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#1 King Tetiro

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Posted 24 January 2012 - 12:46 PM

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Edited by King Tetiro, 01 March 2014 - 08:55 AM.

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#2 King Tetiro

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Posted 26 January 2012 - 04:20 PM

And we've already had feedback from a Zelda Universe topic

just from looking at the screenshot I think one problem is that the buttons blend in too well with the environment. I thought the menu button was a sign for a shop or something at first., You might want to consider not making them in an 8-bit style or add some sort of border that makes it clear that these are buttons.

Have you tried putting all buttons on black borders outside the main screen? I always hate having to tap the screen I'm supposed to be looking at.


Me and the team agreed that the buttons and circle pad could block the viewing of the character if the character is located under the circle pad or buttons. So we've start progress on a Heads Up Display update. We'll be updating the buttons as well.

Posted Image

And we've also been working on the Howling Woods (Dungeon #1). Both of these things will be available in V0.06 onwards.

Keep the feedback coming folks!

Edited by King Tetiro, 26 January 2012 - 04:21 PM.

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#3 Foxx of AK

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Posted 26 January 2012 - 05:09 PM

Yeah I tried this the other day and that's one thing I noticed. In the screenshots I actually thought all the buttons were part of the gameworld.
I like the new virtual analog much better now though.

Not really much else to the game at the moment so I'll try and check back for an update or something.
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#4 King Tetiro

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Posted 26 January 2012 - 05:30 PM

Yeah I tried this the other day and that's one thing I noticed. In the screenshots I actually thought all the buttons were part of the gameworld.
I like the new virtual analog much better now though.

Not really much else to the game at the moment so I'll try and check back for an update or something.


We will be working on the Buying/Selling update batch from the 28th onwards if there remains no other feedback.

I have now coloured the borders of the circle pad and buttons light blue so it's obvious what's HUD and what's not

Edited by King Tetiro, 26 January 2012 - 05:38 PM.

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#5 King Tetiro

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Posted 29 January 2012 - 08:06 AM

Ok folks, I have today V0_07 which is looking for feedback. Not only does it bring an update to the Heads Up Display but also the rest of the rooms needed for the first official demo created and tiled along with the Buying/Selling engine

Posted Image

We still need feedback on the following aspects.

  • How easy was it for your to understand the controls?
  • What's your thoughts on the Character Movement?
  • Did you find Ingame Menu System easy to use?
  • Do you think that there is room for improvement for the Object Interaction? If so, what?
  • Is there anything you think could be improved? If so, what?
  • How do you find the Buying/Selling engine's double tap function?

Help bring the game to finer quality
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#6 zehevi

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Posted 29 January 2012 - 08:37 AM

First, I think you should consider having the option to change the size of the analog control, as it might be too small for certain mobile devices.
Second, I'm not sure if you have noticed but everytime you move to a new area / map you need to re-click the analog in order to move again, this can be annoying once you get used to the controls.

It is a pretty well crafted game, I enjoyed watching the 8bit graphics.
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#7 King Tetiro

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Posted 29 January 2012 - 08:48 AM

First, I think you should consider having the option to change the size of the analog control, as it might be too small for certain mobile devices.
Second, I'm not sure if you have noticed but everytime you move to a new area / map you need to re-click the analog in order to move again, this can be annoying once you get used to the controls.

It is a pretty well crafted game, I enjoyed watching the 8bit graphics.


First : I've done my research and apart from the iPad (because I haven't found a screenshot of a game on iPad using the analog control), this analog control will fit on all devices (Gotta remember, the screen will always be scaled to 200% size for phone devices. Thank you mike for making that possible lol)
Second : I'm trying to figure out where in my code the circle pad gets de-activated. I hope to have the problem fixed by the next version.

I appreciate the feedback. I shall get working on the second bit of feedback right now. Keep the feedback coming folks!

EDIT: The Analog control problem is a thing of the past. You can continue moving from room to room. You will see it from V0.08+

EDIT 2: I've been researching iPad games with analog controls and the analog control is only at most 4 pixels smaller. I think it's fair to say that there won't be a problem. However I will be releasing a V.IP.0.08+ that is at the scaleable screen resolution of the iPad. This will allow you guys to give feedback on the location of the analog control.

EDIT 3: Texture Page Usage Update. So far we've only used 10.8% of the texture pages available (8900 8x8 blocks out of 81920 8x8 blocks) and this is counting almost all of the sprites that we have at our disposal) It's fair to say our objective of keeping to all of the sprite limitations is going great!

Edited by King Tetiro, 29 January 2012 - 09:53 AM.

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#8 King Tetiro

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Posted 31 January 2012 - 01:10 PM

No Version updates just yet because the next stage is Music and Sounds but there is a Sound update. Our epic composer has already made 16 of the 40 8-Bit sounds! In only 1 week! Wowsa! Whatever he's taking to make fast progress I want it!

And in other news, all the Enemy Battle sprites are now done! In only 3 days as well. There are 100 enemies you can fight...once the engine is done...

And a final bit of news, I've been doing the Battle Interface design in terms of the screen. I've been doing formulas and stuff to make sure it not only works for iPhones and Androids, but iPads as well.

Keep the feedback coming folks!
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#9 King Tetiro

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Posted 03 February 2012 - 04:39 PM

No version updates this week, I'm still awaiting music and sounds.

On the plus side, 98.25% of the graphics have been FULLY sprited. Only 2 sprite sheets are left. Overall, we've used 19.99% of the 5 texture pages we can use for the mobile phone games. 0.01% under our target limit. We did it folks! (Yup! An entire RPG graphics in under 1024x1024 sprite sheet :o)

Soon, we will be revealing the Project's real title. Along with the game's logo.

EDIT: Been programming the drawing of the Battle backgrounds. It's hard making it fit the graphics style and the battle style of the 8-Bit RPGs

Edited by King Tetiro, 04 February 2012 - 01:48 PM.

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#10 King Tetiro

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Posted 05 February 2012 - 04:01 PM

Ok folks, I have uploaded a new version. This version is in the intended iPad screen resolution (512x384) (Hence why there's an I at the end of the version (V0.08I) )

The following things have been done

  • Enemy Sprites have been added *
  • NPC Sprites have been added *
  • Logo sprite has been added *
  • All areas which will be available in the free mobile phone demo (Once GM Studio is out) are available for you to roam (Except for the Hallowed Woods and the Castle Dungeons. They are blocked by a barrier.)
  • The Analog control has been updated

* = You can't see it right now. But it's there in the source file I have.

This time round, I'd like feedback on the User Interface and the Menu Interface for the iPad.

I'd appreciate it folks

EDIT: Fantastic news today. I've heard the first track of the game and it's very 8-bit! And its file size is incredibly small! The future of this game is looking very grand!

Edited by King Tetiro, 05 February 2012 - 08:54 PM.

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#11 King Tetiro

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Posted 07 February 2012 - 07:40 PM

I must apologise, I put the download link in a incorrect manner. It has been fixed now.

Also, the Music implementation has been delayed until further notice due to reading the GM Mobile Phone handbook.

As a result, it means the Battle Engine will take its place in the queue.

In greater news though, the Sound Effects are 75% done! Only 10 sounds left for my composer to make. And the current file size is 881kb. If all goes well, we'll have the total file size at less than 1.5MB!

In more news, the Sound Playing engine is fully operational along with a few functions to prevent garbling looping.

Once all 40 sounds have been made and the sounds which are currently needed have been implemented, a version V0.09 will be released! After that, the Battle Engine will commence!

EDIT: I've started work on the Battle Engine whilst I wait for the last sound!

Posted Image

EDIT 2: Even more work on the Battle Engine.

Posted Image

Edited by King Tetiro, 09 February 2012 - 05:17 PM.

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#12 TheUltimate

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Posted 10 February 2012 - 05:37 AM

Since you seem to have a nicely categorized topic, I'll leave a nicely categorized reply. :D

Good stuff:
=== Really smooth game engine. It's polished for a short demo, and there are a lot of places to explore. I only found one glitch with trying to talk to people. (explained below)
=== I liked the menu system. It was well laid-out and easy to figure out, and I wasn't clicking around randomly trying to equip stuff.
=== The 8-bit thing is sooo awesome! I like how it's true, old school 8-bit instead of lazy-graphics 8-bit. The graphics still manage to look really good despite the colour restrictions.
=== The attention to detail was nice

Not so good stuff:
=== Hearing that beeping sound every time I click the control pad is annoying. If you make it so you only hear it when you click elsewhere on the screen, you'd also have the bonus of knowing when you're hitting it. One thing I've noticed about touchscreen games is that you don't notice your hand shifting slightly until you're nowhere near the controls. It's especially bad for more action-y games.
=== Seems like talking to people freezes the game. I don't mean Not Responding-type freezing, I mean the HUD vanishes and everything stops, and other times, it doesn't do anything at all. Not sure whether the dialogue system's done yet, so if it isn't, just ignore this.

Suggestions and whatever:
Would there be some way to add an option to move the control pad wherever you want on the screen?
A run ability would be nice. Even after setting walking speed to 3, it still felt really slow, especially during those long stretches in the forest.
I'd like to be able to walk over the bushes and tree stumps in the town, since it's tedious going around everything.

Nice game! Hope that helps!

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#13 King Tetiro

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Posted 12 February 2012 - 12:48 PM

Since you seem to have a nicely categorized topic, I'll leave a nicely categorized reply. :D

Good stuff:
=== Really smooth game engine. It's polished for a short demo, and there are a lot of places to explore. I only found one glitch with trying to talk to people. (explained below)
=== I liked the menu system. It was well laid-out and easy to figure out, and I wasn't clicking around randomly trying to equip stuff.
=== The 8-bit thing is sooo awesome! I like how it's true, old school 8-bit instead of lazy-graphics 8-bit. The graphics still manage to look really good despite the colour restrictions.
=== The attention to detail was nice

Not so good stuff:
=== Hearing that beeping sound every time I click the control pad is annoying. If you make it so you only hear it when you click elsewhere on the screen, you'd also have the bonus of knowing when you're hitting it. One thing I've noticed about touchscreen games is that you don't notice your hand shifting slightly until you're nowhere near the controls. It's especially bad for more action-y games.
=== Seems like talking to people freezes the game. I don't mean Not Responding-type freezing, I mean the HUD vanishes and everything stops, and other times, it doesn't do anything at all. Not sure whether the dialogue system's done yet, so if it isn't, just ignore this.

Suggestions and whatever:
Would there be some way to add an option to move the control pad wherever you want on the screen?
A run ability would be nice. Even after setting walking speed to 3, it still felt really slow, especially during those long stretches in the forest.
I'd like to be able to walk over the bushes and tree stumps in the town, since it's tedious going around everything.

Nice game! Hope that helps!

TheUltimate


I have been been talking to TheUltimate to make sure these concerns are sorted. He has praised me for PMing about these concerns as well :D I do have to note everyone that the most recent version I have stupidly forgot to include the Text file. Fortunately I haven't updated it in ages so just copy and paste it from the previous version and it'll be fine

Here's a new screenshot to show progress. The Battle Engine is roughly 80% done. The Battle Actions are roughly 50% done

Posted Image

I am going to be looking for testers in the future once the Battle Engine+Actions are done. So keep track on that too

Edited by King Tetiro, 12 February 2012 - 12:49 PM.

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#14 King Tetiro

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Posted 15 February 2012 - 09:55 AM

Howdy folks, today I don't bring a new version however I do bring an update.

We've been working very hard on the current section of the game and because of this, there won't be a new version for a while. As a result, the next version will have the battle system itself! Yup, we've been working on the battle actions this week and there are only 7 of them left to do and then we can finish up on the battle system. It won't contain "Game Over" scenarios as the starting menu has yet to be done but the majority of the battle system will be done by the next version. As for the "Game Over" scenario, that you will have to be patient on.

So stay tuned folks as I will be bringing a new screenshot tonight of the most recent ability in the game.

In other news, one of my mates is constructing a website for the game! So we're eventually going to have a new version of the Phoenix Heart website :D
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#15 King Tetiro

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Posted 17 February 2012 - 09:18 PM

Ok folks, today I bring a brand new version! And the biggest update version so far. The battle engine at 90% completion!

Demo V0.15 (Added 17/02/2012) - The Battle Engine at 90% completion (Game Over and Player HP being less than 0 left to sort). Also feedback from TheUltimate has started being used

Posted Image

Kekira has summed up how I feel about the gruesome getting the battle engine to a decent state

And as usual, I have some things I'd like to know.

  • Apart from there not being a Game Over and the Player HP can be less than 0, are there any bugs?
  • What did you think of the Battle Engine?
  • Do you think that the Battle Interface is easy to use?
  • For enemies up to level 10, do you think the difficulty level is right?

Now unlike previous testing, I am putting a cap on what things you can use in battle.

  • You may only give Tetiro a better weapon (Hammer Sword V.1)
  • You can use any V.1 jewels and ONE V.2 Balanced Jewel
  • For this version, only the characters available in the official demo have been set available

And I recommend trying each area with the following levels

  • Hallowed Woods : Levels 1-3
  • Brewery : Levels 5-6
  • Castle Dungeons : Levels 7-8
  • Dark Woods : Levels 9-10 (Only in this area you can equip the Hammer Sword V.1 and V.2 Balanced Jewel)

    EDIT: I have also put two Testing functions in.

    Enter : All characters level up
    Shift : Automatically triggers a battle. Won't work correctly in Colensa. But don't worry you won't get an error. It'll just enter battle but as there are no enemies, you automatically win the battle.

As usual, feedback other than what I ask for is very appreciated

Edited by King Tetiro, 17 February 2012 - 09:21 PM.

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#16 King Tetiro

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Posted 21 February 2012 - 01:25 PM

No big news or updates today, minus the fact we've opened a Twitter account for the game.

https://twitter.com/#!/Legena_T_N_D

I was talking to some first years in my university course and they gave me the idea for this. I hope to bring the up to date knowledge to Twitter. And maybe Facebook if things go well.

Me and my team still await the feedback from the battle engine so please provide feedback
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#17 King Tetiro

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Posted 25 February 2012 - 09:44 AM

We have a new version today with the following changes.

Demo V0.16 (Added 25/02/2012) - Player HP going no longer less than 0, Preset Battles and Enemy Health Bars

  • Player HP no longer goes less than 0
  • Battles are preset rather than random so you the player can trigger them
  • Enemies now have Health Bars so you can tell how far they are to being wiped out

I will be working on the following next

  • Graphical Changes
  • Indication if the player is in an area with battles

I hope to have some feedback for the changes and the battle engine.
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#18 TheUltimate

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Posted 26 February 2012 - 02:55 AM

Man, you have no idea how awesome it is to see that your suggestions are actually being used in someone's game. (Yep, breaking your self-post streak with style. :yes:) Kinda weird how there isn't much feedback here. It's a pretty cool game.

I'm gonna try the new version later, probably tomorrow. Would you like me to post what I think here or just stick it in that PM we have going?

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#19 King Tetiro

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Posted 28 February 2012 - 07:50 AM

Man, you have no idea how awesome it is to see that your suggestions are actually being used in someone's game. (Yep, breaking your self-post streak with style. :yes:) Kinda weird how there isn't much feedback here. It's a pretty cool game.

I'm gonna try the new version later, probably tomorrow. Would you like me to post what I think here or just stick it in that PM we have going?

TheUltimate


Yeh I kind of notice how there has been very little feedback. I'd appreciate your feedback on it in this topic. Hopefully it'll bring more people along.

In other news, the marketing plan is pretty much wrapped up. I've been getting designs for the game logo and music. The future looks bright.
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#20 King Tetiro

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Posted 04 March 2012 - 07:52 PM

Apologies for the late update.

The reason there hasn't been an update lately is because I am part of the beta testing for GMStudio. So we are using Legena and my coursework to aid in the testing of GMStudio. So until the title logo has been fully designed, they'll be no updates for now.

So until then, can people please test V0.16? I'd really appreciate it?

(Uh-oh, the continuous posting is starting again lol)
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#21 Desert Dog

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Posted 05 March 2012 - 02:21 AM

O.k. loaded it up, giving first impressions. (writing as I play.. excuse typo's, etc)

Arrows keys didn't work. Neither did mouse, until I clicked on the movey pad thing on the left. Mmm,

First battle was a little confusing. I think, in my opinion, that the text needs to be BIGGER. It really is tiny! :tongue:

O.k. second battle. I tried a fireball, then it selected the second player, so I did something.. and then something weird happened, there was like a grass field, sword there in the middle, some guy walked up to it, then some flashy thing happened, and then it went back to the battle scene, and the fox thing was killed by the same sort of flashy thing.

Perhaps it's a good time to mention I don't play many RPG's. :whistle:

O.k. another fight. It isn't obvious who your attacking with. I see up the top you have (in tiny text) Tetiro's turn, but I'd also think about lighting up his stat box, maybe make him walk a few paces forward (and have the attack, fireball, etc, interface align with him a bit higher)

Just something to stand out a bit more, ya know? I mean, I'm sure if I keep playing this, I'll know automatically who I'm attacking with just from experience, but this is first impressions.

(overworld map) I'd really like to click anywhere on the screen, and move there..

Umm, is it just me, or after you finish the battle, do you have to wait a few seconds? Like, have to? At least make something like a 'tap to continue' sort of thing! :tongue: As a suggestion, maybe a little box showing the exp gained, (and gold?) and a tap to continue.

Btw, I just discovered that while enter doesn't skip to the map again.. it does do something. :whistle:


I think I'd make the overworld movement a bit faster. Why not. Nothing particularly exciting is happneing their, so it just means I can get from A to B a bit faster.

(goes on settings to try find a teleporting spell) Ooooh, I can select walk speed! Very nice!

Finally got attacked (in battle). I generally kill them all first. :tongue: a guy was standing in the middle, and an arrow appeared in front of my guy who's on the right. Looked a bit weird, it seemed to come from no-one. :tongue:
I think.. make the arrow come from the guy in the middle!

Hmm, did the sea monster magic thing. Is there anything I'm meant to be doing when it shows the ocean where it's at? Like, I dunno, clicking it, or shaking the mouse around, or something? Feels like I should be doing something..

No seriously, let me click when the battle ends so I can go to the map quickly.

O.k. so I'm not discovering anything, except for what seems to be a huge overworld (lookin' good!) but no characters, dialogue etc, so I'm guessing that's still to come.

The engine seems really solid, few little tweaks&that (like letting the player click back when he's finished a battle..) and the movement is awkward with just a mouse.. I'd like to be able to click anywhere, like I said. But yeah, great start so far. :biggrin:
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#22 King Tetiro

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Posted 09 March 2012 - 01:23 PM

Alright folks, today we officially start our hunt for Android testers. In the future, GMS will be released and we will no longer be releasing PC demos. But that won't be until we know it works on Android/iOS. Now I can test an iPhone as they are all basically the same. But Androids come in all shapes and sizes.

So we will need your help people. We need testers. There's nothing you need to do right now except to put your hand up and say "I'll help". If you are willing to help test the Android version, send me a PM with saying so and what phone you have. The more different types we have, the better!

EDIT:

Arrows keys didn't work. Neither did mouse, until I clicked on the movey pad thing on the left. Mmm,

Read the first post :P

Perhaps it's a good time to mention I don't play many RPG's

Haha fair enough

O.k. another fight. It isn't obvious who your attacking with. I see up the top you have (in tiny text) Tetiro's turn, but I'd also think about lighting up his stat box, maybe make him walk a few paces forward (and have the attack, fireball, etc, interface align with him a bit higher)

Now that's a great idea! I shall implement this!

I'd really like to click anywhere on the screen, and move there..

Not sure people would like that. I will put up a poll on that one

I think.. make the arrow come from the guy in the middle!

Was thinking about doing this. Still thinking about it

Is there anything I'm meant to be doing when it shows the ocean where it's at? Like, I dunno, clicking it, or shaking the mouse around, or something? Feels like I should be doing something..

TheUltimate did point this out as well. But I explained that not many RPG players actually want that. It may come into play in future games. But this game will be left alone

No seriously, let me click when the battle ends so I can go to the map quickly.

Your wish is my command *goes all genie ass*

O.k. so I'm not discovering anything, except for what seems to be a huge overworld (lookin' good!) but no characters, dialogue etc, so I'm guessing that's still to come.

You haven't been to Colensa or Colensa Castle yet :P It's there! Go find it! :P

The engine seems really solid, few little tweaks&that (like letting the player click back when he's finished a battle..) and the movement is awkward with just a mouse.. I'd like to be able to click anywhere, like I said. But yeah, great start so far.

Good to hear :)
I will be using some of your suggestions to move the quality forward

Edited by King Tetiro, 10 March 2012 - 09:17 AM.

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#23 TheUltimate

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Posted 10 March 2012 - 04:40 AM

Aww, I don't have an Android. :( Ah well...
Anyway I had a random idea. The vortex things marking battles should slowly move around and flicker in and out of existence once in a while. Right now they're kind of... static. Other than that there isn't really much to say. It's looking good as it is.

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#24 King Tetiro

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Posted 12 March 2012 - 06:38 PM

Aww, I don't have an Android. :( Ah well...
Anyway I had a random idea. The vortex things marking battles should slowly move around and flicker in and out of existence once in a while. Right now they're kind of... static. Other than that there isn't really much to say. It's looking good as it is.

TheUltimate


I will be implementing the vortex moving, disappearing etc in a future update!

In other news, I've finished the Abilities menu, done most of the Game Menu (The menu that you can save the game in) and overall making sure it'll port to GMS well.

Also, the saving is done!
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#25 King Tetiro

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Posted 17 March 2012 - 11:59 AM

Ok dudes, we're getting close to the point where can start waving the "WE'RE PUTTING STORY IN NOW" flags around.

So I've been fleshing out the story a bit. I haven't forgotten about the following issues

-Vortexes <- You now have to avoid moving vortexes
-Town Warping (That's my quirk with the game.)
-Stat Box highlighting <- Brighter orange for the chracter you're currently controlling in battle? Result.
-Skips the battle ending <- You can skip the battle ending. You happy now? :tongue:
-Maybe Arrow editing?

EDIT: I've been updating the version. Expect a new version soon! With Saving and Loading (Just a pity I'm having a loading time problem. I'm on the case though)

EDIT 2: Looks like the loading time is sorting itself out. I have no clue what's going on lol

EDIT 3: Oh btw, we've started to add content and story! ::lmao::

Edited by King Tetiro, 18 March 2012 - 03:45 PM.

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#26 Mr Game

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Posted 19 March 2012 - 05:33 PM

How can I test on android? I'm ready!

PS: I already follow you on twitter!
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#27 King Tetiro

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Posted 19 March 2012 - 06:27 PM

How can I test on android? I'm ready!

PS: I already follow you on twitter!


I'm going to add you to the the testing list. So once we start Android/iOS testing, we'll let you play it on the phone!
(Be sure to let me know what type of phone you have so I can check up the screen resolution. The more screen res sizes we can confirm it works on, the better!)

In other news, a brand new version is out!!!!

Demo V0.17 (Added 19/03/2012) - Abilities Menu, Saving/Loading, Some story scenes and the Title Screen

  • Moving Vortexes
  • Character Highlighting in battle
  • Skip Battle Ending
  • Saving/Loading
  • Title Screen nearly done
  • Finished Abilities Menu
  • A scrape of the story!

Enjoy folks!

Edited by King Tetiro, 20 March 2012 - 07:27 AM.

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#28 TheUltimate

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Posted 20 March 2012 - 01:03 AM

Sweet! Gotta try this later.

EPIC TWO-DAY-LATER EDIT: Going for the tried-and-true "write stuff down as you play" method this time. (Beware the wall of text hidden within...)
Spoiler


TheUltimate

Edited by TheUltimate, 22 March 2012 - 12:22 AM.

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#29 Mr. RPG

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Posted 20 March 2012 - 02:52 AM

Woah!

I tried fighting two Bandits, but they attack me infinitely. When my HP is 0, they still attack. It loops beyond Round 30+.

Pressing Enter will make it stop, giving me back full HP and thus allowing me to attack.

Edit: I don't remember why or how I got in to this situation. Other battles seem to play through fine.

Edited by Mr. RPG, 20 March 2012 - 02:55 AM.

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#30 King Tetiro

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Posted 20 March 2012 - 07:41 AM

Woah!

I tried fighting two Bandits, but they attack me infinitely. When my HP is 0, they still attack. It loops beyond Round 30+.

Pressing Enter will make it stop, giving me back full HP and thus allowing me to attack.

Edit: I don't remember why or how I got in to this situation. Other battles seem to play through fine.


Ah crap. I forgot to add the Game Over didn't I? I'll be adding that in the next version.

What do people think of how the story scenes are being done? Are there any quirks with the scenes?

Things to be added in the next version
  • Game Over at long bloody last (Bet all of you are getting sick of the immortality)
  • More story?
  • Work on the Title Screen (Got to wait for RPGJunki to finish the logo)
  • Music

Wow. This list is getting shorter now. It may actually be time to start working on the story ::lmao::
Can't actually believe I finally started to add story. First time in ages an engine has progressed to starting to have content.

Edited by King Tetiro, 20 March 2012 - 07:41 AM.

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#31 Mr Game

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Posted 20 March 2012 - 01:05 PM

@King Teiro
I have a 320x240 Samsung Galaxy Mini with Android 2.3.4, but Game Maker says it's 427x320 (not true, it's a runner's bug)

Anyway, I'm working on a analog pad with multi-touch support (also with 2 buttons). I think this evening it will be ready for upload...
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#32 King Tetiro

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Posted 23 March 2012 - 10:20 AM

Response to The Ultimate
Spoiler


Woah!

I tried fighting two Bandits, but they attack me infinitely. When my HP is 0, they still attack. It loops beyond Round 30+.

Pressing Enter will make it stop, giving me back full HP and thus allowing me to attack.

Edit: I don't remember why or how I got in to this situation. Other battles seem to play through fine.


Huh. The attacking forever thing only happens when your HP is less than 1. And that's because I haven't done the Game Over yet. But I can soon :D

@King Teiro
I have a 320x240 Samsung Galaxy Mini with Android 2.3.4, but Game Maker says it's 427x320 (not true, it's a runner's bug)

Anyway, I'm working on a analog pad with multi-touch support (also with 2 buttons). I think this evening it will be ready for upload...


Oh cool, good luck with that. And great, a 320x240. It'll be good to see what the game looks like scaled DOWN


For the next version, I aim to implement the following.
  • Corrections in the Intro <- Corrected. Can't believe I made a typo. :thumbsup:
  • A refined speech from the NPC outside the blacksmith's <- Refined and makes sense. :thumbsup:
  • A second line of text from the Shed NPC <- Taking the loot from the shed will now make the Shed NPC say something new :thumbsup:
  • Skip Scrolling Text <- You can now skip scrolling text :thumbsup:
  • Swapping the Town Warp and Options <- Options and Town Warp have switched :thumbsup:
  • Instructions on Saving <- Even better, you can now select the boxes :thumbsup:
  • Game Over
  • Option for Stamina mode! <- Stamina mode activated :thumbsup:

Keep the feedback coming folks!

Edited by King Tetiro, 25 March 2012 - 06:34 PM.

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#33 King Tetiro

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Posted 27 March 2012 - 12:05 PM

We have a new sparkly update! A new version!

Demo V0.18 (Added 27/03/2012) - Game Over and Fixes

  • Corrections to Intro
  • Refined speech from the NPC outside the Blacksmith's
  • A second speech from the NPC outside the shed
  • Scrolling Text can be skipped by clicking the screen
  • Town Warp and Options have been switched round
  • You can now select the boxes in the Saving and Loading
  • Game Over

I'd like alot of feedback on this. In fact the most feedback you can produce! Because apart from the Town Warping, there's nothing left in terms of the gameplay mechanices to be constructed. After this version, we'll be wrapping up the engine by doing music and looking towards making it for mobile phones.

Of course, with GM Studio still in Beta, the portability is on hold. Fortunately based on the fact there's no special functions use in New Dawn and that we're ahead in progress, we'll be able to make sure the game ports to phones. In the mean time, we'll be working on the story.

So let's hear the feedback!

EDIT: We've just added the scenes 5 and 6. Along with the first boss! Hoozah!

EDIT 2: Thought it's high time for another screenshot. Showing the scene before the first boss!

Posted Image

Edited by King Tetiro, 28 March 2012 - 12:45 PM.

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#34 King Tetiro

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Posted 30 March 2012 - 06:29 PM

It's been three days since the start of the story scenes. And we've pretty much done the story scenes of the first "chapter" along with the five bosses of that "chapter"

Posted Image
The first official screenshot of the game

Keep testing folks so we can gather feedback!

Edited by King Tetiro, 30 March 2012 - 06:33 PM.

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#35 Desert Dog

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Posted 30 March 2012 - 08:34 PM

Oh, I mis-read your earlier post, and thought there were going to be no more pc demo's (just android)

My bad. :tongue:

I'll give it a go when I can. Maybe later tonight.
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#36 King Tetiro

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Posted 02 April 2012 - 08:12 PM

Oh, I mis-read your earlier post, and thought there were going to be no more pc demo's (just android)

My bad. :tongue:

I'll give it a go when I can. Maybe later tonight.


Cool beans! Until GM Studio is officially released (No longer beta), there will still be PC demos. The next version will have the story content of the first "chapter"!
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#37 King Tetiro

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Posted 05 April 2012 - 09:15 AM

I have an important news! With GM Studio being fully released in the second quarter of the year, this means that there's another 2 months at least before we can fully port Legena and get a good testing of it done. As a result, I have decided that we're going to EXTEND the demo's official content and continue with the progress of Legena. At the end of this week, a new version will be uploaded if no bugs or glitches are found with the contents of the first "chapter". Alas, no music just yet :(

Keep testing folks!
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#38 King Tetiro

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Posted 07 April 2012 - 02:53 PM

Following the important news, we're releasing the version 1.00 of the first "chapter". There's still a long way to go and there's aspects of the demo which haven't been done (Music, Finished title screen and the first scene)

Demo V1.00 (Added 07/04/2012) - Demo #1

We'll require alot of feedback to make sure it's all good. So please provide feedback!
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#39 TheUltimate

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Posted 08 April 2012 - 11:03 PM

Here's another wall of text for ya:
Spoiler


So yeah. It's looking good.

TheUltimate
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#40 King Tetiro

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Posted 13 April 2012 - 08:57 AM

With the feedback from TheUltimate, the following will be in Demo 1.01 which I will have finished by next weekend (This weekend I'm packing to return to university so things are a bit busy)

  • Capped Text : If there's something you should pay attention to, the words will be in CAPITAL LETTERS
  • Location : Whilst exploring the world, you will now be able to know what area you are in
  • Slowed Down "Level Up" and Damage Text
  • Refined Story Text
  • Battle Encounter bugs
  • Progress Bar : In the Game Menu, you can now know what you need to do next in the storyline
  • Fixed Battles : There are now some battles that you can't run away from
  • Safe Areas : For safety and you can save in these areas
  • You can know what the item does before selecting it in battle

This will all be in the next update folks! We do need more testers though! So spread the word!

Edited by King Tetiro, 13 April 2012 - 08:58 AM.

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#41 King Tetiro

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Posted 18 April 2012 - 10:01 AM

Hi folks, been working on the GMStudio to see what's what and I found out I have to retile all the Rooms we've done. That was a kick in the teeth right?

Anyway, this means that progress to the second chapter has HALTED so we can retile the Rooms. Though if anyone can lend a hand to the retiling I'd really appreciate the help!
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#42 King Tetiro

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Posted 22 April 2012 - 08:26 AM

Wow has the new GMStudio been a few steps back. The retiling's on hold until GMStudio has another update. However if it takes too long I will just storm the retiling and worry about porting later. As the chapters are very similar to add-ons.

In other news, I'm performing procedures to keep a constant frame rate on the phones. When Colensa is on fire, the frame rate lowers. No doubt due to the number of Effect_Objs.

Anyway, what do people think about a PC version?

Edited by King Tetiro, 22 April 2012 - 06:28 PM.

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#43 King Tetiro

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Posted 27 April 2012 - 06:10 PM

We have some sad news. For the past week, I've been constantly trying to fix the frame dipping causes in Colensa. I've come to the conclusion that without drastically reducing the quality of Colensa, we're going to have to pull out of Android/iOS for Legena. We will instead be highly focusing on the development of a PC version and in the future, a Mac version. Whilst this is a sad day for Android/iOS phone users, it does mean we can start churning out the demos! Expect some very fast progress from May onwards!

In good news however, we are producing a new puzzle platformer for phones called Leon! So go and check it out!
http://gmc.yoyogames...howtopic=538091

EDIT: Well what do you know, we reached 100+ downloads! Hoozah!

Edited by King Tetiro, 27 April 2012 - 10:24 PM.

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#44 TheUltimate

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Posted 02 May 2012 - 01:56 AM

Aww, that's too bad. I'm really glad that you guys are still continuing with the game despite that huge setback, though. It's great to see determination like that. :thumbsup:
I'll give Leon a try after I review all the Jam 6 games. There are more and more games every single time, and I didn't finish playing them all last time, so I guess I'd better get to it!
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#45 nathantcash

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Posted 02 May 2012 - 04:21 PM

The level one enemies are a tad too easy to defeat.
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#46 KilljoyEnt

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Posted 04 May 2012 - 07:54 AM

I've been reading this thread tonight from start to finish, and I have nothing but praise... Even though I haven't even played the game (I'm mac!).

It's truly AMAZING to see how clean and documented your updating is. Incorporating the initial plan, crossed out, with a comment makes it really easy to follow your progress, and KNOW what's going on in the development.

The flow and value of what little feedback you're getting (should be a lot more, considering how much you've put in so far!) is tremendously heartwarming. Even if they game was terrible, I'd still buy it because I see enough of the process to feel like even -I- am a part of your development team! That's an award-winning quality in a company, I'd say!

Sticking to 8-bit integrity as well.. at least in my eyes, that's truly something to appreciate!

Let me know as soon as you guys start leaning mac-side, and I'm 100% willing to play, critique, and feed-back.
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#47 King Tetiro

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Posted 10 May 2012 - 11:14 AM

I've been reading this thread tonight from start to finish, and I have nothing but praise... Even though I haven't even played the game (I'm mac!).

It's truly AMAZING to see how clean and documented your updating is. Incorporating the initial plan, crossed out, with a comment makes it really easy to follow your progress, and KNOW what's going on in the development.

The flow and value of what little feedback you're getting (should be a lot more, considering how much you've put in so far!) is tremendously heartwarming. Even if they game was terrible, I'd still buy it because I see enough of the process to feel like even -I- am a part of your development team! That's an award-winning quality in a company, I'd say!

Sticking to 8-bit integrity as well.. at least in my eyes, that's truly something to appreciate!

Let me know as soon as you guys start leaning mac-side, and I'm 100% willing to play, critique, and feed-back.


That is great to hear we have a follower despite not having a mac-side yet! :thumbsup: And regarding the clean and documented, it seems my university course has actually improved my development skills.
We hope that we can produce another demo during the summer break!

Progress is still underway with this. I'm personally in the middle of university hand-in dates so been pre-occupied. Plus I turned 21 so been addicted to Pokemon Heartgold :tongue:
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#48 KilljoyEnt

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Posted 11 May 2012 - 08:16 AM

Outstanding, man. Live it up, enjoy it, and keep me updated! :]
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#49 Wolf Dreamer

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Posted 16 May 2012 - 07:37 PM

A very small window appears that the game is played in. No way to resize it.

My eyes hurt badly if I have to squint at small things like that for long so I couldn't play it.

Sounds like an interesting project though. If you add in the ability to go full screen, or just have a default size that is larger than that, please PM me so I hear about it.

==edit==
The Ultimate answer was given to me by PM, I needing only to hit F4 to go full screen. Doh!

Played the game, got killed in town while trying to find a way around the fire to get back to the castle. The only human is in the tavern, and everyone else is a blue faced whatever. Odd.

Edited by Wolf Dreamer, 17 May 2012 - 02:47 AM.

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#50 King Tetiro

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Posted 21 May 2012 - 06:25 PM

==edit==
The Ultimate answer was given to me by PM, I needing only to hit F4 to go full screen. Doh!

Played the game, got killed in town while trying to find a way around the fire to get back to the castle. The only human is in the tavern, and everyone else is a blue faced whatever. Odd.


Haha good to know Ultimate strikes again. "Who is that masked ultimate man?" lol Cheers Ultimate for the lending hand

Yeh, the game takes place in the country of Orenna. Home to Crens. Hence why the majority of the population aren't human.


New update, I've started working on Legena after taking a break due to university. We're now working on the story scenes again. Shouldn't be too long before a demo 2 is released!

Edited by King Tetiro, 21 May 2012 - 06:28 PM.

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