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Post by NASH7777 on Nov 15, 2004 22:10:16 GMT -5
Just curious as to who all has played through my game how far ya got, what ya thought, advice....
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Post by Doan the Nado on Nov 16, 2004 11:16:17 GMT -5
I played through your newer demo version, and I'm glad to see that you have improved upon an area that I saw as a pretty big flaw before. Now that the sword delay is fixed, the overall quality of your game has gone up dramatically. Your []-Start menu and title screens both look pretty good, too.
It sounds like you're coming along nicely and will have it done before too long. Good luck!
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Post by doyleman on Nov 19, 2004 17:15:09 GMT -5
:oanother zelda game. hmmmm... they seem to be flying up all over the place. ;D i've played and beat it and entered the pw and checked everything and i am glad to say: I'm impressed! i've been working on a zelda game to. i just need to make the puzzles/dungeons and i'm done. (i like my smilies lol) nice job neonash and can't wait to see the final product!
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Post by doyleman on Nov 19, 2004 17:19:09 GMT -5
Oops (<--pretended smiley said that) I have a ?. i need more than 1 enemy on a map and i'm pretty sure i can check several with just one or a couple scripts. i can't seem to find out how to: a) check every enemy and see if there in range b) if the are, do a flash effect on them i can do the flash on one of them, but that would be weird if only one enemy per area would flash if they got hit, wouldn't it. thnx for the help.
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Post by NASH7777 on Nov 19, 2004 17:26:35 GMT -5
OK basically I have a target area for all my weapons it basically loads the enemiesxy for E1, e1 could be any enemy just that I have 6 enemy events and I have a variable for each saying what enemy it is. So it grabs it's xy and checks in the attacking script if the attacking area's xy = enemies xy and Z is within range. Then it changes to enemy2 and loops to top, it's a called script. Till it goes through all the enemies. Then after that for weapons like arrows it moves the attack area another one forward and checks again. If the att area matches the enemies xy then it Flashes them and does damage to their hp, if their hp is 0 or less the event is removed Hope that helps ;D I like smilies too!
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Post by doyleman on Nov 19, 2004 17:36:14 GMT -5
do you mean it checks it like: script call: e1 script call: area check (1 frwd) the 1 frwd in my game goes like so: call: check x y z then it does alot of checking. (for the x, the y, then the z, and finally, the dir.) i didn't exactly understand the post, could u perhaps put it simpler in a way. *glad that he's not the only one* ;D
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Post by doyleman on Nov 19, 2004 17:42:11 GMT -5
'spose i shouldve put these in the "how to..." topic. <_< oops
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Post by NASH7777 on Nov 19, 2004 17:45:32 GMT -5
I'll try...If you check my "Zelda CBS How to" topic that may help you. But let's see...hmmm how can I explain it otherwise...well.. For "att 1 fd" it Checks your direction and then for ex: if N y-1 for the attack area and if SE x+1 y+1...etc... Then after it does that it checks "dmg Area" loads e1's xyz if matches the xy attack area and if the difference between z is within range it does the damage flashes the event etc.... Blah Blah If you want all your enemies to flash at once I suggest turning on a flag for each when they are in your attack are and then apply together and call all the enemy flash scripts, that will basically go "if flag on: flash event" hope that helps some or are you still cause that would be
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Post by doyleman on Nov 19, 2004 18:16:29 GMT -5
i can get all to flash at once also, but that's what i need to fix, i just want the one in range to. what i need to know is how do i grab an enemy (1-10 i'll say) then check every one of there coordinates. i guess i'm still , but don't give up plz, then i will be ;D because i can then fix the last prob. to my game. which would make other people ;D when they play it, but right now, i feel cuz i honestly understood a whopping total of: 1 thing !i!i!i the flag check. (i am a level 2 user..... ;D)
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Post by NASH7777 on Nov 19, 2004 18:22:16 GMT -5
Lol okay here I go: Have it load the distance for every single enemy and while there info is loaded have it turn a flag on if their Distance is within your flash range. then after that have it call a script that flashes the ones (onloy flashes and damages them if the flag is turned on because they are with in range) you want. Then you can also do whatever other effects you want with that
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Post by doyleman on Nov 19, 2004 18:32:27 GMT -5
oooh, ok. get e1 do the distant check. if in range, turn flag: in range e# on, call e# action script set to the e# event. that script will then have a top condition where if the flag is on, do the effects. right? think i got it.
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Post by NASH7777 on Nov 19, 2004 18:37:50 GMT -5
Yup, hope that works for you ;D ;D ;D
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Post by doyleman on Nov 19, 2004 18:41:24 GMT -5
i feel like mario here; jumpin topics left and right. Thank you! ;D
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Post by Jugem on Nov 30, 2004 14:57:56 GMT -5
Alright, I've finally had a chance to play your (very early) demo Nash. My major complaint was with the controls, but I assume those are a lot better in your newer demos. Here are some of my other comments: I didn't know killing monsters gave me rupees. I only realized it after awhile when going to the shop and realizing I somehow had more rupees than I had before. And it took a while for me to realize this. I also didn't like it how the camera always changed to a certain view (I think it was facing north) when trying to push a block. Kept disorienting me, and only served to annoy me more. I don't know whether or not you've fixed this as well, but it's something you should look at. I really liked the atmosphere you've created in certain areas; specifically, the graveyard and first dungeon. The graveyard just felt... creepy. Nice work! What's with enemies (at least ghosts) speaking to you when you try to attack them sometimes? I'd use a sword attack, and instead, they'd say "...". Kind of funny, although I don't know why that happened. The following are some bugs I've found. Well, the first might not be a bug, but it definitely seems like one. I've found that you can push blocks that are seemingly impossible to push. For example, if you're standing behind a block, but you're high enough that you'd be standing on top of it, you can still push the block. Seems strange, and doesn't make sense. Unless you have some strange psychic power. Why can't I buy the ember seed in the store? I got it in the dungeon, and had used it. But I was told I was inexperienced with it or something like that. Yet I could still buy the mystery seeds. What's up with that? Also, the [] + directions doesn't quite work right. Like me, you've made it so that pressing square and then a direction changes the direction that Link is facing. However, it doesn't always work right. This is because facing N/E/S/W is relative to the direction the camera is facing at the time, and you don't know which direction the camera is facing. To fix this, you'd need to use a custom camera instead, and use a variable to keep track of which direction the camera is facing. Another thing, using Continue -> Dungeon put me in the town for some reason. Don't know why... One final bug. In the dungeon, there is one big room with a bunch of switches. There is a moving staircase there that moves back and forth every time the switch is pressed. I assume that you should need a box to stop the stairs from moving so that you can climb up to the other stairs. But you don't need to do that. If you press the switch twice quickly, the stairs will automatically go back once they've finished going to the other location first. So this allows you to go and wait for the stairs to move to a certain spot and then walk up them without needing a box to stop them. And furthermore, once you get to the other stairs, the lower stairs continue moving again until they get back to their original location. This leaves you stranded on the upper stairs! I was stuck on them and couldn't do anything but quit. All in all though, I enjoyed your demo. It kind of felt like a mix of the original (NES) Zelda, with a little LttP thrown in. Well, I guess mostly like the NES one. Just felt like it lacked a bit of "polish". A little rough around the edges, if you will. But lots of potential there. I haven't yet completed the demo (didn't have much time yesterday, and having three new demos to try out didn't help either). But so far, you've got me looking forward to your finished product, whenever that may be.
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Post by NASH7777 on Nov 30, 2004 15:46:21 GMT -5
sorry you had to get such a crappy version of it lol..... The are a few errors with that one as That demo wasn't for public release...It was only for doan to see how I was changing the menu system and stuff. Oh which wasn't completed. Like why when you hit continue from last dungeon it brought you to the town....I hadn't made it yet but I wasn't expecting other ppl besides doan to play it..... So yeah the version you got was a bit crappy... A lot of the problems you said are either fixed/working on being fixed/I'm not changing it... Like the direction one. That is to find what direction is North... in case you rotate the veiw and forgot which way was which.... Oh as for the ember thing...you can only buy them once you find the EMBER TREE not the plant. The tree is in the grave yard and you must save your single ember seed to burn a plant to get to the tree...so don't waste it... Also The ghost thing...It only has "..." when you talk to the ghosts and not when you use your Square Square attack...but since the ghosts can bypass things there may be something screwy. And you haven't seen the new enemies AI and all that so your missing a lot.....saddens me..
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Post by Doan the Nado on Nov 30, 2004 16:00:46 GMT -5
Sorry I didn't get Jugem a better version . At the time I mailed it out, I think that was the best one available.
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Post by Jugem on Nov 30, 2004 16:07:18 GMT -5
Oh as for the ember thing...you can only buy them once you find the EMBER TREE not the plant. The tree is in the grave yard and you must save your single ember seed to burn a plant to get to the tree...so don't waste it... So that's what the problem was. I did waste the seed, but I was able to get another one from the plant in the dungeon. A little inconvenience, but not a huge problem. I wasn't talking to the ghosts, I was just attacking them. So as you said, there might be something "screwy" there. Although I haven't seen your new "AI", I can imagine what it's like. I'll find out what it's all like anyway when you've finished. So don't feel too sad for me.
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Post by NASH7777 on Nov 30, 2004 16:12:51 GMT -5
I know...It's just that I wish you had a way better version so you could get a better idea of what my game is really like......BTW my cat's attacking the screen as I type this lol....He thinks the cursor is alive...
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Post by doyleman on Nov 30, 2004 18:51:10 GMT -5
my cat sits around and gets fat . yeah, the other versions are way better than the first. most of the bugs are fixed and the game is harder. Hey, why doesn't the gale seeds do anything when shot at a enemy, i shot one, it just flew past them...
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Post by NASH7777 on Nov 30, 2004 23:46:20 GMT -5
Some times it can randomly cause the enemy to teleport away but rarely
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Post by Jugem on Dec 1, 2004 15:47:12 GMT -5
Got to the boss, and the whole game fell apart. I really hope you've fixed the following problems in your newer versions, but I'll list them here in case you haven't.
First of all, the collision detection for the boss was horrible. And I mean horrible. I'd take damage when nothing hits me, and I wouldn't take damage sometimes when stuff did hit me. I think part of the problem was that the VFX beams were showing too late, as there were times when I'd take damage, then a few seconds later the beam would show up. But sometimes it wouldn't seem to make sense. And the boss can also get stuck in the same square as you.
Also, after unlocking the boss door, I went back into another room, and the boss showed up there! And it started shooting fireballs like crazy. I assume the boss shouldn't appear there...
Also, after facing the boss (or at least after opening the boss door) and going back to the town, I started taking damage for no apparent reason. It was as if the boss was invisible and shooting invisible fireballs at me in town! Now I've got to assume that you've fixed that by now, but just in case, I thought I'd mention it.
Also, I've had splashes appearing on the beach (near the water). They looked like the mermaid's attack, only there was no mermaid in the area. An invisible mermaid perhaps?
One last thing. I noticed you could go inside the boxes (I assume after you get the grip gloves). Interesting to say the least, although I haven't found a use for that yet.
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Post by NASH7777 on Dec 1, 2004 16:03:04 GMT -5
Lol like I said before this demo wasn't for anybody besides doan to see... but if you check in past posts I'm changing the first boss completely! As for the splashing at the beach..there are 3 different creatures there. A mermaid, squid, and alien squid... The squids attack from far away unlike the mermaids who attack at the spot their at. As for the going in of boxes...that's actually the lift gloves....the level beyond grip gloves. That way you can take boxes around corners and things you normally couldn't. I'm actually planning to get rid of the lift gloves and add the cane of somaria which can produce blocks out of nowhere.
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Post by Jugem on Dec 1, 2004 16:17:23 GMT -5
Yeah, I remember you saying that. But aren't you still using that boss later on? And if so, I hope those problems are fixed. So those splashes were coming from the squid, eh? It wasn't very obvious. But at least I know where they were coming from now. You had a nice Metal Gear Solid thing going with the going in boxes thing. I like it better than the cane of somaria idea, but then again, you may have ideas that make the cane of somaria better.
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Post by NASH7777 on Dec 1, 2004 16:38:13 GMT -5
I kind of feel bad replacing it with the cane of somaria...It took me a while to script that get in block thing...Actually now that I think about it more I'll leave it and have the Cane of Somaria!
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Post by Dungeon Warden on Dec 1, 2004 16:41:00 GMT -5
Hey, I didn't get to try the lift gloves. Darn, now I never will. Edit: Wait you changed your mind. Great, then I will be able to try it out. Actually, I found that same boss problem in the water temple. The shark killed me and I couldn't get back inside the room because you have to kill the mermaid to get in and you can't shoot the mermaid because the block goes back to the starting position and you can't get to the start if you save by the chicken, SO . . . (this is a long run on sentence) I chose to start at the last dungeon instead of the last save and I appeared outside the water dungeon (which was good); however, one of the slimes (or whatever they're called in your game) changed into the shark boss and started to attack me! I went back into the water temple and killed the shark the normal way, and I forgot to mention this bug since it was only a minor annoyance. But now that Jugem brought it up, I though you might like to know.
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