|
Post by Dungeon Warden on Jul 7, 2005 18:27:08 GMT -5
Which command turns them a certain degree amount?
I just used Direction Change [Face leader] and put it in an endless loop. Well, not endless since I need to turn it off for sleeping NPCs. You can change an event a certian degree amount with the Event : Movement : Rotate command.
I know testing for difficulty is tough, but I think if you made these changes it would be a lot better:
Start the two of them with Bucklers equipped Start them at Level 2
Yeah, I was thinking I might need to pre-equip the bucklers or start the player with no equipment so he had to go to the store.
Criticals (and other special things like Defensive Criticals, Auto-Revives upon death, and Counters) only happen for party members
I might consider doing that.
Make an event battle at the entrance of the dungeon with an easy set of monsters
In the real game, you can't go in the dungeon right away. I think I'll add some practice combat or a short quest with easy monsters so you can get to second level before going into the dungeon.
Have townspeople warn the player of what some certain enemies do (like, 'make sure to bring a good amount of extra antidotes because the snakes in the cave are venomous', or something)
You do start with three antidotes. That should be enough to last you through most encounters.
Use a level-up system like Chrono Cross's
It's been a while. How does that system work?
I'd also say:
Since the criticals ignore defense the player can't do anything to lower the damage of them. Regardless of what the party member's defense is they'll always get damaged the same amount from the same enemy when getting hit by a critical. The formula seems to roughly be Normal Damage = Attack - Defense and Critical Damage = Attack. The problem with this is throughout the game the difference will get greater and greater (try plugging in some numbers and you'll see) and that the player can't do anything to raise resistance to it.
I have revised criticals so that they now do double damge instead of ignoring armor. If you defend against a critical, you take normal damage instead of half.
The bell thing was annoying because I didn't know what to do and kept getting into battles and couldn't run from them. It's near the entrance too, which means the player will likely examine it pretty quickly (first thing I examined). I ended up getting killed in the second battle from it (fortunately I'd saved right before it at least).
Yeah, the bell is a little hard. The timing for stoping the bell is trickly. I tried to time the sound so that you can hear the correct time to press X. Maybe a weaker enemy would make it less annoying?
I'd also say lower the price of the items some. I know throughout games reviving items have been expensive and hard to come by but I think it's better to make them cheaper (and revive spells cheaper). I think about a 3/4 price drop on items (just items, not equipment) except for Herb and Antidote would be good.
I did reduce the price of some items. I guess I could make the smelling salts cheaper since the combat is challenging. Note that it only costs 100 SP to get revived at the clinic.
I also like the item Smelling Salts as the reviving item.
I was playing an RPG that had Smelling Salts as the revival item and though that would be a good thing to use in my game.
I also noticed the money after the waitressing mini game messes up (doesn't reset to what it was before).
It doesn't mess up, playing the Minigame changes your money. You loose money if you waste food and gain money if you keep the customers happy. If you get good at it, you can make a lot of money playing the mini game.
A lower and farther angle for the town would help the player navigate better, as I was getting lost a lot and running random directions to get places.
You can change the angle with the custom camera including zooming way out and seeing the whole town.
And, great job on putting people into beds, I just did that some with my game and it's a whole lot harder than one would first think.
I just tried to move the doctor so his feet wouldn't stick out of the bed and had a hard time getting it to work. It's working now. I added snoring to my game as well.
P.S. I made some corrections to the demo using your suggestions. Not much has changed, except sleeping characters now snore. Other changes are less noticable except the special menu doesn't mess up anymore. Click on the link below my Sig. to download the newest file.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 8, 2005 0:36:53 GMT -5
Chrono Cross's was where all the members leveled upon beating a boss. The simplest way to do it in RPGM2 is just not giving experience in battles and forcable leveling the members up in the event after they beat the boss.
The thing with the bell was I had no idea what was going on during it. More instruction, and yes, easier enemies would be nice.
The demo was awesome. ;D
|
|
|
Post by Dungeon Warden on Jul 8, 2005 19:52:03 GMT -5
I actually enjoy running around and leveling up my characters. I don't really like the idea of only leveling when you kill bosses. There are a few bonus mini-bosses in my game as well and I'm now sure how your idea would work with them.
The new demo has two slimes for enemies so it should be easier now. The instructions are to stop the bell. Between the SFX and the [X]s, it's pretty hard to miss what to do, but I guess it is hard the first time you try it.
I'm glad you enjoyed the demo.
|
|
|
Post by The Smurf on Jul 8, 2005 22:30:16 GMT -5
"Chrono Cross's was where all the members leveled upon beating a boss. The simplest way to do it in RPGM2 is just not giving experience in battles and forcable leveling the members up in the event after they beat the boss."
sorry if this is considered irrelevant, but thank you for posting this, as i think i'll probably use it for something later (as in not my current game)...
-the smurf
|
|
|
Post by Rodak on Jul 31, 2005 10:59:08 GMT -5
Well, I finally got the time to play this updated demo and am very impressed.
I am not done yet, but duty calls and I must attend to some real world things for a few hours, but wanted to post something while it was still fresh.
I love the idea of using the battle screen for your custom menu. That really opens up possibilities for using enemies in cut scenes nobody ever thought of before. There could be a council of monsters or something. Great idea!
And fantastic work on Sarah's Hammer. The pink was a nice touch.
I liked the upgraded Archery game too.
I think this is shaping up into a real Shpadoinkle game!
I'll post more when I finish the demo.
Peace.
|
|
|
Post by The Smurf on Jul 31, 2005 20:05:01 GMT -5
Shpadoinkle?
-the smurf
|
|
|
Post by Rodak on Aug 1, 2005 2:35:22 GMT -5
Shpadoinkle: Definition: Unknown (used as an adjective) (and more) Origin: Cannibal; The Musical (a college film by Trey Parker and Matt Stone) (They grew up to make South Park). Example of use: The Sky is blue and all the leaves are green The Sun's as warm as a baked potato I think I know exactly what I mean When I say it's a Shpadoinkle day. And just to avoid a completely irrelevant post... I noticed DungeonWarden fixed the guard at the cave so you can talk to him from any angle now.
|
|
|
Post by Dungeon Warden on Aug 1, 2005 13:23:41 GMT -5
Thank you for taking the time to play through my new demo. I'll look forward to a more detailed review. At first, I though you must have just pressed a bunch of keys to create the word Shpadoinkle, since shpa- seems unpronouncable. Interesting that is was actually used in a song. Yes, I fixed the guard as per your request, and ended up changeing a few other things (like the sleeping animation) because of it. Such a simple thing turned out to be not so simple at all. I mentioned this possibility a long time ago (before you joined the boards). Doan originally planned to use this idea in his own custom menu system but gave up because he couldn't make the menu the way he wanted to. I will be using this trick in a few cut scenes later in the story. Not exactly a council of monsters, but something similar. I'm glad you're enjoying the demo so far.
|
|
|
Post by Dungeon Warden on Sept 5, 2005 12:58:26 GMT -5
Crown of Order Version 3 is now available. Get it here. I started working on the introduction and created a new bonus item which is pretty cool. I'm going back to school today so I won't have any time to work on my game for a while so I though I'd give you the latest version. Enjoy.
|
|
|
Post by Rodak on Sept 5, 2005 14:45:28 GMT -5
HOLY CRAP!!
You got a third demo out before I finished your second one!
Oy.
I blame wanting to finish Videogamedrome for the pavilion's contest. Sorry.
After that I will be playing the many things I still have on my PC and not yet played. And posting review stuff too.
Good Luck with school. I miss it. It is just too expensive in this country! Is it that crazy in Canada?
Be careful how you answer, if it's cheap enough I may just move in and ruin your whole country!
Peace.
|
|
|
Post by Dungeon Warden on Sept 7, 2005 8:03:15 GMT -5
Canada is one of the cheeper places to go to school since the goverment covers a lot of the costs. I am attending community College for only $2,400 a year.
Sorry, Rodak, but you have to be a canadian to get the reduced rates; although, many Americans come to canada as the cost is still cheeper then many US schools and the quality of education is generally better.
I hope there is no bugs in the new version of my game. I was in a bit of a hurry to get it up and didn't fully test it.
|
|
|
Post by Rodak on Sept 7, 2005 15:51:33 GMT -5
...you have to be a canadian to get the reduced rates... Splunge. And here in America we have a lawsuit going on because one University in Maryland or Virginia (I forget which) is offering reduced tuition TO ILLEGAL ALIENS!! I am no longer proud of my country. In the 1960's community college was $1 per credit and when our country was founded tuition was free. You just had to do well or they tossed you out! This is getting way off topic, so I'll just promise a review of your 3rd demo as soon as I get over Videogamedrome hurdles. Peace.
|
|
|
Post by Dungeon Warden on Sept 8, 2005 18:19:09 GMT -5
Yeah, I't a pretty crazy world we live in.
I hope someone will check out my game soon. The secret bonus items I put in took a lot of work (mostly to get them to work everywhere) and I would like to know if I should make some more.
|
|
|
Post by doyleman on Sept 8, 2005 18:22:17 GMT -5
I just recently took up a reviewers position for the mag, so i've been writing reviews, but I'll look into this (just D/L ed it) I'll give ya feedback possibly later today or afternoon tomorrow
|
|
|
Post by doyleman on Sept 9, 2005 18:57:51 GMT -5
Ok, first of all; the beginning had a awesome feel, very cool new beginning. and that's all I can put up; why? Because some way, some how, I got 'bypass objects' on, and could walk anywhere, I walked into the cave, walked off the side, and then got stuck. I advise to fix this obviously But I'll look into it (if i can find a way to turn the bypass off...) Just so ya know, I didn't find any 'out of ordinary' items, but that's probably due to lack of progress into the game. anyway, nice addition; bad bug.
|
|
|
Post by Dungeon Warden on Sept 10, 2005 11:51:02 GMT -5
Bypass objects was on? How did that happen? I'll fix it next time I get home. I hope you can use the warp with bypass objects on.
The secret objects can't be gotten until later, so you'll have to get father into the game first.
|
|
|
Post by doyleman on Sept 10, 2005 12:39:42 GMT -5
Well, the caves can be entered, but not houses (must mean that the teleport is built into the opening of doors). Anyway, I can't seem to get there because the one room in that cave is like a building or something, therefore I walk right under it when trying to enter that room.
|
|
|
Post by Rodak on Sept 11, 2005 4:30:18 GMT -5
Bypass objects was on? How did that happen? When I read that I thought I'd take a look and see if I could confirm it. It is real and probably happens if choosing one of the options after the cut scene. It looks like during the "fly over" scene bypass may have been on, and perhaps when linking it to the new opening a command got dropped or bypassed or something. I doubt it will be hard to track since bypass objects is not on while fighting ankhegs and starts only after the cut scene. I hope that helps give you a head start on where to look (I'd try to track it for you since you are not near your game, but it is password protected). Good luck with it. Peace,.
|
|
|
Post by Dungeon Warden on Sept 12, 2005 17:18:59 GMT -5
Thanks to Rodak, the by-pass objects bug has been fixed and people can experience version three of Crown Of Order the way it was ment to be played.
|
|
|
Post by Rodak on Sept 20, 2005 10:50:00 GMT -5
Wow! The Chickens Live!!
Were they the surprise you hid or did I just not finish the demo last time?
I just played this demo all the way through and am impressed.
I liked the trap with the big face and the gold coin.
The party menu unlock at the end was a nice touch. It gave the feel of a reward for playing through and we get to see the rest of the party.
A very impressive job.
I look forward to more of this game when your school time allows.
Peace.
|
|
|
Post by BloodKnight on Sept 20, 2005 12:40:33 GMT -5
So do characters still level up the normal way DW? Because I looked at previous posts, and the CC system of leveling up sounds like a good idea.
You didn't really "level up" in Chrono Cross, you were rewarded stat bonuses upon defeating new enemies in an area(up until a certain amount of times, then you don't get bonuses from them anymore) and bosses. It's a good way to grow characters, while making sure they don't get too strong.
|
|
|
Post by Dungeon Warden on Sept 20, 2005 15:21:21 GMT -5
Rodak: The "chickens" were in the first demo - you must have miss them before. Look behind the big statue for a hint of what you need to do to unlock the secret items.
Anyone who found the secret in the first demowill note that it doesn't work anymore and has been replaced with something better.
BlookKnight: I haven't messed around with the level up system yet. Ys (pronounced Yees) had a simple but interesting system where the higher your level the less experience you got from enemies so that enemies three or more levels below you wouldn't give any experience at all. If you tried to fight enemies higher then you, you'd go up levels quickly (if you survived) so that characters were always at the level they needed to be for the area they were in. This would also take care of the whole new-members-having-too-few-levels problem since low level characters would advance quickly and catch up with the rest of the party.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 28, 2005 17:18:51 GMT -5
I finally got around to playing the newest demo, and I must say it's awesome. I have a few questions and suggestions though... Where'd the camera control go after the intro thing? To make the intro a little less mundane, I'd suggest not having as many of those little buggers, and more so changing the flow of battle from - enemy atacks -> player attacks -> enemy attacks -> player attacks - to something more like - player attacks or player attacks -> enemy attacks -> player attacks (you could give the enemy just enough HP where they may or may not die in one hit too) Another suggestion I have is not giving them the menu to begin with, since they're bound to open it up and try every option (distancing themselves from the story going on). Since the player can't use items through the menu this does force the ctreator to make it easier. I found a glitch. I played the archer game, finished with one arrow extra more than perfect (killed two enemies with one arrow, perhaps the problem), then returned as a solo 'Katt' instead of Lovalor and Sarah. Having more than that one music for the town's exterior will help make the experience more enjoyable too. And, perhaps, don't make it possible to fight 4 goblins at once I'll have more to post later. Overall, it was very cool though!
|
|
|
Post by Dungeon Warden on Nov 29, 2005 22:57:01 GMT -5
Where'd the camera control go after the intro thing? Does the camera control disappear? You should have it whenever your in town- or did you try to use it in a building or the dungeon? To make the intro a little less mundane, I'd suggest not having as many of those little buggers There was 10. so be glad I reduced it to 6. Still I may reduce it further and have a few non-battle events happen on some of the holes. changing the flow of battle from - enemy atacks -> player attacks -> enemy attacks -> player attacks - to something more like - player attacks or player attacks -> enemy attacks -> player attacks (you could give the enemy just enough HP where they may or may not die in one hit too)I though the enemy did have enough HP to survive more then one hit. I'll have to check again. I think if the agilitys are the same, the enemy might attack first sometimes - I'll test this when I get the chance. Another suggestion I have is not giving them the menu to begin with, since they're bound to open it up and try every option (distancing themselves from the story going on). Since the player can't use items through the menu this does force the ctreator to make it easier.Well, you could still use items in battle. I'll think about it. I found a glitch. I played the archer game, finished with one arrow extra more than perfect (killed two enemies with one arrow, perhaps the problem), then returned as a solo 'Katt' instead of Lovalor and Sarah.Darn, I knew I'd be bound to miss something. This is a side effect of the cool new item I put into the game. I had to do a lot of work to get it to work right and tryed a lot of possible situations to make sure it wouldn't mess up but I missed the archery range. I did fix the Waitressing mini game at least (or did I?). Having more than that one music for the town's exterior will help make the experience more enjoyable too.Yeah, I'll mess around with the music sometime. I wanted to get the game working before I worried about the details, although I did create a neat music fad-in/fad-out everytime the party moves to a new area. And, perhaps, don't make it possible to fight 4 goblins at once What would be the fun of that? I though people wanted the game to be challenging. Besides with three people, the battles should be easy (you did unlock the extra characters, didn't you?) Has anyone found the hidden secret items I created yet? You know, the items that caused me to rewrite the enter map scripts and save game scripts and not fix the archery range (D'oh). They are very cool (at least I think so) so I would like some reaction about them and maybe some suggestions for more items like them. I've had a few new ideas but I don't want to do all the work if people don't think they'll use them (although, one idea I had was to make it so you had to use them at some point in the game).
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 30, 2005 1:48:07 GMT -5
Oh yeah!!! Yeah, if the AGI's are the same the enemy does go first. I also noticed that only the plain AGI on the party member (no equipment/class adjustments) matters with AGI and turn order.
|
|