss is composed of several pieces and will chase you if it detects you. It can 'see' further when it's facing you and when it's not moving. Only the 'tail' piece is ever vulnerable. If you sneak up on it and attack its tail, it will chase you. To survive, run behind one of the walls of torches and out again, trapping the miniboss behind them, then run away until it loses interest. Repeat until dead, then grab the small blue crystal which appears in the centre of the room. Head north.

Head west.

Head north.

Hit the switch to disable the line of traps, and head west.

Unlock the door by placing the crystal in the pedestal in the middle of the room. Head north.

Getting the rifle:

Head north.

Here, you can go either east or west.

West:
Cross the room avoiding enemies and projectiles, which may knock you into the pit. Hit the projectile source with your sword to disable it, and/or head north.

Walk across the moving tiles and head east.

Hit the red switch to unlock one wall, then step onto the red tile to get off the raised section. If both walls are unlocked, go north, otherwise go south then east.

East:
Cross the room avoiding mortar shots and pits. Head north.

Avoid flame traps and pits. Head west.

Hit the red switch to unlock one wall, then step onto the red tile to get off the raised section. If both walls are unlocked, go north, otherwise go south then west.

Hit the small target-shaped switch with your sword and fight all the enemies to unlock the door. Open the chest, then go south.

Weapon obtained: Pulse Rifle

Getting the second key:

Return to the entrance room by going south four times, then go east.

Avoid the ice trap, and go north.

Shoot the two targets on the north wall with your rifle while avoiding the ball projectiles to unlock the east door. Head east.

Head east.

Head east.

Walk onto the raft and hit the two red targets as you pass below them to raise the block in the water. This will make you head north.

In the tunnel, fire at the small red switches to lower the nearest block each time. The direction to face for each switch is:
- Right
- Up
- Left
- Right
...and you will head west.

Here, you need to hit specific switches to lower the next block in your way before you hit it. The order is:
- The furthest south switch on the wall (face left);
- The furthest north switch on the wall (face up);
- The switch on the platform in the middle of the room (face up);
- The furthest east switch in the room (face left);
- The furthest south switch in the room (face down);
- The switch on the south platform (face down);
After landing, use the stairs.

Head east.

Head east.

Avoid the enemies by walking between them as they pile towards you, and open the chest on the platform to receive a second crystal. Then walk onto the hole which just appeared in the floor to return to the ball-projectile room.

Head south.

Head east.

In the entrance room, fire at the grey pillar to knock it over. Cross the water and go east.

Here, hit the ball enemies with your sword towards the blocks on the stairs to create a path through them. Head north.

Unlock the door by using the second crystal. Head north.

Getting out...

Head north.

Head east.

Walk over to the smashed radio box on the lower area to launch a cutscene.

BOSS: Possessed gunship

This boss has four attacks:
- Machinegun (high speed) which does not aim for you, but fires straight ahead of the gunship.
- Machinegun (med. speed) which will fire straight at you if you are within a certain angle of the gunship's front.
- Unguided missiles, which will deploy and fire straight down towards your outcrop.
- Guided missiles, which will home in on you and explode on impact.

To avoid these attacks, use the rocky walls which are scattered across the area. But be careful - they can only take a limited amount of damage. To damage the gunship, simply fire at it. If you hit one of its missiles and it's close enough to the explosion, it will take even more damage. Shoot the yellow sac-plant on the right-hand wall to generate ammo, or if you run out, use your sword.

When the gunship is destroyed, head east.

After the cutscene, head south.

This post has been edited by Srehpog: Nov 24 2005, 10:37 AM
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madskillz200
post Oct 18 2005, 08:16 PM
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ooo oo can i make a walkthrough i love making those but i first have to beat the game sigh here i go wish me luck biggrin.gif

ill rate when i play a little
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teemu_nordlund
post Oct 18 2005, 10:05 PM
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Dammit. A nice game, for a Game maker game at least. Puzzling puzzles you got there! I'm not really that keen on this genre, but it's nice to fiddle a while with this game of yours every now and then.

Um. By the way: Why can't you talk to NPCs from all the directions? It works only from below in most cases... Well, it's annoying, but doesn't really affect the gameplay, so... Yeah. A decent game.
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