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Heart Of Ruin (Featured!) Version: 1.2.20


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#1 Yal

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Posted 20 January 2011 - 03:15 PM

http://youtu.be/rCQaO7K40tk


Posted Image
==========================================
Heart Of Ruin: Final Columbus v1.2.19
==========================================
THE IMMENSE UPDATE YOU'VE ALL BEEN WAITING FOR HAS FINALLY COME!

Final Columbus was my comp06 entry, although it has evolved a lot since then. Itīs a Cave Story-length 'flatform' shooter, based more on shooting than platforming, and more on exploration and collecting than on beating levels. "Levels" in this game is what you gain after killing enough enemies, and you can select what stat (HP, Attack, Defence,...) to upgrade, actively! Tanking or sweeping? Survive or dominate? Up to you.

On top of that, the game features a complex plot - ten to fifteen hours of gameplay - with carefully designed characters. Just a few minutes in, you start to notice that everyone has some unique traits, and as you overhear discussions and pick up lost items, everyone's backstory slowly comes together.

NAL himself rated this game #2 in his personal top-50 list of the entries in Yoyogames' competition06.

Players of the Comp version will notice heavy graphical improvement in sprites and tilesets in 1.2.7.
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Part of an exploration team, you are sent to a ruin City to search for old, forgotten science materials that might be of use for the post-apocalyptic community that lives in tomorrow's US. Being the youngest member of the group, you're treated with disrespect from the scarred soldiers that make up most of the rest of the group, but find support in the "official nick-namer" Cain, the underestimated nerd Sarah, and the coffee-addicted medic Al, whom you know from before.

As a young soldier, your duty is to protect the scientists while they survey the sites of the City, as well as to locate and extract Lore from the areas and dungeons that are too dangerous for unarmed people to enter. You will find overgrown greenhouses, runaway thermal plants, ancient Egyptian-ish sandtombs, caves filled with poisonous mushrooms and/or lava, and flooded slums with the skeletons of your Ancestors still intact. You will fight living robotic fans, angry birds, defective turrets, rats on caffeine, and mutated three-eyed electric turtles in your underpaid quest for knowledge. You will need to select each stat upgrade with care to get the upper hand against all the trials that try to make your life, and the lives of your friends, end early...

When strange events take place in the Water Tower, the group is scattered and you suddenly have to think more about surviving than your original orders... but without forgetting your original reason to join: to find out the truth behind the death of your father.

==========================================
Posted Image==========================================
The game offers varied gameplay in three levels of difficulty (Casual, Intended, Hardcore), having you alternate between exploration of the abandoned city, shooting your way trough tight corridors in best Metal Slug style, protecting scientists from enemies coming trough walls, ceiling and background, driving and mastering several kinds of veichles... including battle mechas with and without gatling gun turrets, a helicopter, and a subway train.

NAL himself rated this game #2 in a top-50 list of the entries to Yoyogames' competition06, in particular because of the gameplay.

==========================================
Game Size: Around 6 Mb.
Game Version: 1.2.19
Game Maker Version: 8.0 (Standard)
Screen Size: 480 x 272 (Windowed, selectable, does not change resolution, F4 for fullscreen)
Genre: Platform shooter / Exploration / RPG
Players: 1
==========================================

GAME FILE DOWNLOAD (BOX.net)





PAGE ON YYG
Final Columbus is a Featured game at YYG, in other words a Staff Pick. It is filled with roughly 12 hours of varied gameplay and has 6 different endings.


BOX.NET MIRROR

==========================================
Youtube footage:
Official beta trailer thingie / random gameplay by me.

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Even More Screenshots (some of them are outdated):
S-ATG Laser in action. Poor rats.
Title screen
Hovercopter scene - with the improved 1.2.0 tileset!
Big-sprite chitchat scene
She talks a lot, right?
Fishes in the sky
Cutscene with a mystical man...
Grass Dungeon - battle generic monsters
Monster Nests in action
Pause menu
Safepoint and two of your friends
Lava snake!
Talking about the Dive Suits
Magnetical Hovercopter escort mission
These are homing birds...
Swimming boss
At the Subway
==========================================

I'm still working on this game, so stay hooked - upcoming new content is upcoming.

For a full list of updates since v1.0.0, read the fc_updates file that comes with the game. Please notify me as elaborate as possible if you find any error, glitch, exploit or similar issue - it will increase the chance of it getting fixed rapidly.

==========================================
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#2 Captain Ricco

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Posted 21 January 2011 - 05:26 AM

always like your games, and the worlds you create. You could still improve a bit on your pixels though :P

will comment further aftetr playin

played a bit, got a little almos never ending loop at the very beggining in the dialogue with coffee "does theeth even have cells?- more than your brain"

Edited by Captain Ricco, 21 January 2011 - 05:42 AM.

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#3 Yal

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Posted 21 January 2011 - 08:35 AM

played a bit, got a little almos never ending loop at the very beggining in the dialogue with coffee "does theeth even have cells?- more than your brain"


Someone on the YYG also commented on this. I will investigate what causes this. Darn, why does bugs always show up in the beginning of the games instead of in the end?
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#4 Captain Ricco

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Posted 21 January 2011 - 08:07 PM

also, you should take out enemies where yu need double jump to reach certain areas, if you press jump while getting hit, the hit will throw the character far up enough for him to reach those areas.
Im really enjoying the game so far, though, I gotta say you havent learned many things about color schemes, contrast and pixelart in general since gun princess. The hub/dialogue/menu is also very unnatractive, use more contrasting tones man, the whole game seems bleached out for the most part. you still manage to pull up some great skyes backghrounds, too bad most of the game is spent indoors :P
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#5 Simaster48

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Posted 21 January 2011 - 08:20 PM

I know that we talked about it earlier but in case we both forget (Wich DO happens sometimes :P ) ill add one of youre quotes:

Anyway, I would really like to see a "New Game + " where your level isn't set back to zero (it feels like a punishment to the player to just take their level away) but rather all enemies get more difficult so that you almost need to be at Lv 100 to stand a chance of surviving. (Perhaps the maximum level should be 150 or 200?)


As i said earlier, this would indeed be interesting in Final Columbus and probably give it more positiv feedback (Or at least more interesting :huh: )

Also, i still belive that the ''new lenghty interactive intro'' should be unlockable rather then scrapped (Maybe make it the intro for ''New Game +''?)

Oh well, See you around sometime!
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#6 Captain Ricco

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Posted 22 January 2011 - 01:04 AM

___________________________________________
ERROR in
action number 1
of Collision Event with object obj_player
for object obj_collide_marker:

Error in code at line 2:
sound_fade(bgm_watertower,0,2000)
^
at position 13: Unknown variable bgm_watertower

also got this error right after talking to ninja in the water tower, when he said theyd need a rope ladder in order to go up

I just noticed i cant go any further in the game because of that bug :(
though, I gotta admit, some enemies sprites ive encoutered looked preety good, loved that turtle thing

HAH!! Ive managed to jump (literally) my way out of that bug!
It happens after you talk to ninja and enter that door hes next to, when you come back it sparks that bug when youre touching the door(probably somethin related to the blocks that fall and block the door later on)
EDIT
Whoa, major plot twist there, was kinda rushed it seems "oh you found it, let me pill my greates secret", seriously, I though mario was goin to burst out in laughs after sayin that kinda "you fell for that one?" maybe it was a homage to SotN? Like the "Mario goin up`n`down the pipes" thing. Im still waiting for him to say sometime in the game "itsa meeeeee"

Edited by Captain Ricco, 22 January 2011 - 06:32 AM.

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#7 Yal

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Posted 22 January 2011 - 02:48 PM

It happens after you talk to ninja and enter that door hes next to, when you come back it sparks that bug when youre touching the door(probably somethin related to the blocks that fall and block the door later on)


Hmm... I think it's because of a new cutscene (about Voice) I added and haven't been able to glitch-test yet. Guess I forgot the real name of the bgm, it's actually called "bgm_tower". It will appear every time you exit the room you entered until I fix it.

Anyway, I've fixed the previously mentioned intro loop glitch.


When I decided to name the character Mario, by the way, I felt that I somehow wanted to "de-ninty-ficate" the name. Nobody name their characters Mario just because there's only one Mario; Mario Segale. That's what I wanted to experiment with a bit and perhaps change. The warp pipes, bullet bills etc are just in there for other reasons (tenporary lack of fantasy + comp stress). I've built one of the later levels entirely as a Kid Icarus ripoff, featuring mid-air ruins and looping around the screen when you leave its edges. And the entire game is of course a chlone of the gameplay of Cave Story.

Edited by Yal, 22 January 2011 - 03:54 PM.

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#8 Zeddy

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Posted 22 January 2011 - 03:00 PM

Alright, it's been a long time since I've played this game. Let's see what's changed. I will, of course, be playing it on the Hardcore difficulty this time around.

-Opening text seems to flicker. Enable Vsync?

-Two black pixels on the drawing of Mario's father. They're on the strap and I'm assuming they shouldn't be there 'cause they're out of place. There are also two on the bag.

-I started drinking coffee not long after playing this game. I blame this game for it.

-Was I always able to shoot straight through walls? I can with the first block in this hidden desert area.

-Man, these things take a million hits. Maybe that sign really meant it when it told me to come back later.

-Fridge Logic moment: Why have separate stats for HP/Defence? In RPGs, you have HP and then several different types of defence like regular defence and magical defence. There would also be attacks that ignored defence. In those cases, you might want to go for increasing HP over defence to go for a more universal surival bonus at the cost of having to down more potions. In here, I just don't see the point of going for HP over defence. Theoretically, at least. I might be proven wrong later. Also academic, since I'll be increasing neither.

-Hm, yeah, I think I can jump my way through all these enemies. I'll get to the end of Hidden Desert Area for sure.

-Meh, the delay before I can retry makes this no fun. I'll just proceed with the game normally.

-After seeing the cutscene with Voice entering the locked building, I can still go back to the trailer and talk to her 'cause she's there. Was she done REALLY quickly? Does the building contain a teleporter? Does Voice have an evil twin? Anything is possible in... THE TWILIGHT ZONE!

As per usual, expect this post to be edited as I progress.

Edited by zeddidragon, 22 January 2011 - 03:53 PM.

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#9 Captain Ricco

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Posted 22 January 2011 - 04:46 PM

I know you named the character mario for other reasons, I just thought the pipes were a little homage to the other mario

I like this game a lot, maybe mario and gun princess could meet up in a sequel to both titles? :P

One thing tough, i feel that most guns are only there to destroy blocks, theyre highly unpractical for most of the enemies, they all seem like "Key guns" to me. And a big part of that is because of the ammo thing, you only get ammo hitting those green missiles to the gun youre currently equiped, and is a big pain in the butt to kill off a thing with the pistol, press space, switch, grab the ammo, switch back to pistol and go on stocking ammo. I only use the regular pistol for the entire game, on bosses the desert eagle rocket thing, wich deals copious amounts of damage. If enemies dropped ammo for each weapon separatelly it would already be a great advance, and also, the ammo drop should take longer to dissappear

EDIT
Also, I dont know what "de-ninty-ficate" means :P
also, a button to switch weapons without havin to press space would be very nice

another thing I feel should be implemented are "notes", like in the menu, kinda like Mario was writing a journal about whats been goin on and what he think should come next, maybe he could make a little bestiary as well

Edited by Captain Ricco, 22 January 2011 - 04:57 PM.

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#10 Interrobang Pie

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Posted 22 January 2011 - 05:45 PM

So far I've Like Likes from Legend of Zelda, those fan things from Cave Story and those drills from Mega Man 2.

It's a damn good game, but I've only played it for a little while. I'm not sure what to do after <guy> says 'find the computer room warm tower and the tunnel'. I've been to what seems like both, but found nothing. It's definitely worth the feature (unlike some games on here).
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#11 Captain Ricco

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Posted 24 January 2011 - 05:03 AM

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here man, the virst(ii think) fanart of final columbus! :P
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#12 Yal

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Posted 24 January 2011 - 07:37 AM

Posted Image
here man, the virst(ii think) fanart of final columbus! :P

I like it! ^_^ +1!

It's a damn good game, but I've only played it for a little while. I'm not sure what to do after <guy> says 'find the computer room warm tower and the tunnel'. I've been to what seems like both, but found nothing.

Hmm... Have you gotten a Lore named "Window Glass"? It's in the far end of the tunnel, and you need to get very close to the point where it is to clear the tunnel (just being inside the warm house once is enough to clear it, and to clear Grass Dungeon you need to go halfway trough the third room in it (the one reached from the door in the far end of the Keyblock path))
So I assume you've not gotten to the interesting part of the tunnel, since it's the hardest 'clear' to reach. Main reason is that there's some tricky jumping to get there.

One thing tough, i feel that most guns are only there to destroy blocks, theyre highly unpractical for most of the enemies, they all seem like "Key guns" to me. And a big part of that is because of the ammo thing, you only get ammo hitting those green missiles to the gun youre currently equiped, and is a big pain in the butt to kill off a thing with the pistol, press space, switch, grab the ammo, switch back to pistol and go on stocking ammo. I only use the regular pistol for the entire game, on bosses the desert eagle rocket thing, wich deals copious amounts of damage. If enemies dropped ammo for each weapon separatelly it would already be a great advance, and also, the ammo drop should take longer to dissappear


Noted. 'Ll be in the next release. I've actually pondered that myself, and since all guns are in different colors it would be very easy to distinguish the different 'missiles' from each other.

"De-ninty-ficate" is a mashup of the words "desinfiscate" (remove biohazards) and "Ninty" (Nintendo).

-Opening text seems to flicker. Enable Vsync?

-Two black pixels on the drawing of Mario's father. They're on the strap and I'm assuming they shouldn't be there 'cause they're out of place. There are also two on the bag.

First is was intentional since the old new intro had flickering doors and stuff, but perhaps I'll remove that now. For second one I'm not really sure whether they're intentional or not, I'll check that one out.

As for HP vs defense: there's a lower limit on the damage an attack deals, so even with an defence of 999.99 you'd still lose 0.9 + random(0.2) hitpoints when struck by a falling rat. Defence simply lowers the attack power of anything that hits you linearly, so for instance if an attack with power 15 hits you, and your defence is 3.57, you take around 11.43 damage (plus or minus up to 20% depending on your Luck). So Defence > HP for strong attacks, HP > defence for weak attacks. I think I need to increase the number of defence points you get for each level up though, right now HP kinda beats it in the long run. Perhaps I should add a small stat bonus on all stats on each level up? (Like 0.01*level points on every stat?)



The previously mentioned glitch (cutscene error in Water Tower) is fixed, however I haven't actually seen the cutscene myself so it may or may not look a little erroneous compared to how I planned it (in particular, I suddenly realize that Mario will likely either face right and thus not really look as he's eavesdropping, or he will face left but have his gun face right - which looks glitchy - or perhaps I remembered to actually code the facing part properly). Right now the game will freeze when the cutscene is triggered since the built-in 'keep view around hero' system overrides my nice scroll code and thus the view won't scroll at all and never reach the point where it should stop scrolling. I will fix this as soon as possible.

Edited by Yal, 27 January 2011 - 02:05 PM.

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#13 Yal

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Posted 27 January 2011 - 12:15 PM

Update bump!

Version 1.2 is released and includes:
- Color coded ammunition drops
- Minor tinkering with level-up system (gain more ATK/DEF, as well you get a minor boost of every stat on top of the selected stat boost).
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#14 ZacharyKrodel

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Posted 04 February 2011 - 12:11 AM

I'm loving this game, but.... I'm stuck. Could you help? I have the Key Gun, I've searched EVERYWHERE in the Grass Dungeon, and I think I've visited the other two places. I've also found the Window Glass Lore you mentioned in one of the above posts. There are blocks preventing me from going anywhere else. I assume I need another weapon, but where is it?
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#15 Yal

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Posted 07 February 2011 - 08:05 AM

and I think I've visited the other two places.

Just to make sure, enter the Fire Pipes bottom area.

When you've searched on all three places and returns to the savepoint, a cutscene should occur and after that you're urged to go to the Basement Tunnel again. If Cain is not in the safepoint anymore, you should go to the Basement Tunnel and meet him there.

You won't be needing another weapon until later - you'll run into another shop quite soon.
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#16 Captain Cook

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Posted 12 February 2011 - 05:59 PM

I found the Super ATG gun.

Mass carnage ensued.

Although... why did you put so much focus on Voice in the update, and not the rest of the colors?

And what's with that locked building she goes into?

... Anyway, if you don't want anyone to reverse-engineer your game, you really should just use score_under's anti-decompiler. InstantPlay won't work anymore, but people won't be able to use Zach's decompiler.

Call me crazy, but I've always imagined a webcomic of this happening. One of the strips could be Norris and the zombies in the Heart of the City dancing to Monster Mash.

EDIT: Maybe you should tinker some more with the stats because now the game is too easy! :(

Edited by Captain Cook, 12 February 2011 - 06:01 PM.

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#17 Yal

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Posted 14 February 2011 - 07:54 AM

I found the Super ATG gun.

Mass carnage ensued.

Although... why did you put so much focus on Voice in the update, and not the rest of the colors?

And what's with that locked building she goes into?

... Anyway, if you don't want anyone to reverse-engineer your game, you really should just use score_under's anti-decompiler. InstantPlay won't work anymore, but people won't be able to use Zach's decompiler.

Call me crazy, but I've always imagined a webcomic of this happening. One of the strips could be Norris and the zombies in the Heart of the City dancing to Monster Mash.

EDIT: Maybe you should tinker some more with the stats because now the game is too easy! :(


Glad you liked it.

I've focused on Voice since she's been the character that's been the least developed in the entire game so far. I'm not really done with all the updates - see the current version as a demo I uploaded before it was complete. I'm working at version 2.0 right now, which will contain MILLIONS of stuff, which means I'll likely upload it when it's half done and then come with 2.1 one week later that fixes any pointed-out flaws I hear about. Like always. What I plan to add in v2.0 would be:

Spoiler


What I have added in the GMK so far is:
Spoiler


I'll download score_under's decompiler. Since the game's stuck at 3.8 stars at YYG, I don't have anything to lose with n00bs complaining about "pleaze nmake it insta play".

I'd sure like to see a webcomic about Final Columbus popping up... once I finish version 2.x with the COMPLETE complete plot... but I will not start to make it myself; I'm simply not funny enough.



The stats making the game too easy??? Are you really, really sure that you're playing on Intended and just haven't gotten too good skillz after playing the previous few versions? I'll look into the figures and see what a normal Lv45 accumulated boost would be - I haven't done that and I think that might be the problem.
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#18 Captain Cook

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Posted 14 February 2011 - 05:53 PM

Yeah, I think you messed up on the Level Up bonuses, since at Level 30 I'm getting a +.30 bonus for each stat.

At the moment, I'm running through hardcore upgrading only attack so I can gloat "HEY I JUST BEAT HARDCORE ONLY UPGRADING ATTACK!!!" although the unfair bonuses kind of mess it up a bit.

EDIT: Meh, high ratings don't say all that much. A whole lot of crap gets 3 or 4 stars, unfortunately.

Edited by Captain Cook, 14 February 2011 - 05:55 PM.

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#19 Yal

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Posted 16 February 2011 - 12:13 PM

Mmm... the game's hibernating right now while I'm working with the new stuff. Hate all the other games that deduct from Final Columbus (even though some of them deserve it). -_-

Hope you'll stick around to 2.0 though. It'll be much better. I'm tinkering a bit with the weapon upgrade cutscenes right now. And I just found out I don't have a good file to test them with ;). Well, that's just a question of some time.

Fun fact: at Lv46, you will have gotten 20.25 stat points in each stat after all the levelling up. Or 60.75 extra points in total. Of course this glitch will be gone in the next version and replaced with something more moderate (past Lv 41 something you will get a +0.2 in each stat upon levelling, and at that point you'd need it). Perhaps I'd need to tinker even more over time, but right now I used a system that gives you 0.01 for the first 10 levels, 0.05 for the next ten, 0.1 for the next ten, 0.15 for the next ten, and then 0.2 ever after. Level-up XP will rise exponentially, so...
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#20 Captain Cook

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Posted 16 February 2011 - 05:38 PM

Now for a question I had:

Spoiler

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#21 skunkchop

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Posted 17 February 2011 - 03:20 AM

NOOOOOO!!! HELP ME PLEASE!
Okay, before I get to my problem, I love this game. It's really amazing. The dialog gives personality to the characters. The story is very nicely paced. The pixel art is breath taking. The engine is as smooth as butter. I like the leveling-up system, and the combat.

Now for my huge issue. I AM STUCK. I think I got somewhere where I wasn't supposed to get (until I get a jump upgrade) and now I can't get out. I am quite a bit in the game, so I really don't want to restart.
Here is a picture showing where I am:
Posted Image

See that little dent in the wall? I went inside that dent, and I did a really precise jump FROM the dent to get over the wall.
The next room has a save point, which I used. It also has blocks that I can't reach because I can't jump high enough. Thus, I think I got here earlier than I should have.
Is there a way you can update the game to put a block or something that would let me get back out?
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#22 Yal

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Posted 17 February 2011 - 12:07 PM

See that little dent in the wall? I went inside that dent, and I did a really precise jump FROM the dent to get over the wall.
The next room has a save point, which I used. It also has blocks that I can't reach because I can't jump high enough. Thus, I think I got here earlier than I should have.
Is there a way you can update the game to put a block or something that would let me get back out?

Let the rooster in the ceiling release a small bird, lure the bird into the area where you are (jump a lot. Sooner or later one bird will get trough the gap), and jump into the bird from below. The impact should boost you upwards, and you'll get some extra jump height (the upwards motion from damage is relative as opposed to absolute, so if you get hit just after jumping you jump really high). That's called "damage jumping" and can be used to reach areas before you should.

In fact, I was 100% sure that it was impossible to jump while standing in that dent. It's friggin' a single block tall. It's there to give you a safe spot from the lava and enable you to check the area on the other side out. Makes you remember the area to come back later.

Anyway, try damage-jumping out of the place. It's your only option for some time.

@Captain Cook:
Spoiler

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#23 skunkchop

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Posted 19 February 2011 - 03:35 AM

Thank you! I will try that.

EDIT: It worked. I don't know why I didn't think of that before. Brilliant.

EDIT 2: The game has no sound now. Why?

EDIT 3: Sound is back.

EDIT 4: Weird thing happened. Not a big deal or anything, but while I was doing the Rat Nest scavenger hunt, I went up a pipe and entered a dialog sequence. I saw the picture of his face as he talked, but in-game he was a gold brick of some kind.

EDIT 5: I got to the hovercraft part. It's really fun, but I THINK I found a tiny glitch. When you get to the end, you initiate a dialog sequence. I managed to initiate this dialog sequence without getting the two girls to the end. I got to the end on my own using the other vehicle.
Basically, I was talking to the girls without them near me.

Edited by skunkchop, 21 February 2011 - 02:54 AM.

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#24 Captain Cook

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Posted 21 February 2011 - 01:39 AM

Didn't think about it that way.

Not that I expect everything to be explained to the most minute detail, but that thing just bugged me. Thanks.
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#25 Yal

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Posted 21 February 2011 - 07:40 AM

EDIT 4: Weird thing happened. Not a big deal or anything, but while I was doing the Rat Nest scavenger hunt, I went up a pipe and entered a dialog sequence. I saw the picture of his face as he talked, but in-game he was a gold brick of some kind.

EDIT 5: I got to the hovercraft part. It's really fun, but I THINK I found a tiny glitch. When you get to the end, you initiate a dialog sequence. I managed to initiate this dialog sequence without getting the two girls to the end. I got to the end on my

Noted down. I'll fix those glitches. The first issue is about me forgetting to give that character (Cain, right?) a sprite in the room editor, which leaves him with the default NPC sprite. The second one is just a design mistake - I didn't think that anyone would try to get to the hovercopter landing site without a hovercopter. I think I'll design that issue away by simply making it impossible to get there without a hovercopter. Walls are such a nice invention.

Speaking of which, I've added some new tiles that enables you to get out of that area without cheating. So this issue will be gone in v2.0.

Oh, and thanks for the PM with your opinion of the game, too. I really appreciated reading it ^_^

Thanks.

You're welcome. Questions like that make me have to think about the game world, and when I do that, chances are that I'll come up with an explaination that'll be in-game later on. Questions improve the game eventually, it's that simple.



Oh, and for all fans of the Cave Story Bubbler (Zeddi in particular), I can reveal that in v2.0 it'll be possible to upgrade the Fairy Pistol so that it gets the Lv3 Bubbler attack pattern.
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#26 Captain Cook

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Posted 22 February 2011 - 02:38 PM

Now that I think about it,

@Captain Cook:

Spoiler


Spoiler


... Yeah, I'll probably wind up asking a lot of these questions.
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#27 Zeddy

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Posted 22 February 2011 - 02:57 PM

It's a post apocalyptic world, which means there's radiation everywhere. Everyone knows that radiation turns creatures into all kinds of physics-defying stuff in a matter of minutes. Why, it can even grant sentience and laser-shooting abilities to lightstops! (I love that enemy!) Don't you know anything about science?

I can reveal that in v2.0 it'll be possible to upgrade the Fairy Pistol so that it gets the Lv3 Bubbler attack pattern.

^_____________________________________^
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#28 Captain Cook

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Posted 22 February 2011 - 07:59 PM

Radiation violates the laws of thermodynamics?

Cool!
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#29 Dannerz

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Posted 22 February 2011 - 10:18 PM

Hi Yal. I am playing the game. I got two lores and i got to the place with the fans, the basement i think.
I like minimalism in games sometimes, but you put lots of detail into how much everybody talks and stuff,
so that was interesting. How long did it take you to make this game?

Edit:
I'm finding some of these jumps difficult. Like in the vegetation room trying to climb up is hard for me.
I hope i can beat the game but we'll see how far i get.

Edit2:
Ok i talked to the shop guy that didn't have any items, at bottom of green house.
Now I don't know what to do next to get farther in the game.

Edited by Dannerz, 22 February 2011 - 11:43 PM.

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#30 Yal

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Posted 23 February 2011 - 08:54 AM

Hi Yal. I am playing the game. I got two lores and i got to the place with the fans, the basement i think.
I like minimalism in games sometimes, but you put lots of detail into how much everybody talks and stuff,
so that was interesting. How long did it take you to make this game?

Edit:
I'm finding some of these jumps difficult. Like in the vegetation room trying to climb up is hard for me.
I hope i can beat the game but we'll see how far i get.

Edit2:
Ok i talked to the shop guy that didn't have any items, at bottom of green house.
Now I don't know what to do next to get farther in the game.


I'm not entirely done with the game, but... I sorta began working at it a few weeks into the summer holidays of 2010. So it's about nine months old now.

If you think those jumps are difficult, you might as well stop playing at once ;)

Talk to the shopkeeper again. The first time you talk to him, he will just introduce himself. The second time you talk to him, you can buy items from him. Buy a Keygun. It'll let you get to new places.

... Yeah, I'll probably wind up asking a lot of these questions.

It's a post apocalyptic world, which means there's radiation everywhere.

Do I even need to say something more? I love the "post-apocalyptic radiation" argument. No further need to motivate the japonesque fun ideas I cram in everywhere.

But yeah, the Centra-Rats are a blatant rip-off from the Centra Rabbits from Gun-Princess. Those didn't explode in a burst of bones, but they turned into gorey zombie versions of themselves once you shot them enough, and then dashed towards you in thrice their normal speed. My main explanation to why the zombie rats explode: they contain explosive gases (that form inside them quite quickly once you shoot them into their zombie form: this punches holes in their guts and kidneys, both of which contains chemical body fluids (absorbed from the often contaminated and pretty poisonous food the rats eat) that when put together immediately reacts and form unstable (explosive) gases. Current science haven't revealed exactly what gases form, since it's nearly impossible to survey the rats since they're damn rabid. But it's likely nitrogen based).
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