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Legena : The New Dawn - "Sweet, Sweet Nostalgia"


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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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#51 Eyas

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Posted 24 May 2012 - 04:11 PM

Great job! The game is well made and pretty polished for a WIP. Some feedback on the items you requested:

The battle system is intuitive and easy to use. That said, it is very difficult to figure out what each "ability" is. Since there is no way to take advantage of tool tips for "on hover" events on a touch device, I'm not sure how you might go about this, but it would be nice if I could find out what an 'ability' is, without using it, since the icons aren't always clear.

When you win a battle, it isn't clear if anything happens other than you winning. Do you gain any experience? Do you get any money after a battle? If so, it would be nice to have that be more obvious. If not, then this was communicated properly.

The difficulty seems about right in the beginning, a one-hit-kill for some of the basic enemies and rebels was understandable. It was weird, however, that I didn't seem to develop my skills or get any money that allows me to get stronger. I also didn't know how to heal myself, and so I came back to the castle with an HP of 4 and the battle ended badly. More help along the way seems obvious.

The dialog, at times, felt a bit too verbose, especially towards the beginning. While that can be understandable, it was also difficult to keep all the information I had in mind. This itself is not a big issue, but when you combine it with entering a huge city with so many houses (and where you don't know directions, etc.), it gets overwhelming at first.

And one final suggestion, it would be cool if dying didn't make the game end entirely. Checkpoints or something of the sort would be nice.

Hope that helps! In any case, great work!
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#52 King Tetiro

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Posted 29 May 2012 - 04:25 PM

The battle system is intuitive and easy to use. That said, it is very difficult to figure out what each "ability" is. Since there is no way to take advantage of tool tips for "on hover" events on a touch device, I'm not sure how you might go about this, but it would be nice if I could find out what an 'ability' is, without using it, since the icons aren't always clear.


I shall try to implement this at the start of the 3rd Chapter

When you win a battle, it isn't clear if anything happens other than you winning. Do you gain any experience? Do you get any money after a battle? If so, it would be nice to have that be more obvious. If not, then this was communicated properly.


Well we have heavily considered it but we can't think of a way that doesn't make the screen cluttered.

The difficulty seems about right in the beginning, a one-hit-kill for some of the basic enemies and rebels was understandable. It was weird, however, that I didn't seem to develop my skills or get any money that allows me to get stronger. I also didn't know how to heal myself, and so I came back to the castle with an HP of 4 and the battle ended badly. More help along the way seems obvious.


Skills are gained by leveling and gold is given by killing each enemy.

The dialog, at times, felt a bit too verbose, especially towards the beginning. While that can be understandable, it was also difficult to keep all the information I had in mind. This itself is not a big issue, but when you combine it with entering a huge city with so many houses (and where you don't know directions, etc.), it gets overwhelming at first.


Never had that piece of feedback before. Could you go into further detail on this?

And one final suggestion, it would be cool if dying didn't make the game end entirely. Checkpoints or something of the sort would be nice.


We decided that checkpoints wouldn't be possible at this point in time. I'll look into it near the game's completion.

I have news folks, Chapter 2 is very near to completion. There are only 6 story scenes to go before Chapter 2 is complete. So expect a new demo very soon!
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#53 Yudhis

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Posted 30 May 2012 - 03:26 AM

Wow. this game looks kinda cool. i will play it once i done learning.
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#54 King Tetiro

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Posted 30 May 2012 - 08:38 PM

Wow. this game looks kinda cool. i will play it once i done learning.


Well this will be beneficial then.

Folks, today marks the release of the 2nd Demo!

Demo V2.00 (Added 30/05/2012) - Demo #2

In this demo, the story and world has been expanded up to the point in the game where you fight a boss in Skia. I hope to hear feedback. We're trying to be a bit bolder with the story. And enjoy the 4 new characters to the group.

Have fun folks! I'm taking a small break from programming to job seek and await feedback from people.

EDIT: I should also note we are now a third of the way through the development of Legena : The New Dawn. The next chapter will be halfway through the story. So things are starting to heat up!

Edited by King Tetiro, 31 May 2012 - 08:03 AM.

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#55 TheUltimate

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Posted 09 June 2012 - 02:00 AM

I've only played about half of the first chapter, but I figured I'd leave a little feedback anyways.

- Not much to say about the game itself that I haven't said already. It's the exact same first chapter, after all, and I still like it.

- There’s definitely room to put the total health during a battle, like 90/100 HP or something as opposed to the text turning blue when it's full. Well, unless it goes over 1000 eventually cause there’s an item that restores that much health. In that case, you could have it change colours depending on HP, like >60% is green, >30% is yellow, and <30% is red. It just makes it easier to precisely tell how you’re doing. Or have a bar like your enemies as well as the number, so it's easier to get a more intuitive understanding of how much HP you're losing.

- Is there a possibility of adding full keyboard controls in addition to the clicking? Even with WASD, it’s a little unwieldy to play an RPG with the mouse AND the keyboard.

- Oh, and why does everyone attack out of order? It seems to go Tetiro, your enemies, Kekira, then Serat. Why not just let everyone on your team go first?

- I still find it weird how characters on the map look different than they do in battle. The plant boss thing looks way smaller than it does when you fight it, and the brewery bandits are dressed in different colours.

- Like I said, make the save functions easier to understand. I didn't know that you had to stand on the blue squares then go into the menu to save the game. Maybe have a separate button that appears that says "SAVE" on it so you know.

I'll have more to say when I get to Chapter 2. :)

Yeeaaahhh another three-day-later edit! I played through the rest of the game yesterday, but I just didn't put what I thought of it yet, so here ya go.
Spoiler

Edited by TheUltimate, 12 June 2012 - 02:19 AM.

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#56 King Tetiro

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Posted 15 June 2012 - 09:23 AM

Alright folks, with alot of feedback from Ultimate, I shall be applying the following changes

  • Critical Hit effects
  • More detailed stats in Battle
  • Frame Rate improvement
  • Reducing the difficulty of Sheki (Man he's a tough battle)
  • Sorting out a Effect glitch
  • New dialog for the Guards in Colensa Castle
  • Improve the story scenes' dialog
  • Implement Keyboard Controls
  • Improve one of the sprites
  • Fix a glitch with the grass in Dark Woods
  • Fix a movement glitch
  • Fix the Brewery Road scene
  • Provide a NPC with a tutorial on Save Points
  • Upgrade the Save Point outside Cline

After these changes have been applied, we will begin progress on Chapter 3
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#57 TheUltimate

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Posted 28 June 2012 - 04:13 AM

Here's another encouragement bump. :)
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#58 King Tetiro

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Posted 02 July 2012 - 05:49 PM

Thanks Ultimate,

With the testing of the 2nd Chapter done, we're moving forward with the 3rd Chapter! Now things are starting to heat up and we'll be walking into the next land on the planet, Argonal. The land of the Lukirians.

Expect some new screenshots soon! Currently tiling The Border. So here's what you'll be expecting.

  • First 16 areas of Argonal
  • More of the story
  • More enemies and bosses

I'd expected the 3rd Chapter to be done within the month!

Edited by King Tetiro, 02 July 2012 - 06:13 PM.

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#59 King Tetiro

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Posted 21 July 2012 - 09:54 AM

Wow it's been nearly 3 weeks since I posted, so I've decided to produce an update on what's going on.

We're currently producing the story scenes for Chapter 3

Posted Image

It introduces Shadow, the Bounty Hunter.
A demo will be coming soon!
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#60 Hyomoto

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Posted 28 July 2012 - 04:07 AM

Cool work; your engine is pretty solid. Major complaint, I have a 1080p screen, but its on a 17" laptop. Because of this, your game window IS TINY. I believe you had said it is scaled to 200%, but that isn't nearly enough I assure you. I used to play my NES on a giant TV, so pixel fidelity isn't an issue; sitting four inches from the screen is. I couldn't find a way to full-screen it either.

Also, I can empathize with your Studio issues. I was also planning on building an Android project, but right now it seems more viable to just focus on a PC version. The development pipeline is far from optimal.
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