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#101 Serdnad

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Posted 03 November 2012 - 09:57 PM

More mysterious? Interesting.

Anyways, what about the puzzles and adding to the rooms?

And my newest question, When can we expect the game to run in fullscreen?

Edit: Oh and about this:

- If I remember right, since i haven't played in a bit, the running animation is a bit weird. He does a little hop here and there. Might not be, but that's what I remember.


There's no hop. Its the beginning of the running sequence. Does he stay in the first post for so long on purpose?

Edited by Serdnad, 03 November 2012 - 10:00 PM.

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#102 Lotias

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Posted 03 November 2012 - 10:01 PM

Anyways, what about the puzzles and adding to the rooms?


Those rooms technically won't exist once I update the game, but I'll work on adding puzzle elements. I'm also looking at procedurally generated dungeons (they would be very simple, though)

And my newest question, When can we expect the game to run in fullscreen?


When I get a better substitute for show_question(). Pop-up menus suck.
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#103 Serdnad

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Posted 04 November 2012 - 03:08 AM

When I get a better substitute for show_question(). Pop-up menus suck.


show_question()? So you're not making your own question things?
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#104 Lotias

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Posted 04 November 2012 - 03:13 AM

Not yet, at least :thumbsup:
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#105 Serdnad

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Posted 04 November 2012 - 03:38 AM

ah. Yeah, doesn't make sense making them now if you're gonna change everything. Well, cant wait for the new version. Meanwhile, i'm gonna see how much damage i can make a fireball do by modifying the ini file Posted Image
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#106 Serdnad

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Posted 04 November 2012 - 03:50 AM

I meant to mention this earlier, and i remembered since it just happened again. I was screwing around by jumping in circles or so, and then i fell through the floor and under the map.
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#107 Lotias

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Posted 05 November 2012 - 05:50 PM

Updated with -
less glitchy platforming
the beginnings of a completely different storyline

Both of the new pieces of music are temporary.
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#108 Serdnad

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Posted 05 November 2012 - 11:08 PM

Woah. The update is awesome, and so is the tutorial. amazing job.

Only one thing i would change. that first sign, next to the mallet on the floor. it contains too much information for one sign, and i only knew how to equip the mallet because of the previous version.

Split the information on another one next to it, and move the mallet to the right to make space for the new sign. And u have to include how to equip the mallet, because all u said is that theres a menu u can access by pressing equip. But u dont have to include all that. the new signs can say something like, "Press escape to access your inventory. from there you can equip weapons, spells, and shields, as well as choose which stas to upgrade."
Then the second sign: "Try equipping the mallet you jst picked up"
third sign: "Press whatever to use your equipped weapon."

Overall, amazing update. Nice loading bars too
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#109 Lotias

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Posted 07 November 2012 - 07:57 PM

Updated;
Sound glitch fix.
Some platforming glitch fixes.
A subtle effect added.

Tutorial signs changed around a bit.

New area.
New item type (Shards!)

The view moves much more smoothly, and in the direction the player's facing.

You no longer have to click on items to view the item's info.

EDIT: Also, if someone would like to make a gameplay video and send it to me so I can upload it on YouTube, I'll put you in the credits

Edited by Lotias, 07 November 2012 - 08:02 PM.

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#110 Lotias

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Posted 09 November 2012 - 09:04 PM

Updated again with better jail music and fixed a bug that really got in the way of gameplay.
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#111 Lotias

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Posted 13 November 2012 - 03:13 AM

Gee, it sure is nice to have feedback after I make an update I'm not sure about
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#112 Serdnad

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Posted 14 November 2012 - 03:40 AM

Gee, it sure is nice to have feedback after I make an update I'm not sure about


Anytime friend.

Unfortunately, you're getting feedback now Posted Image. Anyways, first thing is, i got a bit bored of doing the same thing over and over, so i tried attacking the wiz guard. lol, horribly idea. I lived, with 5 hp left, moved on, got killed by first guard in the big ruin after the one with pole and first wiz guard. Got this:
___________________________________________
ERROR in
action number 1
of Draw Event
for object obj_pause:


Error in code at line 43:
{if x>obj_view.x-640
^
at position 18: Unknown variable x




Anyways, im gonna go try again, and ill update my post afterwards.

Update: Hehehe, i was able to load, and when i did, i was back to full health and full mana. Might wanna change that.

Also, for the sake of saving whoever tests your game other than me and you, as well as me and you time by adding a save thing at the end of wat you have so far? Or rather, not now, becuase youre still developig this area, but once you add?

Edited by Serdnad, 14 November 2012 - 04:16 AM.

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#113 banov

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Posted 14 November 2012 - 05:02 AM

  • Yow, that text scroll sound! Turn it down or play it less frequently, it's quite grating. >_<
  • Crossing your arms and tapping your foot are ok when I'm not in control, but it would feel a bit smoother to have a regular standing pose for a little bit and then transition to that animation
  • The equipment/menu screen is not very nicely organized--and I only found it when I tried to quit the game with esc, thinking that the game had broken since pressing F didn't use my weapon. :P
  • And I got an error when I died:
ERROR in
action number 1
of Draw Event
for object obj_pause:

Error in code at line 43:
    {if x>obj_view.x-640
                   ^
at position 18: Unknown variable x
It happened in every frame, so I decided to stop there.

From what I played, the game shows a lot of ambition, though there's a lot of room for smoothing in the basic interface. Buttons are weird and far apart--arrow keys, W and F are my movement and spells? And the menu needs to be just a bit prettier and more friendly, if not more visible on the main game screen. You want to get rid of things like the windows default drop-down menus in favor of your own little buttons. Touches like that go a long way. It's clear you've been working hard on this already, I hope you keep going and make something nice out of it :)

Edited by banov, 14 November 2012 - 05:03 AM.

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#114 Lotias

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Posted 14 November 2012 - 06:57 AM

That error's being fixed in the next version.

@Banov;
Those controls are just the default. You can change them in the inventory/menu.
Also, there should be a sign saying you can open the inventory by pushing Escape by the weapon.


•Yow, that text scroll sound! Turn it down or play it less frequently, it's quite grating. >_<

I keep telling myself to do that but never do aaaaa I'll work on it

•Crossing your arms and tapping your foot are ok when I'm not in control, but it would feel a bit smoother to have a regular standing pose for a little bit and then transition to that animation

Eye candy's going to be least priority at the moment but I like the idea.

•The equipment/menu screen is not very nicely organized--and I only found it when I tried to quit the game with esc, thinking that the game had broken since pressing F didn't use my weapon. :P

How should I better organize it?

Edited by Lotias, 14 November 2012 - 07:01 AM.

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#115 Lotias

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Posted 16 November 2012 - 01:55 AM

Updated with just a glitch fix and a save point where the beta ends. No real new content yet because of school related things.
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#116 Lotias

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Posted 13 December 2012 - 08:53 PM

Well, still no update, but since it's been a month I might as well post something.
I haven't been able to update as often as I used to due to juggling this along with school and an internship.
Right now I'm working on the first dungeon, a few more cutscenes, and universal equipment slots (Equip anything to any 4 slots!)
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#117 Lotias

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Posted 15 December 2012 - 11:26 PM

Updated, finally, with a couple new maps and cutscenes, more enemies, the first offensive spell, and a few glitch fixes.
No universal equipment slots yet.
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#118 Lotias

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Posted 18 December 2012 - 08:53 PM

Also, if anyone's even playing this, should I add back in knockback when you hit an enemy? I thought it made it too easy to kill some enemies without getting hit. :geek:
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#119 Serdnad

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Posted 03 January 2013 - 10:35 AM

The game is coming along quite nicely.

Although if the enemies dont get knocked back every hit, then why should we? lol, caused me a few deaths.

A few minor things:
  • I personally don't mind the running sound. It's that jump sound that's killing me, but that might just be me. Maybe reducing how often it happens with randomization might help a bit though...
  • Also, maybe you can make the slimes bigger, since they're pretty small, and since they kind of blend with the background, a bit hard to notice.
  • The save point in the beginning of the second dungeon room i think it is could be moved to the beginning of the forest, and the save in the ruins could be moved to the entrance of the ruins, instead of the corner next to the entrance. or it could be removed, since it'd be really close to the forest one, if you went with that.
  • For the inventory, can you do tabs? instead of the buttons at the bottom just some tabs at the top? and then an exit button in the corner?
But if you do any of these, please take out the knockback.

Oh, and how come i cant attack mid-air? Now i can't be a bad*ss with air assassination Posted Image
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#120 Lotias

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Posted 03 January 2013 - 07:12 PM

Although if the enemies dont get knocked back every hit, then why should we? lol, caused me a few deaths.

caused me a few deaths.

There you go, that's why

For the inventory, can you do tabs? Instead of the buttons at the bottom just some tabs at the top? and then an exit button in the corner?

I don't see what the difference would be aside from the exit button. I like the exit button though, I might do that.

But if you do any of these, please take out the knockback.

NO
That would remove some major game mechanics involving the shield (I'm planning on adding a shield to use in hopefully the next update)
Using a shield prevents all knockback and reduces damage, but prevents you from moving.

Oh, and how come i cant attack mid-air? Now i can't be a bad*ss with air assassination

Technically because I don't actually have an air-attack animation, but I'm not entirely sure that I need one.
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#121 Serdnad

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Posted 04 January 2013 - 02:49 AM

Oh, and how come i cant attack mid-air? Now i can't be a bad*ss with air assassination


Technically because I don't actually have an air-attack animation, but I'm not entirely sure that I need one.


You don't need one. Just change the sprite like it normally would, it should look fine.

Also, so you're not going to remove knockback? because those times i died it was because i got cornered and couldn't get out. Although the shield thing makes sense, and without knockback there's no point in using a shield...

I dont know how you're going to get around that, if i think of something ill mention it, but either way, i think the enemies do too much damage. It took a lvl 2 slime about 5 hits to kill me at 50 health.

Oh, and a no to the tabs? :( Ill try and make a pic to show you what i mean(I'm pretty darn bad with graphics.)
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#122 Lotias

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Posted 04 January 2013 - 02:54 AM

I know what tabs are, thanks

I dont know how you're going to get around that, if i think of something ill mention it, but either way, i think the enemies do too much damage. It took a lvl 2 slime about 5 hits to kill me at 50 health.


Don't get hit 5 times (I find it easy enough) and put stat points in Constitution. I'm probably going to increase the number of stat points you get per level sometime.

...because i got cornered and couldn't get out.


I'll think of something.
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#123 Serdnad

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Posted 04 January 2013 - 03:38 AM

When i got hit 5 times, i wasnt playing, i was testing how many hits it takes to die. And considering it takes maybe 3 hits to kill a unit, and there are several more units than there are you, i still think the enemies should still have less damage.

put stat points in Constitution. I'm probably going to increase the number of stat points you get per level sometime.


hehe, i always put the first 2 in strength, for faster killing. But yeah, i think you should. never seen a game that only gives 2 per level up. I think 3 is quite reasonable, around there.


Oh, and i know you know what tabs are, i just didnt know if you pictured the same thing as me, but nevermind i guess.
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#124 Serdnad

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Posted 05 January 2013 - 03:59 AM

just making sure, im not supposed to be able to go through the door in the ruin place right?

Anyways, i was playing, and i jumped on to one of the rising platforms, and my guy was moving to the right by himself. right after that, i got stuck in the wall next to it, except i could still move normally for a bit. Then my guy fell and started moving to the left, outside of the screen and under the play area.

Oh, and i thought about the knockback thing. eventually youre planning on ranged enemies right? thats when you would use the shield. or maybe if youre some boss player, or were fighting against something slow but strong, you would attack, use the shield, attack, etc. That way you could get rid of the horribly annoying knockback.
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#125 Lotias

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Posted 05 January 2013 - 04:14 AM

just making sure, im not supposed to be able to go through the door in the ruin place right?

Not yet.

Anyways, i was playing, and i jumped on to one of the rising platforms, and my guy was moving to the right by himself. right after that, i got stuck in the wall next to it, except i could still move normally for a bit. Then my guy fell and started moving to the left, outside of the screen and under the play area.

I'll work on it as soon as I get moving the project to GM:S all sorted out.

By the way, the bump limit is 48 hours.
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#126 Serdnad

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Posted 05 January 2013 - 08:15 PM

My bad, didnt mean to bump, guess i shouldve added to my original post. Anyways, i meant to mention this in my other post, but forgot to. You should move the "quit game" button in the pause menu, it feels like its just thrown in there and I always have to look for it. It should be in a corner or at the bottom or something like that.

Did you think about the knockback? or are you keeping it that way? it just looks weird when i get knocked back and the other guy doesnt.

Oh, and after you die, it shows your health and stuff in the main menu. Also, i dnt think the message after you die should include the ".. game will be restarted" part.

Also, congrats on getting Studio!
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#127 Gorkiller

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Posted 05 January 2013 - 08:41 PM

good graphics, kind of a good gameplay.. not attacking in mid air is annoying..
the tapping of the foot.. very annoying... other than that, IT's AWESOME!
Keep up the good work.

Edited by Gorkiller, 05 January 2013 - 08:42 PM.

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#128 Serdnad

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Posted 05 January 2013 - 09:16 PM

not attacking in mid air is annoying..

I know right!?!?



Hey, this isnt bumping since im replying to something right?

Also, to make this post more useful...

I was trying to go down from the middle ledge in the ruins to the bottom one without falling straight to the ground past the bottom one, so i was holding left and down, and my guy started fidgeting in place, posed like he was jumping to the left.

also, When you attack you attack in a wide range. Like, i can attack the first slime in the ruin standing on the platform right before the one hes on.


Hope im not getting annoying...
Serd.

Edit: Oh yeah, almost forgot. Lol, i have no idea how i do this stuff, but i got temporarily stuck in the propellors of a elevator thing.

Edited by Serdnad, 05 January 2013 - 09:55 PM.

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#129 Lotias

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Posted 05 January 2013 - 11:27 PM

the tapping of the foot.. very annoying...

The tapping sound when you're running or the idle animation?

Did you think about the knockback? or are you keeping it that way? it just looks weird when i get knocked back and the other guy doesnt.

Which is why I was asking about adding enemy knockback back in, but I've never gotten a really direct answer... :whistle:

Also, congrats on getting Studio!

If it weren't for problems like THIS I'd be happy about it too.

Edited by Lotias, 05 January 2013 - 11:28 PM.

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#130 Serdnad

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Posted 06 January 2013 - 02:37 AM

the tapping of the foot.. very annoying...

The tapping sound when you're running or the idle animation?


I'm sure he means the idle animation.(correct me if i'm wrong of course)

Which is why I was asking about adding enemy knockback back in, but I've never gotten a really direct answer... Posted Image


Must've skipped over that. Well, what you can do is add it back to the enemies, and then maybe make some heavy enemies that dont get knocked back. just an idea. Or you can take it out completely, which seems the most realistic to me actually, since the shield would still have purpose against ranged enemies.

Also, congrats on getting studio!

If it weren't for problems like THIS I'd be happy about it too.


Yeah, its weird the way the order is, and i think i remember hearing about the option but i never found it either. I also found another place where it shows you the order of all the creation code, but i cant find it again. Oh, and by the way, when you say regular creation do you mean the room creation?

Well, hope you get that solved.


Update: Looked around a bit more, and you cant change the order the code is ran in, they got rid of the option a while ago.

Edited by Serdnad, 07 January 2013 - 01:14 AM.

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#131 Gorkiller

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Posted 07 January 2013 - 04:32 AM

yes, i mean the animation, i don't know why but i just find it annoying :P.
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#132 Gorkiller

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Posted 07 January 2013 - 04:32 AM

Sorry double post..

Edited by Gorkiller, 25 January 2013 - 12:09 PM.

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#133 Lotias

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Posted 24 January 2013 - 12:21 AM

Well, because of numerous problems with porting this to GM:Studio and my new skills with the programming language rendering the methods I've been using for this game obsolete AND what I consider a very poorly done beginning to a plotline, I've decided to rebuild this engine from scratch for the fourth time starting today - this time optimizing it for HTML5. I'll also be reconsidering the plot a lot, hopefully making the intro much stronger, less cluttered, and all around more appealing.

tl;dr sometime in the future I'll be uploading a better HTML5 version of this
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#134 Lotias

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Posted 01 February 2013 - 03:51 PM

Well I updated the OP post with a development log link so whoever's interested can track my progress or something.
My Development Log

I won't be using this thread anymore, just a heads-up.

And yes, I did change the name to Heir to keep the name related to the plot.

Edited by Lotias, 01 February 2013 - 03:55 PM.

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