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Valdis Story, (New Version 3.5) Platform Fighter
Swordsaintkyo
post Jun 28 2007, 02:15 AM
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I started this project in the summer of 2006. All story, artwork, and music is original. Some of the sound effects are from an RTP file, if I find a way to create my own sound effects other then my headset mic I will get on it. So far I've been developing the game alone. I've posted the demo on a few other forums a while back so some people may have seen it already. This version of the demo is in GM 6 so it will not work with vista. I will be upgrading it when i can find my registered version key email.

Valdis Story:
The twin Goddesses of Day and Night use humans to wage a holy war against each other. The world is torn as men become demons and angels in the names of their gods, and spill each others blood endlessly. A young man becomes a focal point in this great war as he learns the truth about his lineage. Fragments of history reveal the story of the first goddess who's name was forgotten, and is now known only as Valdis "The dead Goddess". Wyatt starts his journey when a memory of his father sparks unrest in his heart.

Platform Adventure RPG style game play Similar to Castlevania.

Down Load Newest version here:
Valdis Story Demo V3.5

Check this site for updates Endless Fluff



Video:
Video 1
Video 2
Video 3
Video 4
Video 5

Demo Features:

-2 1/5 stages (New)
-3 summons (New)
-5 clothing items (New)
-5 accessories (New)
-7 weapons (New)
-27 skills / spells / attacks (New)
-Status Customization/Soul Alter system
-Stage Score Rating system
-Crafting system (New)
-Some animation changes (New)


Controls:

-Arrow key left/right: Move to the left or right

-Space: Jump/double jump

-A: Summon ( after summon is acquired )

-S: Block ( after sword is acquired )

-D: Attack/Spells ( right hand )

-W: Attack/Spells ( left hand )

-Q: Open/Close Menu


There a few known bugs as well as a bunch of spelling / grammar errors that are being worked on or have since been fixed. Feel free to pm me with something you think is a bug. ( if its re creatable explain the steps to do so) The title intro is placeholder (the final art has not been created for it)

NOTE: This version will end abruptly in stage 3 as it is not complete.
NOTE: Feedback/bugs/glitches are best sent to me through email or Pm. I can't always read every comment on here since it may get lost in the pages.

This post has been edited by Swordsaintkyo: Sep 26 2008, 01:51 AM
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Alex Muncatchy
post Jun 28 2007, 04:36 AM
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Downloading....

All I have to say right now is from the screen-shots, this looks like one of the most graphically impressive game maker game.

Will post a full review of demo.

EDIT:

Graphics as expected are very well animated, shading, depth, stylistic battling, combo-counter, added with a solidified engine and suprisingly nice, calm, melodic music to with it.

Story is nice, in some ways simple, yet requires some thought and curiosity on how it unfolds.

The levels are well designed, tiling, and the amount of detail with each piece of solid ground is astonishing.

I would forget mid game that this wasn't made by a big name company.

Cut scenes are nice, and yet again, easy to follow and just entertaining how you how explain through expression and color to pronounce some emotional backing to the game.

Controls are nice. Easy, common, and while playing liked the fact that it wasn't one of those games with ridiculous spaced platforms, or anything gimmicky of that sort.

Enemies are very smart. The little guys with throwing ice at you, and that bow and arrow guys added a very castlevania like appearance and play and sometimes even more.

Particle effects are very nice, the snow falling never became distracting or annoying and provided an excellent touch to the enviroment and the enviroments setting piece.
Camera moves and juts back when attacking someone, very cool effect.

I have some further comments/suggestions:

When I jump and land, I stop. Could there be some sort of counter balance to stopping, like a slide or a way to strut forward immediately after landing?

is there some way to have an uppercut or something, just an attack that makes killing those bow and arrow guys a bit easier?

You said something about you wanting to make music and/or sound effects for the game?

Try looking for FL studio. There ought to be a demo or something or I could possibly help you in creating such effects.

Well, as a demo would go, I give this a:

--9.8/10--

This post has been edited by Alex Muncatchy: Jul 27 2007, 04:50 PM
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Newly Discovered
post Jun 28 2007, 05:09 AM
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holy **** i'm pissed. finally a game worth playing and it's gm6. I can't play gm6 games because I have windows vista. please get gm7 and repost.

I can't really tell what the graphics are like because the screenshots are blurry. from what I can tell, the pixel work is really well done. mind showing some previous work?
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Aertcz
post Jun 28 2007, 05:12 AM
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Incredible game!! Commercial quality definatley! Anyways it was a very amusing game.

I had to stop playing it because of some wierd bug.I went in the room and got the blue key. However after I got the key, I couldnt leave the room!!! sad.gif

Anyways this game has really entertained me and deserves to be in a cage match and staffs choice! Great Work!!! tongue.gif

If this game is ever completed and you do want to sell it, I would be more than happy to be your first customer. This game well deserves it.

EDIT: Best GM game I ever played (User since GM3)

This post has been edited by Aertcz: Jun 28 2007, 05:19 AM
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Swordsaintkyo
post Jun 28 2007, 05:42 AM
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Thanks for the comments. There is a way to get out of the landing animation faster when you acquire the ability [shadow step] from the first boss. The landing stun has been removed in my current build and the change will be in the 7.0 version. The animation will still be there it will just no longer stop you from taking other actions.

The room with a blue key is not a glitch. I should add something to let the player know that the door has been locked behind them (sorry about that). There is another way out of the room.
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sharf
post Jun 28 2007, 05:46 AM
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Dude... WOW thats all I can say. for a demo...10/10 great look and style fun and definatley commercial quality. nice job keep it up.

My pick for the best GM made game.
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Tobias(NL)
post Jun 28 2007, 06:56 AM
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very nice pixel work, but please set synchronization to off.. this makes the game quite laggy... or make two different versions.
I defeated the first boss, but the shadow step ability doesn´t work?
keep it up!
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megaleon
post Jun 28 2007, 12:41 PM
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Man, this is wondeful. I can't actually believe you mead those sprites! Yo have lots of talent. Keep going! I give the demo a 9.99/10, very nice, it reminded me of catlevania, and Valdis is quite cool too.

I absolutely have to bump this!

ah, another thing, is there any way to save the girl with the rope?

P.S. Have to edit this again! The First boss is really cool! Just one thing: as soon as the battle started, i entered the menu to see which abilities i gain, and when i did exit the menu i was back at the location with the girl wacko.gif what happened?

This post has been edited by megaleon: Jun 28 2007, 12:54 PM
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OmicronGamer
post Jun 28 2007, 02:25 PM
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Been watching this over at G&D. All I have to say is this: Excellent work, my good man!
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D4RK M4R10
post Jun 28 2007, 03:38 PM
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What can i say? Amazing.

This game has the best sprites ever, best music, its just overall - AWESOME.

Its fun too. 9.5/10 from me, when you land you stop then you have to press right/left again. Id rather it be able you can still walk.
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grandhighgamer
post Jun 28 2007, 03:58 PM
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I think my eyes just had sex with the screen.
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YourFace
post Jun 28 2007, 04:04 PM
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QUOTE (grandhighgamer @ Jun 28 2007, 12:58 PM)
I think my eyes just had sex with the screen.
*


Iy's not sew if there's no penetration. BTW I have to go buy a new monitor.
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Seeker
post Jun 28 2007, 05:06 PM
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It ran a little slow on my machine, but it's the most fun, graphically impressive game maker game I've played (even though I haven't played that many, :-)). I hope you plan on selling your hard work rather than just giving it away on these forums which won't truly do it justice.

Maybe it was just my computer, but the messages seem to appear and vanish way too slowly. I could read the same textbox 20 times over by the time the text vanished. So maybe you can speed that up or include an acceleration key, and/or even a way to skip an entire set of dialog or cutscene.

Can't wait to see more from you!
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Soillbegone
post Jun 28 2007, 05:25 PM
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Awsome game, but the first part I can't seem to get past. Weird, I get to the top and there was nothing, I looked around and found nothing. Buts its great. The game looks like something done by a group of professionals.

Oh when you jump, if you touch a ledge or something sometimes it shows the landing effect though you don't land on it.

This post has been edited by Soillbegone: Jun 28 2007, 05:31 PM
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Swordsaintkyo
post Jun 28 2007, 05:39 PM
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Im currently working on optimazation to reduce slowdown. Most of it has been done and has reduced loading and slowdown by a decent amount. The text is just actually slow not your pc's fault. I have since added a skip text button, sorry about the slow text I know it can get annoying.
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Hallucinogen7
post Jun 28 2007, 07:47 PM
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Oh My God. That was amazing. It reminded me of the golden days... ahhhhh.....

There was only 3 things I have questions about.
1) Can you save the girl?
2) I don't think shadow step works properly. Are you going to fix it?
3) Where do you go after you beat the first boss?
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Swordsaintkyo
post Jun 28 2007, 08:46 PM
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QUOTE (Hallucinogen7 @ Jun 28 2007, 08:47 PM)
Oh My God. That was amazing. It reminded me of the golden days... ahhhhh.....

There was only 3 things I have questions about.
1) Can you save the girl?
2) I don't think shadow step works properly. Are you going to fix it?
3) Where do you go after you beat the first boss?
*


1) It is possible to save the girl. A few people have told me the method to do so is unclear. I don't want to spoil it for anyone who wants to figure it out themselves so if you still have trouble with it send me a pm.

2) I've never had a bug with shadow step befor so im not sure what the problem may be. The only thing I can think of is you had no mana at the moment. Currently the spells in the game don't display their mana cost wich I will be adding in a later version. After obtaining the sword your normal attacks draw out your targets soul wich you can collect to gain mana. If this doesnt solve the shadow step problem I will have to look over the code and see whats up. It could also be that I set the speed that you need to double tap the direction to fast. Looking into it thanks.

3) After defeating the 1rst boss you must head back down the mountain the way you came up. Wyatt says somethign about getting off of the mountain when it becomes unstable, but I will edit the script to make it clear that he means to go back down to where he started in the next version.
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Hallucinogen7
post Jun 28 2007, 08:55 PM
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Thank you for clearing that up! It is a truly great game!
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Soillbegone
post Jun 28 2007, 09:11 PM
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I beat the demo, last guy was a pain in the ass till I figured out something. It would be nice to have an upper cut, and in the beginning it got kind of annoying with the arrows guy cause they would shoot at you when your close and you couldn't defend when you had no sword.

Oh, dang it, I forgot what I was going to put here..... I'll edit this when I remember.

I remember now. The demon lord that you fight under the stair case. Fix the little wall thing that appears. Don't let the little green men in there. There annoying and that dude doesn't need any more help!

This post has been edited by Soillbegone: Jun 28 2007, 09:28 PM
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Swordsaintkyo
post Jun 28 2007, 10:38 PM
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Currently the archers will begine shooting at you befor they are even on screen (not counting the rain of arrows after you get the sword only the direct attack). This has been changed since the exporting of this demo and their range has been shortened so they are on screen for a few seconds before they begin to fire. This should allow enough reaction time to evade them.

Im torn between stopping the assassins from interfering with the second boss fight (gaurd under the stairs). Although this may make the fight a bit easier, you lose the ability to use the assassins for a chance to get a much needed health recovery
if you were near death. On the other hand the assassins might be the reason you are near death to begin with. I will look into this further.

An additional dodging manuver as well as a ducking mechanic has been added since this demo. I feel they will help increase survival rate against many of the ranged enemies in the game.
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