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Post by NASH7777 on Nov 2, 2004 18:12:09 GMT -5
Doan will put a link to my game and give a review. It has a fully active CBS your always in and Many weapons and items to collect. After completing the demo you can unlock all the weapons for testing etc... I hope you enjoy it and there will be more to come.
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Post by Doan the Nado on Nov 3, 2004 4:09:28 GMT -5
Neonash's Zelda CBS game, called Zelda: Link's Adventure, can be downloaded from the Hosted Media section of my website. I spent the better part of a few hours playing this game, and I must say, it wasn't short on fun. Much like I did with DW's game, I'll rate this game on the basis of the Good, the Bad, and the Ugly. The Good Where to start? This game has so much going for it. From an intriguing real-time battle system (just like the Zelda games it borrows its name from) to a multitude of well-thought out puzzles to solve, there is no end to the fun. The examples of enemies that I encountered in the limited area of the test demo (which was actually pretty large) had good variation, and their attacks were interesting. The plethora of available weapons and tools was awesome, and it seemed every weapon had a valuable purpose. The maps and dungeons were laid out well and very functionable. Nice little touches, such as a functioning slime factory, gave this game that nice little touch that makes good games great. Finally, and most importantly, the puzzles were plentiful, original, and fun to solve. If you're a fan of games like LoZ:ALttP, but wished there were even more puzzles, this is the game for you. The Bad While there is plenty going for this game, it is still a work in progress, and I think there are some problems that need to be looked at. First of all, after using your sword, everything stops for about 1/2 to 1 second (I didn't time it exactly). It makes sense that you shouldn't be able to continually slash your sword, but I can help with an improvement to this that should add a lot to the game. Secondly, it seems that some enemies' damage scripts do not work correctly, as there were times that I could run right over a ghost and not get hurt. Related to that, the AI of common enemies needs a little work, as they don't interact with the player at all at this point, but I'm sure this is an area that neonash is working on. Although I loved the puzzles, there was perhaps one (the lever pulling one) that may prove to be a bit too challenging. For some of the harder challenges, it may be a good idea to leave some good clues for the player. Finally, I didn't like the way that throwing the magic boomerang and pushing objects required the camera to be rotated to the N, but from what I understand, neonash is working on getting rid of that problem. The Ugly This area is to gripe about bugs, but this game didn't have too many. Areas in progress aside, there weren't too many errors of note. I'm not sure how the lever room puzzle worked right before the boss room, but that might be an area that needs looked at. It seems that perhaps the levers did not perform their intended actions, and I'm not sure that the flag control of this area was correct. Other than that, no complaints! Do not let my seemingly long list of criticisms deter you from playing this game: it was a VERY fun game to play. I merely wanted to mainly give neonash something to think about when considering improvements to his game. From what I could see, this game is a very worthwhile download, and I'll keep an eye out for the finished product. Thanks for a good game, Doan the Nado
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Post by NASH7777 on Nov 3, 2004 8:34:02 GMT -5
Thank you and your welcome, this game was truly fun to make and hey, I'm not done yet. As for the ghost thing, you may walk underneath the ghost at any time and not get hurt, it's only when they do their flip effect when they hurt you...I spose I could fix that....in fact I more then likely will make a harder version of the ghost that will appear later in the game. I'll write a list of things I need to fix and start on that right away along with working on the new dungeons. The puzzles of course will be plentyful. From the common ice sliding, brought up a little bit by adding sliding pushing blocks, pots and things on the super sliding ice that can be moved and destroyed to challenge the player in a new way of thinking. Also look to a lava, and plant dungeon and the ridable animals. Well I hope many experience the fun in my game and hope for more to come!!! Any other comments reviews questions are welcome
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Post by NASH7777 on Nov 3, 2004 18:54:29 GMT -5
I'm working on implementing a VS battle! Turn based two player side to my game for fun! This will add a nice feature to my game I think. I'm not sure yet if I'll have it so you can take onlu so many steps and then attack sometime in there. Or if I'll have it so you have a certain amount of time for your turn and 1 attack....I'll come up with something. What do you guys suggest what would you rather have?
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Post by Doan the Nado on Nov 3, 2004 20:43:40 GMT -5
I don't really have a suggestion for that. I think it would be hard to implement a 2P battle using only one controller, but that's up to you. If you have a good idea, go with it. A certain amount of time would probably be better, but would it be feasible?
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Post by vespuleth on Nov 3, 2004 21:22:43 GMT -5
2 player battle would really only be worth playing in a turn based system to me. if you are thinking of having a 2 player real time, that would be good, but i dont think rpgm2 could handle it.
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Post by NASH7777 on Nov 3, 2004 21:45:44 GMT -5
No I wouldn't have it active for both! That would be messed up. Either # of steps or time for turn not sure which one yet. and I need a use for the shovel in it... the hammer will flatten the opp and reduce turn time or steps. Also as you unlock stuff in the game you'll get passwords to unlock the stuff in the vs mode. Also if you complete a dungeon you'll unlock a versus level with that dungeon theme. I wish to make the vs levels larger with the more weapons/items you have, like the Grip Gloves may unlock areas to the versus mode that without are unaccessible. Hope you like my ideas any suggestions or anything, would help...(like a use for the shovel)
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Post by Doan the Nado on Nov 3, 2004 23:11:52 GMT -5
I'm sorry, I don't have a suggestion, but I do have a question. Could you explain like a sample battle? What would it entail, as far as playing the game goes? I just don't see this as being a hugely valuable addition to the game. I'm guessing that most of the people on these boards are accustomed to playing RPGs by themselves, and I'm not sure that they would easily be able to find someone who would want to play against them in the vs system. Especially considering how the players will have to hand the controller back and forth, I just don't see how it could possibly be that great to play. Which is why I'm asking, how exactly do you expect two people to play this?
I'm not trying to discourage you from this idea. I think it would be awesome if you could have a vs battle against an AI opponent, as long as you could write some good AI. It would be cool to get special passwords in an arcade-style vs mode that unlock secrets in the game, and then get passwords in the game that unlock extras in the vs mode. That could be done very well, in my opinion.
Either way, I'd like some more info on your plans,
Doan the Nado
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Post by NASH7777 on Nov 4, 2004 8:24:47 GMT -5
Well even if you don't have 2 people to play the battle, you could do it by yourself. I was thinking of adding an AI character but with all the different maps it would get tricky. However I could make just one or two maps just for the AI opp. The VS mode will involve strategy over brute force, so even if by yourself it could be fun. There will be several variations of the vs mode, either insert passwords (most all of the treasure chests will be gone in the level then and unlock bigger sections) or basic (the treasure chests may have weapons and things you dont but block off parts of the world). I have a long weekend so I will work on starting it then probably, or maybe I'll finish up the turtle and the water dungeon first...?
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Post by Dungeon Warden on Nov 4, 2004 12:08:11 GMT -5
I was thinking for the shovel you could use it either to put pits on the battle field (duplicate a pit event where the shovel event is) or you could use it to trip opponents by digging at their feet, making them lose an action to stand up.
Number of steps is easier to set up because you can have an event happen when a character moves. With a timer it is harder to end the turn, because a timer needs to be an action script and action scripts can't activate content scripts (you can only control party members with content scripts).
I agree that it would be better if you spent your time finishing your game then working on a extra mode that may not work right. Try it out and see if you can do it, and if not, go back to working on your main game.
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Post by NASH7777 on Nov 4, 2004 15:26:54 GMT -5
Actually I can have it run a content script with an action script. The timer script would flip a flag after the time ran out. And the Start conditions would be aloop that activate the auto event when the the flag is on. Then I can use the contents of the script to control the party. I think the Time thing adds a little more strategy and variates it a little more. While the number of steps limits the possibilities more compared to doing something with in the time.
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Post by Jugem on Nov 4, 2004 16:06:57 GMT -5
I would suggest only including a vs mode if it is enjoyable and well done. Otherwise, I'd suggest spending the time and effort on the main game. A poorly implemented extra feature can detract from your experience with the whole product.
Having said that, it may turn out to be fun. I'd suggest creating a good AI mode though. As for shovel uses, another one is to have various powerup items randomly underground. Then the shovel would be needed to dig those up. Not the most original idea, I know. I also like DW's idea for tripping up the other player.
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Post by Deleted on Nov 4, 2004 17:36:06 GMT -5
Yes, I already posted in your topic at the Pav, pretty much saying what everyone's said so far. Just go play trap-gunner a little and get this desire out of your system, then make a kick-ass Zelda game. Zelda versus isn't such a good idea. I would much rather see multiple characters to play as with different abilities (kind of like Threads of Fate) instead of a versus mode, or more unique tools/abilities as opposed to ones already done in games before. Possibly make Shiek, Navi, Zelda, and Kiki be playable characters or something (like in my (not Shiek) Zelda RPG for RPG Maker 1 (about 1/3 made)), or make some new unique tools for Link to use.
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Post by NASH7777 on Nov 4, 2004 20:54:41 GMT -5
I may not start on the vs mode till I complete the story mode. But who knows. The rest of the game shouldn't take me long as I have it all drafted out. Puzzles and all.
I just completed the menu system and the menu when you start the game, now comes up when you die and you just hit continue. You can continue from Dungeon, Last save, or town. And you can now save almost anywhere. Only boss areas you can't. And if you save in a "bad" place well when you continue just go continue from town or dungeon if you need.
The VS mode will be fun, or else I'll scrap it. It will have a few custom features. And as you find those you may get codes to unlock stuff in your real game. Just as the weapons you get in the real game will unlock them in the vs. I'll go with the shovel digs up special stuff idea. but it will also dig the floor under the enemy and if it's destroyable he/she will fall through. I'm sure the VS mode will atleast have some appeal and fun to it.
I hope your looking forward to the rest of the game! There are some cool Dungeons, puzzles, items, and features to come...
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Post by Dungeon Warden on Nov 7, 2004 13:20:17 GMT -5
I finally got around to playing your demo. Very well done. I almost forgot I was using RPG Maker 2 to play it. The special tools worked very well.
I noticed that you don't need to use the switches to get the chest. Just pust the two loose blocks together between the chest area and the #1 area and you can walk right over to the chest. I also found the switch puzzle easier when I could pull the blocks instead of push them, but you can't pull the blocks until after you solve it. Something you might want to work on.
There was a chest on a wall that I could see how to get but there didn't seem to be anyway to get it. Maybe once you can pull the blocks it is possible? I never tried that.
Overall, a very good zelda-like game. I can't wait to see more.
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Post by NASH7777 on Nov 8, 2004 8:18:17 GMT -5
lol yeah I forgot to take one of the blocks out in the switch dungeon. I had the extra one in there for test playing it... Something I did way back when and just forgot about it. Yes your suppose to get the grip gloves after solving that puzzle. As for that chest you couldn't get, yes you should have the grip gloves, but it is a very tricky puzzle. It contains a heart piece. Good Luck if you try to figure it out. Hopefully soon I'll have a guide for my game. Actually for that part I do have it made, just haven't typed it in yet. Very Glad to hear you liked my demo, there is much to anticipate coming up. i believe I wrote alot above if you check about what is coming. The dieing and menu system is all fixed, and many more dungeons, plus 2 ridable animals.... It's all planned out, just got to make it. The only hard part is going to be the VS mode...if I ever get around to it
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Post by Tacticalman on Nov 8, 2004 20:32:43 GMT -5
Hey u could do this thing where P1 uses directional buttons to move and R1/2 to attack and P2 does the opposite with triangle circle X square hey uncomfortable, but real time.
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Post by NASH7777 on Nov 8, 2004 22:27:07 GMT -5
Yes I once thought about doing the half a controller method, but trashed the idea very fast. I still would like sometime to experiment with this option, but I have assumed the problems I would run into. First off one player rapidly pressing a button so the other player never got a chance to move. And who wants to share a controller?? Unless you had two wireless and set them to the same channel. then no need to share.... But I wont go with this in my vs mode. I had drafted the game, And now I've gone extreme on it. I drafted every dungeon, placed every puzzle accordingly, developed plot etc... Just have to make it. Actually I haven't worked on it the last few days (ashamed). I got my network adaptor/headset and have been playing Socom and Mortal Kombat Deception online. I'm going to Canada thursday and coming back Saturday, so I'll work on it up there where I won't be able to play online...or will I?....
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Post by WarDragon on Nov 10, 2004 16:28:23 GMT -5
Your game is Excellent i love your zelda game nash
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Post by NASH7777 on Nov 10, 2004 18:44:23 GMT -5
TY, I'm glad so many ppl like it. If you would like to review it that would be great!
I added a sweet effect of blocks that float on water and you can lower and raise the blocks which will effect what level they're at, so many fun puzzles. I have to work on the finishing the aqua boss then Plant dungeon time!!!
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Post by WarDragon on Nov 11, 2004 14:10:03 GMT -5
I like everything in our game except you need to add a tutorial for people to learn the controls and for some reason I couldn't get the object to pull but i could only get it to push
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Post by NASH7777 on Nov 12, 2004 19:28:52 GMT -5
you can only get things to pull after you have gotten the "Grip Gloves"! I've came up witha few new things I'll be adding. 1) when you destroy pots and stuff now it will has a chance to give you seed, heart piece, arrows, or an active bomb! And that brings up the second thing 2) bombs are now no longer thrown! they will be placed right in front of you as an event and will explode after 5 secs or so. Also the bomb will be very interactive. You can push it down any elevation and push it up only spots of normal block pushing! I'm deciding if you'll be able to pull or not.... I've pretty much finished the Aqua dungeon, just working on a good boss battle. I'm in Canada right now but I brought the PS2 with, however not much time to work on it at the moment. I'll be back in the states on Sunday. Tell me what ya think of the changes? The bomb will now resort to only doing 1 damage but it will damage all spots arouind it and not only the spot it's at. I have plans for a complete strategy guide online when I get around to it.
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Post by Deleted on Nov 12, 2004 20:19:07 GMT -5
Regarding the tutorial thing, you should just do what most of the other Zeldas have done, when you get a new item it'll say how to use and what for (just a little description, I take it you know what I mean since you like Zelda games clearly).
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Post by NASH7777 on Nov 13, 2004 16:57:46 GMT -5
I just got done taking a pic with my digiCam of every map area and when I get back to the states I'll start compiling them into a guide. Yeah I'll have info on how to use all the weapons etc... I fyou didn't notice there was a bird in the hut that told you all that info.
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Post by NASH7777 on Nov 15, 2004 11:42:55 GMT -5
I have finished a few pages of the strategy guide. It's awesome for the grave dungeon. I have the map for every piece of it (screenshots) and the guide part in the corner. I can't wait. I might release a preview of the guide that will correspond with the demo. Lord Valkysas has seen the guide and thought it looked good. I've drawn out the entire plant dungeon and now that part's ready to be made. I'll have the guide include all the items/weapons etc... and how to use them. And the maps show you also where all the keys and everything are at. I'm still thinking about if I'll write the guide for the VS mode too or not.
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