|
Post by BloodKnight on Apr 6, 2005 14:50:32 GMT -5
This is what I have done so far in my game Plasma Dreams. It has maybe an hour or two of gameplay in it, give or take a half hour depending on your speed and where you go. When you select the difficulty(I recommend easy for your first time, but normal isn't very hard), go past hard and there will be a test game option. I also recommend you read the manual that comes with the game. The game ends when you beat the earth imp. This game is saved onto slot 2. I hope you have at least 1 empty memory card, as the max drive file is nameless before I renamed it, and it could be one of my other games. Just look for the title "Plasma Dreams Demo v5.3P" in RPG Maker 2 just in case(if it isn't, contact me immediately). I'd like to request some feedback on how you guys'd handle things in regards to creating the game. There shouldn't be anything you'll come across as broken. But as a reminder this is a small demo, so you may run into bland looking areas and other such things. If you do run into any problems however, PM me. I hope you enjoy it. I also hope someone could make a small visual preview, for those who can't play it. (look for PD demo.zip): f1.pg.briefcase.yahoo.com/bc/ryujin999/lst?&.dir=/Public+files&.src=bc&.view=lUpdate 4/10/05 9:45 PM EST: I officialy declare this game playable. All the below bugs have been fixed, and the demo is playable all the way through. Update 4/10/05 11:30 AM EST: Bugs addressed. Not anymore. I put in a few things, pushed buttons like crazy for the duration of the game, and the blob stays in place or goes back to its original position no matter what. I tested this first, and it worked. Still works now. Fixed. Your characters drop like flies now. I decided to test the rest of the game, and it seems no bugs were found, other than the ones above, which is good. I'm pretty sure the game is bug free now, but I'll continue to play until I finish it just for the assurance. I'll update the game later. Until I do, please refrain from playing the main game. You can play the test game included though. NOTE:In the test game, the shotgun and SMG won't give you any points when used to destroy a target. Just making sure everyone knows, and for those who didn't understand the notice before playing.
|
|
|
Post by NASH7777 on Apr 6, 2005 16:28:28 GMT -5
Glad to see something from you BloodKnight. I'll be sure to get it sometime in the near future.
|
|
|
Post by WarDragon on Apr 6, 2005 17:18:26 GMT -5
I'll check it out when i send my memory card to doan.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 6, 2005 19:27:23 GMT -5
same
|
|
|
Post by vespuleth on Apr 7, 2005 0:21:36 GMT -5
you guys can send me your memory card if you need to, as well, if you need to. just pm me.
|
|
|
Post by BloodKnight on Apr 7, 2005 8:20:58 GMT -5
Geez, do I need to give everyone a max drive? Oh well, this gives me time to fix up anything that could be broken.
|
|
|
Post by The Final Rune on Apr 7, 2005 9:59:52 GMT -5
I grabbed a copy and I'll give it a go this weekend
|
|
|
Post by doyleman on Apr 7, 2005 11:39:08 GMT -5
believe it or not, the area i'm living near does not sell max drives anymore . i hate my luck.....
|
|
|
Post by BloodKnight on Apr 7, 2005 12:41:56 GMT -5
I updated it this morning(had 2 extra party members in it, and a whole bunch of other things players shouldn't see lol). For those of you who downloaded it, get the new copy(hopes this one is the actual game) in a half hour or so.
|
|
|
Post by Dungeon Warden on Apr 8, 2005 15:59:54 GMT -5
What's with the .rar extention? My computer tells me this is a compressed file and I need WinAce to decompress it. Couldn't you use .zip like a normal person? I'll take a look at your game tonight .
|
|
|
Post by vespuleth on Apr 8, 2005 16:07:47 GMT -5
.rar uses... some program i no longer have on my computer...
|
|
|
Post by BloodKnight on Apr 8, 2005 16:49:54 GMT -5
I had to use winrar too, and if I could use the normal .zip folder, I would've. I'll re-upload it if I can later.
|
|
|
Post by The Final Rune on Apr 9, 2005 9:33:31 GMT -5
Yeah, if you could winzip instead, you'll get more people to play it. I had to go to alot of trouble to get winrar, as I don't own a comp, I just use the one from my work. Just a small suggestion to make things easier for your players.
EDIT: uh wait, ignore that. I need to learn to look for updates before I post!
|
|
|
Post by BloodKnight on Apr 9, 2005 10:27:40 GMT -5
My computer was a bit slow, so it took a while to get winzip(IIRC, RAR gets .zip files too), along with that uploading bug yahoo has. The zip should be up now.
|
|
|
Post by The Final Rune on Apr 9, 2005 10:37:35 GMT -5
I get off in a couple hours, I'll go home and give it a play then. Thanks for the winzip!
|
|
|
Post by Dungeon Warden on Apr 9, 2005 15:30:06 GMT -5
Okay I played your game. What you did right was very cool, what you did wrong was disasterious.
What was cool:
New battle system. Very well done. I like how the battles are like FF1, but with party members and enemies actually moving to attack.
Opening: Where did you get that title screen? It looks hand drawn. I liked the Kingdom Hearts-like stat options and the ability to choose your birthday (how does that effect the game?).
Map design: the layout of the town and surounding area was well done.
What was bad:
Every building in town had the same interiour. Couldn't you have changed things around (ex. putting doors in different places) at least?
the mini-game in town crashes if you push the wrong button. The help screen was no help at all since it mentions 'Misc. action buttons' I had to check the Help Doc. to find out what those are. Most games give you the default buttons so that people know that the buttons are if they didn't change them.
Speaking of buttons. I was very confused by the button layout when I first played. Yes, I should have read the document that came with the game. And yes, it was cool that you actually changed what the buttons did (except O), but it was still a surprise when I pressed /\ and nothing happened. I couldn't even leave the first room!
I searched a drawer in the starting room and it said I found 40 gold (I laughed at that it said when I searched again). However, when I talked to the item lady, it showed I had no money.
There is a card on the ground that you can pick up over and over again, but it never shows up in your inventory.
I fought several battles before the cut-scene with my parner saying we finally caught something for supper appeared. What triggers this?
Later, I couldn't figure out what to do until I entered my house, saved my game, and left again. Suddenly a new cut-scene appeared. Was this triggered by saving or because it was dark when I left my house? I had been in and out and all about, but nothing else triggered the scene.
Now for the worse problem of all. The battle with the knight is very broken. I don't know what you did, but it never ends. I attacked, and attacked over and over. At one point the knight saids "That tickled. This should be fun." (or something to that effect) but nothing else changed. I took over 20 X my hit points in damage and still the fight went on. Wondering how the fight could continue after I took so my damage? Because Sword Storm added hit points to my characters instead of taking them away. Everytime the Knight attacked, the party got more and more Hit Points. I fought for 20 minutes before giving up and shuting the game off. I wish I could have seen the knight's HP so I could tell if I was hurting him and if he was close to death; but as it was, I could have been giving him hit points the same as he was giving them to us. Very Bad!
|
|
|
Post by BloodKnight on Apr 9, 2005 22:50:10 GMT -5
Okay I played your game. What you did right was very cool, what you did wrong was disasterious. What was cool: New battle system. Very well done. I like how the battles are like FF1, but with party members and enemies actually moving to attack. Thanks. I wanted to keep it basic. In many ways. I'd like to keep that a secret though. My birthday will have the most significant effect. The title screen is my own, I drew it using the map editor. For it being my first time drawing any pic in the map editor, it looks pretty good. It was? I thought you'd say it was too simple. That's a nice compliment coming from you. What was bad: Every building in town had the same interiour. Couldn't you have changed things around (ex. putting doors in different places) at least? Well, I'm not focusing on the graphical aspect of the game too much. Yes, all interiors start from the front. Later in the game though(of course, due to the bug you encountered below, you couldn't get there), the interiors change a little. But I assume you won't like those either. That's why I recommend reading the manual. It tells you all the default controls. I tried to fix that minigame to perfection, and it does work as long as you press the right buttons when the time is right. However, there may be bugs at other times. I would ask you to help to see if you knew how to fix it, but...you think I should omit it? Yes, you should've.;D There's an option called "tutorial messages" when you first start the game. When they're on, you get little messages that tell you some basic functions. Hmm, that's odd. With the exception of the hard difficulty, you should start with at least 50 gold, and the first drawer you come across should give you the amount of gold you got(I did test that at least lol). Need to take that out, it was an item I planned on implementing into the game. Thanks for reminding me. Count how many ostriches you kill. The event you're speaking of, was triggered by the time of day(which was night). There's a clue that you had to wait until nightime to trigger the next scene, but I guess it wasn't obvious enough. Yes that is very bad. You know why? Because it was a bug. That battle cannot be won however, you're supposed to lose. Now, I tested this thing to make sure EVERYTHING worked as planned, and it did. These bugs you speak of were nonexistant when I played it. I will however, play it more, test it and fix the bugs you mentioned, as there's a lot more you can play after that, and I apologize for the fact that you couldn't see it all due to these problems. Thank you for your input DW. I'd advise anyone to not play the game until the next day, when everything should be fixed up.
|
|
|
Post by Dungeon Warden on Apr 10, 2005 14:57:14 GMT -5
Okay, I attemped the mini-game again. Not bad. I like how the weight made the bob move farther each time. It's a little simple in it's current state though. Either you should expand on it or get rid of it depending on how much time you want to spend working on it. I couldn't figure out how to make it become dark out. Going in and out of the cave seemed to help, but the timing was hard to pull off. Where's the clock? Since I couldn't make it night time, I desided to explore the cave. It was really hard to see where you are going and I kept bumping into bats. I found a harp and played it. It make a loud sound when I player the right notes but I couldn't find anything changed. Of course in the dark who can tell. I hope at some point you can pick up a light. Problem 1: The bats don't disappear when you kill them. Eventually I gave up on the cave and went back to town. It was still daytime, so I went back to my house to rest (and to see if resting actually healed your hit points). However... Problem 2: a major bug happened. A bug so strange and bazarre that it could only have happen because I went to the cave before I should have. It still makes no sense though. Somehow I warped to a new map instead of entering my house. How is this even possible. Were you trying to save events by having the same one warp you to different places depending on where it was placed? Anyway, a cut scene of my character meeting a group of guards (?) appeared and a priest (?) started to run up. Problem 3: then the game crashed and I had to shut it off. I hope it crashed because I shouldn't have been there instead of because of a bug in the scene, although I don't see how the cut-scene would be effected by when it happened unless I was missing a party member that the program tried to control and couldn't (I've had this happen in my own game, so I know this causes the game to crash). Anyway, I though I'd warn you that there are a few more bugs in your game. The problem with play testing a game yourself is you know what to do. Professional play testers try to do stupid things and see what happens. Well, I'm giving your game a good work out anyway.
|
|
|
Post by BloodKnight on Apr 10, 2005 18:57:59 GMT -5
Okay, I attemped the mini-game again. Not bad. I like how the weight made the bob move farther each time. It's a little simple in it's current state though. Either you should expand on it or get rid of it depending on how much time you want to spend working on it. I think it's cool as it is. It took a heck of a lot of scripting to make it work and work well, and I'm afraid if I mess with anything, it might wonk out and I'd have to spend hours fixing it again. Nowhere for the time being. The time is measured in military hours. Check the Misc. stats option in the options menu, and it'll be right next to your game time. You can accelerate time by sleeping. Haha. I was confused when I first got there as well, so I made the place brighter. I think I'll make it a bit more brighter. I put in fog to make the place a bit harder to see in. I put a pond in there as well, to be a landmark for myself(has nice water drip effects too). I memorized the place after going through it a few times. And I thought no one would be able to play the harp.;D It opens up the passage in the cave to the last boss in the demo. Yeah, that's because they aren't multiple events(just one event duplicated), and I don't want a player to clear the whole room just by running away. Got any ideas? This bug seems impossible. Yes, I do use one event to warp characters to multiple places, but the different maps are linked to their own scripts/events. So, a script dedicated to warping you to places in a certain town shouldn't warp you to the desert all of a sudden(the different warps are also based on co-ordinates, so this bug shouldn't even exist). How many times did this problem occur, out of the times you entered the house? I found a stray event in the game that makes the game crash for the oddest reason. I deleted it. That's exactly what I do. I try and do things even before I should, just to see if I can. After all that, I fix it up so it can't happen. You're allowed to go to certain places before certain events happen. However, there's a flag that triggers at the right time, so you can't get a whole bunch of things before it even happens, making the game a little branchy. I played the demo all the way through, doing everything possible for the 3rd time. I went through at the 3rd test, and everything went as planned. The only bug that can actually arise now is the crazy warping one. I'll go through it tonight to see if anything else could've occured though.
|
|
|
Post by Dungeon Warden on Apr 10, 2005 20:20:47 GMT -5
Did you figure out why I was being healed instead of damaged? I tried it again (on hard mode) just to see it I could be killed and noticed that when one character was hit, the other character gained HP. It was possible to get one character killed this way, but not both. Once one dies, the other gets HP every hit.
Yes, I know how to deal with the bats. Have you played my waitressing mini-game yet? All the customers are a single duplicated event. It took a long time, but I am nnot a master of diplication. You'll see in the game that every customer acts independently of each other even though they are randomly generated every 10 seconds.
The secret is the Variable Event Number. You can assign an event a different event number when it is created and then use that event number to keep track of the event. What you interact with an event, only that event is effected. The only tricky thing is that all duplicated events use the same action script variables, so it is dangerous to change event variables in action scripts, although it can be done.
Put this in the action script of your duplicate event:
Event : Control : Load Event Info Data : Variable : Event Number = Number (Number can be any unassigned variable) Event : Control : Save Event Info Data : Variable : Number = Number + 1
This will give every event it's own number.
Make sure the script generating the duplicate event takes 3-4 frames between each generation to give the action script a chance to run before the next one is generated. This needs to be an action script for this to work.
When the party interacts with the event, use Temporary removal to remove the event. Temporary removal will only effect the event the party is touching as long as it is in a content script. This is all you need to do in the case of your bats.
The weird warp effect only happened once, after I used the harp. I could restart the game, and see if it happens again but the harp is the only thing I can think of that might have caused it.
|
|
|
Post by BloodKnight on Apr 10, 2005 20:45:16 GMT -5
Re-download the game first. I went through it again, and I have found absolutely no bugs. Hopefully the bizarre one you found or any others for that matter won't come up. And yeah, I have played your game, and it was pretty fun.;D I just didn't understand the whole event number variable, as it never worked like that for me through action scripts.
|
|
|
Post by Dungeon Warden on Apr 11, 2005 14:27:04 GMT -5
I'm back at college now, but I'll download your game next weekend and give it another test run. Let's see if I can find any more bugs in the scripts. I don't know it this was planned, but I don't think the battles on the field are randomly placed. I found at lease two spots were enemies always appear. I suppost since your not using the default battle system, this is the easiest way to do it. Still, once you know where the battle spots are, you can fight over and over again to build up experience. This is actually better than random encounters in some ways since you can avoid them or fight depending on what you're trying to do. When you move to a new area, you still need to find the battle zones again. It would be nice if the battle areas randomly moved around the field, but I suppost the background would need to change based on where the battle happened, and this might be harder to script. Anyway, I look forward to continuing to play your demo.
|
|
|
Post by BloodKnight on Apr 11, 2005 17:13:16 GMT -5
Yes, those are invisible events placed on the field. I can't use the default battle initiations, due to the game randomizing based on the time you spend on a map(forcing the player into battle a second after they warp all the time). They do move, but for some reason not too far from where they were originally placed.
|
|
|
Post by LunarMoon2 on Feb 22, 2006 3:49:27 GMT -5
This is most likely far to simplistic but have you tried creating an indirect affect that applies when a certain number is randomly chosen? For example, say you want to have 50% chance of getting into a battle each step (far to high though I'm just using an example). The script would end up looking somewhat like this: Data: Variable: Battle = 1 ? 2 Script Branch: Sort: Battle Apply if 1 Script Branch End Apply if 2 Warp: Battle Script Branch End This would then apply on every step you took. By the way, sorry for asking such an ignorant question but where can this game be found? I've already searched for it on the Domain and it doesn't appear to be present. Edit: Heh, sorry about that. It appears that I've necro-bumped a thread to a rediculous degree.
|
|
|
Post by BloodKnight on Feb 22, 2006 9:35:54 GMT -5
Don't worry about it. I think I might try random battling from now on, but the only benefits I'll get is not having to designate events to touch and such, I'll still have to use events and such though.
For now, a demo isn't available. It will be in due time though.
|
|