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Post by doyleman on Dec 5, 2004 18:18:54 GMT -5
As I read this whole board, i noticed something everyone said about your game, and hearing it once more ain't gonna hurt. When I popped in Vanished Nights, I had no idea what to expect. The moment i seen the title, I got more and more excited with this game, then the little star thing showed up for the option selecter, i got even more excited. The intro reminded me of Kingdom hearts, must've been the stained glass... And then came the room part, the mother opened up the window, and alast, I heard the gods cry out a hymn! Light Source; This was thrilling, as I thought it was impossible to make anything like that! And finally, the X button, HUD, and boss; The HUD was AWESOME!, i don't care what anyone sais, that was cool! The X button for the slash (i think you tried helping me make my X button do the same) activated the sword, and the Boss. Well, the boss was a complete thriller for me, complete VFX, You my man, have way to much patience! I could never attempt something like that, honestly! I have NO gripes about this game so far, and still has to try to beat the boss *joined a club, * so i'll try to figure that. I cannot wait to see the final release, Last time i was this excited was when i played Neo's game, and I still get kickers out of his zelda game! Very, Very nice work, and I wish you the best of luck for the game! Doyleman (natedog)
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Post by Jugem on Dec 7, 2004 15:43:27 GMT -5
Haha, just reading how excited you are Doyleman gets me a lot more excited to work on it.
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Post by The Final Rune on Dec 7, 2004 16:09:17 GMT -5
I've been playing your game for a couple of days now and I keep dying. Read all these posts again and caught the how to on the controls. Gonna go home and give it another shot!
Kudos on the boss design! Real time battles are awesome!
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Post by Jugem on Dec 7, 2004 16:25:09 GMT -5
Doan, maybe it would be a good idea to make a note that pressing [] -> Start brings up the menu (where you can view the controls) on the main page where you can download my demo...
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Post by Doan the Nado on Dec 7, 2004 16:28:30 GMT -5
Will do... I didn't even know that ;D.
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Post by doyleman on Dec 7, 2004 17:00:21 GMT -5
I beat the boss ;D no help needed either Took me awhile to figure out that there were other controller options, but i played around and found them, then it hit me like a rock in the forehead how to beat the boss! Either way, that must've been tough to script that boss, a lot of trial and error must've been in that part of the demo eh?
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Post by The Final Rune on Dec 8, 2004 9:51:29 GMT -5
Congrats on the new forum Jugem!
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Post by Jugem on Dec 8, 2004 14:08:08 GMT -5
I beat the boss ;D no help needed either Took me awhile to figure out that there were other controller options, but i played around and found them, then it hit me like a rock in the forehead how to beat the boss! Either way, that must've been tough to script that boss, a lot of trial and error must've been in that part of the demo eh? Nice job beating the boss without any help. And yeah, it was very difficult to script that boss. Just creating the VFX themselves (and animations) was tough enough. Then you have to script all the collision detection between you and the VFX, and between your various attacks and the VFX. It took me about one whole week in total to work on just that boss. But now that I have that experience under my belt, the other bosses should hopefully go a lot smoother. Thanks FinalRune, better late than never I suppose.
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Post by BloodKnight on Dec 17, 2004 12:18:36 GMT -5
I played your demo Jugem, very nice. Anyway, I was wondering how you did the sword attack. I've already done it for my game, and it came out faster than I expected. I wanted to know if we both did it the easy way, one easy/one hard, or whatever. If you've consumed a lot of script space for it, maybe I could give you my script? It's not very long, so I thought I'd help out if I could.
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Post by Jugem on Dec 17, 2004 15:01:37 GMT -5
I played your demo Jugem, very nice. Anyway, I was wondering how you did the sword attack. I've already done it for my game, and it came out faster than I expected. I wanted to know if we both did it the easy way, one easy/one hard, or whatever. If you've consumed a lot of script space for it, maybe I could give you my script? It's not very long, so I thought I'd help out if I could. Thanks BK. I guess you didn't read my announcement though? As for the sword attack, I have an action script constantly looping and waiting for button input. When 'X' is pressed, I duplicate an event with no model, and then move it to where the character is standing (or one space ahead - I can't quite remember). The event then displays the sword attack VFX on itself, and then figures out what the sword is hitting, if anything. I also stop the player from moving briefly for a certain period of time so that they can't attack in a rapid-fire fashion. That's the basic run-down of how I implemented it. You can view the events/scripts in the demo file for a more detailed analysis (I didn't include password protection).
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Post by NASH7777 on Dec 17, 2004 15:11:04 GMT -5
Hey how did you get the event's Z axi to be in the right location? I know I can get the party to match the z axi cause you can add to current. But with events I don't think you can....i think that was my prob before...? maybe...
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Post by Jugem on Dec 17, 2004 15:17:02 GMT -5
Hey how did you get the event's Z axi to be in the right location? I know I can get the party to match the z axi cause you can add to current. But with events I don't think you can....i think that was my prob before...? maybe... Heh, I designed the rooms so that I didn't have to worry about the z-axis. The party can only be at one possible z coordinate for any x,y coordinate pair.
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Post by NASH7777 on Dec 17, 2004 15:20:24 GMT -5
Hence why I couldn't use that method for my game :-) Good old square square will have to do....
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Post by BloodKnight on Dec 17, 2004 17:37:37 GMT -5
Well, I did all that, that's basically what you'd have to do. I should've been more specific...I was curious about the co-ordinate detection you used, as I just used a repeat branch. I decided not to go into your game, I feel so inferior doing that. The only problem I came across with the whole action script thing was with the sword "falling behind" when players tried to move while slashing(even when I stopped the player). It only seems to happen in one direction once in a great while, so I guess it isn't that much of a problem.
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Post by Jugem on Dec 18, 2004 14:29:11 GMT -5
Well, I did all that, that's basically what you'd have to do. I should've been more specific...I was curious about the co-ordinate detection you used, as I just used a repeat branch. I decided not to go into your game, I feel so inferior doing that. What exactly do you mean by "co-ordinate detection"? I assume you mean that the sword is still attacking when the player changes direction? I noticed this as well, but I just chalked it up to being a visual illusion. Meaning that it seems like the sword is "falling behind", but in actuality, it's not. I may be wrong, or maybe you're talking about something else.
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Post by Deleted on Apr 22, 2005 4:42:47 GMT -5
I finally played your demo!! I'll try to be as detailed as possible with my thoughts on it: Things I Liked___ The custom music was awesome! The fountain looks perfect! I'd never thought of making a custom fountain with VFX, but you've done it perfectly. The battle system's great. I like how in yours the sword slash goes in real-time, and the collision detection's accurate. The VFX for the window being opened was also very well done, and of course the boss. The title screen looked amazing. Very cool indeed. Suggestions___ You've already set-up and made a custom camera system with the L1 and R1 buttons (why I don't know ). It would help make things look a lot better if you also added some distance and vertical angle camera controlling. You can do it only using the L2 and R2 buttons like I did ( doansdomain.proboards27.com/index.cgi?board=GameForumArchives&action=display&thread=1111373381 ). Put a hint for how to beat the boss for people like me. Re-altering the characters so they look less 'chibi' would also be good. Otherwise, of course since this is a demo it's not done, but the town could benefit from having more to do in it. Questions___ Are you ever going to make a demo for just listening to all your music? I would love that!! Please! We only got a few songs on this one... Overall___ The demo is VERY impressive, and I want more!! I'd like one with all the music if it's possible.
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Post by Jugem on Apr 22, 2005 15:05:05 GMT -5
I finally played your demo!! Better late than never, I suppose. Thanks for the compliments. The reason I used a custom camera system (although limited) was so that I knew which direction the camera was facing at all times. That's because I do a few things relative to the camera direction, such as when you press [] -> control pad to face a different direction. Without knowing which direction the camera is facing, it's impossible to turn the character to face the correct direction most of the time (as you may have noticed in Nash's game). I've thought about adding more camera control (like you suggested), but ultimately decided against it. Sometimes, simpler is better. And I think that's the case here. I already mentioned earlier that there would be a hint for the boss elsewhere in the dungeon. But if you want a hint right now, consider that you receive/find the ice magic in this dungeon. So try to figure out how that might help you to beat the boss. That's the least of my concerns. I've also thought about that, but haven't come to a conclusive decision regarding that. I am heavily leaning towards leaving them as is though, as they don't bother me at all. As I also mentioned earlier, the town will be a lot livelier in the actual game, as I didn't get around to including much in there yet. lol! Maybe... I did give a more up-to-date demo of Vanished Nights to Doan, and that included my most recent composition (a more epic piece). If Doan still has it and would like to put that demo up, I wouldn't mind. Or if Ves has it... Thanks, maybe I'll include a secret/hidden music test option in my newest (2D) game that I'm currently working on.
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Post by vespuleth on Apr 23, 2005 1:36:42 GMT -5
i actually dont have it. and i havent talked to doan in a while. this may be very delayed. sorry bout that.
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Post by gangstahfolife on Dec 9, 2005 13:27:35 GMT -5
I have had RPG Maker 2 for 2 years and I had no idea that those things could happen. Great scenery for the town. And how did you do that lighting? It was amazing. I tried to make custom songs for my games as well, but the timing was never alligned. Also, I'm pretty much a newbie with RPG Maker 2 and I don't know how to move while an event is happening and I don't know how to set a custom song as an BGM.
Great job Jugem.
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Post by Jugem on Dec 28, 2005 4:42:50 GMT -5
Thanks for your comments gangstahfolife. It seems like ages ago that I created that demo! I can tell you, it wasn't easy doing some of that stuff.
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Post by Bigfoot on Dec 28, 2005 14:01:25 GMT -5
I know you said otherwise, but I still hope you'll finish this game
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Post by LunarMoon2 on Dec 28, 2005 19:09:10 GMT -5
When I try to uncrush to this file, my Max Drive gives off this message. "Save RPG MAKER2(0) Vanished/Jugem already exits"
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Post by Jugem on Dec 29, 2005 1:47:41 GMT -5
When I try to uncrush to this file, my Max Drive gives off this message. "Save RPG MAKER2(0) Vanished/Jugem already exits" Well, I have no idea... Anyone else more knowledgeable than me know what's wrong?
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Post by Bigfoot on Dec 29, 2005 1:55:11 GMT -5
You probably already have an RPGM2 file on slot #0
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Post by LunarMoon2 on Dec 29, 2005 3:15:43 GMT -5
That doesn't seem possible since I was able to uncrush "Crown of Order", "Farm Life", "Leon the Hero", and "SD Paradise". However, it's notable that there were about an equal amount of the saves I attempted to uncrush with the affects I'm seeing with "Vanished Nights" so it's quite the enigma. I also decided to delete almost all the files on one of my memory cards so that nothing in terms of memory problems go wrong. As for their being two files of this game, I have tried repeatly to access any files that may be on their yet it always appears empty. So far, I've also had this problem with:
Zelda: Link's Adventure Doan's RPG Defenders of Light
I can't figure out any real relation with these files that seperates them from the one's that did work. According to the computer, they all have similar properties.
Edit: I deleted one of the saves of my games (I had about three on three different cards for safety's sake) and it worked. Thank you very much. I truly appreciate your help.
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