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Post by Dungeon Warden on Feb 13, 2005 16:04:03 GMT -5
I thought that block might be useful for something but it kept sliding on the floor and hitting the wall so I couldn't push it any more. It would be easier if I could pull it. Anyway, thanks for the advice, I'll give it an other try.
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Post by NASH7777 on Feb 13, 2005 17:11:23 GMT -5
To get it to go where you want you need to go on the higher ledge and press square and the direction you wish to face to push it. Do this 3 times and it will eventually fall down the hole. Good Luck and tell me what ya think of everything, game too hard, too easy, boring-fun?etc....
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Post by Dungeon Warden on Feb 13, 2005 19:49:21 GMT -5
The ice dungeon is a bit too hard. You should have signs or NPCs give hints or something. It took a long time to notice one of the blocks was different so I could get the bomb bag, and in the place you get the secret heart you need to throw a bomb through a wall to open the entrence. You should make it blow up if a bomb goes off in front of the entrence.
Oh, before I forget. In the version I have of your game the demo man is still there to give you all the original weapons and ten hearts when you finish the plant dungeon. You should remove him if you haven't all ready.
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Post by NASH7777 on Feb 13, 2005 20:13:13 GMT -5
Yeah I already got rid of the demo man. You didn't use him did you? Well anyways, u think the ice dungeon's too hard..hmmmm okay. I like feedback, cause I really don't know if somethings too hard or easy, I mean I made the game so it's not like I'm gunna get "stuck" anywhere. Continue on and keep me updated
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Post by Dungeon Warden on Feb 13, 2005 21:31:42 GMT -5
By hard, I mean it's hard to figure out what to do. A few hints in the game would be nice. Once you know what to do, it's easy, but spoting the weak floors and sliding in the right direction takes a lot of trial and error.
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Post by NASH7777 on Feb 14, 2005 8:15:11 GMT -5
Yeah I know what ya mean, which is what the strategy guide does, shoes you all the items and switches and cracked floors etc... then you have to figure it out from there. Doan's just been really busy lately so he hasn't had time to get me the screens.
So did you beat the ice dungeon? How far are you?
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Post by Dungeon Warden on Feb 14, 2005 17:29:07 GMT -5
Yup, I best the ice dungeon and the wind dungeon. The wind dungeon was much easier then the ice one. Even the boss was easier. Those bombs that come out of no where are follow you around were really annoying. The same think happens with the wind boss but he is much easier to kill.
One thing that would be nice is if it was clear what the switches do. I had to keep testing the switches over and over until I found the right combination. Maybe if you had a VFX of the wind blowing, or used the river object and colored it brown so it looks like the ground was moving. Even if the arrows appeared and disappeared with the wind, it would help to figure out what the switches do.
I was stuck in the wiffle floor room for a while because you need to press /\ to move onto the upper path. Since it's not part of the puzzle, you should mention this somewhere in the game.
I don't believe puzzles should require you to have a strategy guide to figure them out. There should be visable clues (like the wind thing) and hints in the game to help you to figure out what needs to be done. Requiring the player to look up information to get pass basic parts of a dungeon just seems wrong. Giving hints about secret items (like heart chambes) is okay, but the player should be able to play through the main game without too much difficulty.
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Post by WarDragon on Feb 14, 2005 17:47:12 GMT -5
My stupid memory car deleted your game nash I was out of that grave dungeon. and continueing on to the next level. Well I guess you can't save 7 games on an 16mb memory card.
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Post by NASH7777 on Feb 14, 2005 21:28:34 GMT -5
I do say that triangle is your direct interact button. I thought it obvious that you should use /\ on the ledge but its good to know how different people take it. OOOoooh I spose your at the lava dungeon now eh? Well good luck! I just made the screens from Doan into a guide. I'll put them up as soon as I can.
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Post by WarDragon on Feb 18, 2005 10:48:08 GMT -5
Nash have u ever played The legend of Zelda: The four swords for the gamecube. Do you think you can recreate that for rpg maker 2. Just a thought.
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Post by NASH7777 on Feb 18, 2005 12:49:48 GMT -5
No I've never played it. I've linked and played on Gameboy, not gamecube. I believe it was on the remake of Z LttP but idk...
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Post by Dungeon Warden on Feb 18, 2005 23:24:39 GMT -5
Okay, I'm stuck again. I got past the fire dungeon (pretty cool dungeon and the boss actually required some strategy) and mansion (some cool puzzles here and the "boss" fight was unexpected), but now what do I do?
THe mayor gave me a key to the monster factory, but I don't see any locked does in the factory. I also got the twinnova key but the door it opens doesn't go anywhere. Am I missing something?
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Post by NASH7777 on Feb 19, 2005 10:37:21 GMT -5
If you talk to the old lady I believe I had her hint you towards the Desert. The only place you haven't fully uncovered. Also now you have the "lift gloves" so you can bypass that block to the other desert region. Wow your doing well in my game, very happy. Glad you liked the Fire boss, how'd you do on the ice boss? Were the bombs annoying as hell? You can trick out the bombs if right away you run forward in that battle and the won't follow you . Your at the last dungeon, the MONSTER FACTION. Pretty simple dungeon but brings in a couple new elements. BTW how was the co-op missions? Oh and make sure you save before even heading toward the Final Dungeon, cause once you get there, there's NO turning back....oh wait you don't have the newest save so I'm not quite sure if there's still a trick to get out of it or not.... well anyways I have play practice Good Luck!
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Post by Dungeon Warden on Feb 19, 2005 17:24:47 GMT -5
All the old lady says is go to a place you haven't fully explored. I forgot all about the breach (desert?) area. Thanks. I assume I need to finish the monster dungeon before going to the twinnova one.
The Ice dungeon boss was the worst of all the bosses. The bombs keep coming out of no where and you have little time to line up a shot at the boss. Thanks for the running forward trick. I'll try that if I play your game again (I might need to download the newest version if I have trouble with the Twinnova dungeon).
I liked the Co-op dungeons, they were really hard but not in a way that was fustrating. I really needed to think about some of the puzzles as they seemed impossible but I eventually figured them out.
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Post by NASH7777 on Feb 20, 2005 9:27:27 GMT -5
That's awesome, glad you liked the co-op. Adds a different aspect to the game. The only one I thought people might hate me on and get frustrated would be the plant one with all the floors that you fall through.
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Post by Dungeon Warden on Feb 20, 2005 19:42:31 GMT -5
Yeah, the plant one was annoying. Especially since I had to restart because I caused an important section of floor to fall down and I couldn't continue. This section is marked with textures and it was only my curiousity that caused my down fall so I can't really blame you.
I finished the game (yeah!) although I'm not sure how I won the fight against Twinrova. It was wierd. I started pushing the exploding ball around to see if I could hurt the enemy with it (since my weapons weren't working), and it changed color. I then pushed it on the wall and suddenly the end music played and I won. Did I win because I was pushing the ball around, because I pushed it away from the battle, or because the game messed up? I was confused, but I won't complain because nothing else I tried seemed to do anything.
If you die fighting Twinrova, you go back to the start of the dungeon with no chance to exit (you did warn me about this). The problem is if you press [] or try to move you go back to the entrence again. I had to reset the game (good thing I saved) in order to try again. I think you said you fixed this but I'm just making sure this is what you ment.
You get a password for sword 3 (amongest other things) if you win, but there is no sword 2. Did I miss it or did you never put sword 2 in the game?
Overall, a great game. Not perfect, but considering you changed the battle system and added a lot of special weapons, you did very well. I give this game 8 out of 10.
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Post by Tinbok on Feb 20, 2005 19:47:26 GMT -5
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Post by NASH7777 on Feb 20, 2005 20:45:06 GMT -5
That's awesome that you won! Yeah the battle with twinrova is a little weird. Pushing the block around causes it to change color and stuff and if you get the ball to act up enough you win. (if that doesn't make sense to you, don't feel bad)
Anyway the level two sword is hinted at if you talk to the people in Newton Valley. They give you some clues :-). But you can get the level 3 sword now so no point in going back and getting it. Glad you liked the game and had some fun with it. That's what keeps me going dude! And hopefully I'll have a demo out for shadow sometime in the near future! Well thanks for the review and playing. Makes me very happy, thank you!
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Post by Jugem on Mar 21, 2005 7:07:03 GMT -5
Finally got around to playing this game, and I must say, get ready to duck for cover Nash. This game is filled with bugs/annoyances. First of all, the "main menu" option is not clear. I chose that out of curiosity only to find that it quit the game, without so much of a warning. A simple "are you sure you want to quit?" question would be nice there. Secondly, how do you check how much money you have without going all the way to a shop? It would be nice to know how much money you have, whenever you want. And it would be nice to know how much you get for defeating the enemies. And when the enemies do drop items, it's unclear what they give you. Also, sometimes the item disappears, but you can still collect it. Talking about enemies, I've found that you can run into them and not take damage. Then at other times, you take damage without running into an enemy or enemy attack... There was also massive slowdown caused by the enemies attacking, but that was the least of my concerns. I also had a cheap death at the beach when enemy attacks would come out of nowhere to get me. Very cheap, I must say. What's next? I take issue with the camera rotating without my consent. Whenever I examine boxes/other items, the camera changes to face a certain direction. It can be very disorienting, and extremely annoying. I even had the camera change directions at times for apparently no reason at all. I have no idea what caused that. Spelling/grammar errors are seemingly unimportant compared to these other issues, but I may as well bring it up here. Before the first dungeon, I found 9 such errors. Not a big issue, but time could have been taken to correct these. Another thing, those dungeon floors are very confusing to walk on, as it can be difficult to tell the differences in height for the various floor segments. This makes it annoying to try and find your way around. Controls were a mixed bag. I usually didn't have too much trouble attacking with the sword, but oftentimes, the controls would be unresponsive. And although this has been discussed before, I'll mention it again. It's hard to remember what button does what, when you use so many. And now to my biggest gripe: saving the game. I try saving the game, and I get told I can't save with low health. Why not? You're telling me I can't save until I replenish my health? Very annoying (again, a constant theme). So I die, and after I continue, I go in the first dungeon. I try saving, but no...I can't save there. Go back to town. Full health. BUT IT STILL WON'T LET ME SAVE!!! Why? After that I gave up. Gave up I said. In case you didn't notice, annoyance is a key theme here. I can't begin to tell you how much I was annoyed while playing your game. I really wanted to have fun with it, but all these bugs and strange design decisions on your behalf ruined that. I hate being harsh like this, but I'm just ranting to let go of the frustration that your game has unnecessarily caused me. You had some nice atmosphere going with the graveyard, and many of the other areas. But the negatives just plain outweighed any positives. There's my brief review based on what I've played so far.
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Post by NASH7777 on Mar 21, 2005 8:41:19 GMT -5
"Finally got around to playing this game, and I must say, get ready to duck for cover Nash. This game is filled with bugs/annoyances. First of all, the "main menu" option is not clear. I chose that out of curiosity only to find that it quit the game, without so much of a warning. A simple "are you sure you want to quit?" question would be nice there." The main menu shouldn't quit the game for you unless in co-op mode. It should bring up a menu to change button config, check inventory, change controls, etc... "Secondly, how do you check how much money you have without going all the way to a shop? It would be nice to know how much money you have, whenever you want. And it would be nice to know how much you get for defeating the enemies. And when the enemies do drop items, it's unclear what they give you. Also, sometimes the item disappears, but you can still collect it." I'm not 100% sure but I think you can do this with the menu in the same spot you check your other inventory...maybe not, I recall you can do seed counts, arrows, and bombs. It would be a good thing to add if I missed it. "Talking about enemies, I've found that you can run into them and not take damage. Then at other times, you take damage without running into an enemy or enemy attack... There was also massive slowdown caused by the enemies attacking, but that was the least of my concerns." I had to make it so that running into enemies wouldn't give ya damage becuase I need ya to be able to talk to enemies to use seeds on them before ya get the boomerang. Also the only slowdown from enemies I've ever experienced was from the plant boss. "I also had a cheap death at the beach when enemy attacks would come out of nowhere to get me. Very cheap, I must say." Not out from no-where, If ya noticed the squids have the water splash explode a few spaces right in front of where they are. "What's next? I take issue with the camera rotating without my consent. Whenever I examine boxes/other items, the camera changes to face a certain direction. It can be very disorienting, and extremely annoying. I even had the camera change directions at times for apparently no reason at all. I have no idea what caused that." The camera doesn't change for no-reason, If you hit square then a direction, it will turn you to that "cardinal" direction Up=North for ex. Also I had to have it when ya talked to boxes, to have the camera change since you can both pull and push objects. And there is no variable on camera direction and I didn't make a custom camera system (too lazy), this was unavoidable. "Spelling/grammar errors are seemingly unimportant compared to these other issues, but I may as well bring it up here. Before the first dungeon, I found 9 such errors. Not a big issue, but time could have been taken to correct these." Yeah I think I missed changing Mayor from Mayer in few spots and stuff of the sorts "Another thing, those dungeon floors are very confusing to walk on, as it can be difficult to tell the differences in height for the various floor segments. This makes it annoying to try and find your way around." I found that only the first dungeon was confusing, after that they all got pretty easy and straightforward. "Controls were a mixed bag. I usually didn't have too much trouble attacking with the sword, but oftentimes, the controls would be unresponsive. And although this has been discussed before, I'll mention it again. It's hard to remember what button does what, when you use so many." I've gotten so use to what button does what it's easy for me, but you can always customize it to your own liking in the menu to something else. "And now to my biggest gripe: saving the game. I try saving the game, and I get told I can't save with low health. Why not? You're telling me I can't save until I replenish my health? Very annoying (again, a constant theme). So I die, and after I continue, I go in the first dungeon. I try saving, but no...I can't save there. Go back to town. Full health. BUT IT STILL WON'T LET ME SAVE!!! Why? After that I gave up. Gave up I said." Oh , yeah this is my fualt. I originally had it that you couldn't save when you were low on health for two cases. Saving in a spot that would kill you almost as soon as you continued. And using it to youradvantage of saving right before you died against something so you could continue to continue till ya got it right. I later changed it so you couldn't save in the dungeons. But didn't get rid of the low health thing, and I believe I also forgot to flip a few flags back so when you cont. from the town you can resave regardless. "In case you didn't notice, annoyance is a key theme here. I can't begin to tell you how much I was annoyed while playing your game. I really wanted to have fun with it, but all these bugs and strange design decisions on your behalf ruined that. I hate being harsh like this, but I'm just ranting to let go of the frustration that your game has unnecessarily caused me. You had some nice atmosphere going with the graveyard, and many of the other areas. But the negatives just plain outweighed any positives. There's my brief review based on what I've played so far." Well I hope these annoyances didn't stop you from getting too far, cuase I think the first dungeon and beginning is slow and kinda sucks balls, but after that I like the dungeons and co-ops. BTW How far did you get? Oh and are you sure you got the newest version of my save... I wonder if If even gave that one to Doan, and I know the one at the Pav is really old. But thanks anyway for the comments. The puzzles and fun gets better later in the game so I encourage you to try it out. And you can always consult my guide on my website.
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Post by Bigfoot on Mar 21, 2005 14:46:39 GMT -5
Hey nash, played your game. Its alotta fun, im impressed with all of the items, wpn's, and such youve incorperated into the game. And the puzzles so far have challenged me pretty well.
The only complaint I have with the game is that the battle is sometimes tedious, and all enemies pause for a bit when you attack. But am still really impressed with your game and cant even begin to think how long it took you to do such a battle system.
And last but not least my favorite part of the game, the co-op missions(ok i cant even begin to think how you pulled this off.) there a blast and made me wish you had even more. You should make an all out co-op game. great game, now I just have to finish it.
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Post by Jugem on Mar 21, 2005 15:02:20 GMT -5
The main menu shouldn't quit the game for you unless in co-op mode. It should bring up a menu to change button config, check inventory, change controls, etc... I mean the option in the main menu that says "main menu". Selecting that takes you out of the game and into the title screen. Believe me, I tried checking the inventory. But it wasn't there. So yes, it would be a good thing to add. Well, at least there's a reason. Not a very good one in my opinion though. You should be able to do both; maybe by having a different way to use seeds on them. And the slowdown came from the slimes attacking in the first town. I know the squids were nearby, but the attacks appeared as if they came out of nowhere. You, as the developer, may know the secret to their attacks. But as the player, they seemed cheap. Ahh, maybe I hit square/direction then. But if that's the case, then that means the controls are even worse than I thought. To accidentally change camera directions like that... And it's your laziness with not creating a custom camera system that causes some of those annoying moments. And it's something that I feel should have been done, because the camera really shouldn't be changing like that everytime you examine an item. Yeah, that was one. I also saw a word starting on one line and ending on the next, so that it was split between lines. How did that one slip by? Well, that's good to hear. Because I don't know if I can take another dungeon with a floor that's so hard to traverse. To be fair, I never tried customizing the controls. But then again, with everything else, I just didn't care too much. Unfortunately, those annoyances did stop me from getting too far. In the earlier demo, I got to the second dungeon, and I think I got as far as I could in that demo version. Right now, starting from scratch, I got to the first dungeon. I can only assume I got the latest version. Doan's the one who put it on my memory card, so I guess he's the one who would know for sure. At this point, I really don't know if I feel like going any further. It'd be one thing if I could save the game. But how do you expect me to make any progress if I can't save anywhere? As for your guide, I don't like using guides to progress through games. It just eliminates a lot of the fun and satisfaction of doing things yourself.
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Post by Dungeon Warden on Mar 21, 2005 15:38:57 GMT -5
Yeah, I was annoyed by the saving bug as well. Fortunately you can always use a chicken to save regardless of hearts left. There is a chicken in the house left of the hammer/shovel store that you can use at the begining and several others pop up throughout the game. The squid was also annoying since it could hit you from off screen. It's range should be reduced so that the attack doesn't seem to appear at random. Some of the bosses are also cheap (the snowman especially), but overall the game was pretty fun. Considering this is the first finished RPG game made on RPG Maker 2, it is pretty impressive. I ignored some of the annoyances when I did my review because I know how hard it is to script with RPGM2. I hope Nash takes the time to remove some of the annoyances, because then the game would be incredable.
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Post by NASH7777 on Mar 21, 2005 17:24:08 GMT -5
Thanks Bigfoot, glad you like it. Yes there will always be some annoyances especially when scripting for an ACBS, things like delay with a content script and such are inevitable. And yes I love the puzzles in my game as you do, it's what I've always thought was the best in Zelda games and even put it in front of the battle system.
Jugem~ Okay I got what ya mean by the menu thing now. One of these upcoming days I will have my big long list of things to add and fix as much as I can and then add an update. I've already did this once with the comments I got from it. And actually I may just go back and add a custom camera system to the game :-) To fix as much annoyance in the game as I can. Unfortunately I don't intend to change the enemy touch thing for it really is essential for the seed and item use on enemies. Actually I just came up with an idea for pushing and pulling boxes, tell me what ya think of this. Instead of the camera changing direction when you talk to it you just click on it then press like triangle to push it and square to pull it, this will allow the camera to maintain a direction and would save me time on a camera sustem ?? what ya think...? I'll also fix all the saving and final boss stuff, and I've been dying to add more extra dungeons and story and co-ops to the game. (Hear that bigfoot! More co-ops, and I started getting a little sloppy with my later co-ops in the game.)
DungeonWarden~ Glad ya like it and of course I realize some of the little annoyances as well but have just sorta adapted to them and got over em, especially since it's so tedious and long working to make an ACBS such as Zelda and considering I first started works on this over 2 yrs ago with it's scrripting and just finally got back to it these last 6-8 months I'm suprised I kept it as compiled and as straight as I have.
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Post by Jugem on Mar 21, 2005 20:12:27 GMT -5
Thanks Bigfoot, glad you like it. Yes there will always be some annoyances especially when scripting for an ACBS, things like delay with a content script and such are inevitable. And yes I love the puzzles in my game as you do, it's what I've always thought was the best in Zelda games and even put it in front of the battle system. I of all people know how complicated scripting an active battle system is. But delay with a content script is not necessarily inevitable as you claim. I also think the puzzles in the Zelda games are one of the best parts, but the action/combat should at least be fun as well. A Zelda game without some good action isn't really much of a Zelda game anymore. See, with a little bit of thought, you can find ways around these annoyances. Of course, if you disabled the camera and programmed the camera to rotate whenever the camera buttons are pressed (keeping track of which direction the camera is facing with a variable), you could still probably do it with one button (plus forward or backward). And the latter would probably be a little more intuitive. However, at least the [] / ^ idea is a better idea than what you've currently got.
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