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New demo out!!

  • XBuster
  • 02/24/2017 08:18 AM
  • 2239 views
After two days of absolutely NO SLEEP,the newest demo is out everyone! Here are a list of features that are in, that are planned, and features that were removed for certain reasons. A Manual was also added both here, and in the game package. Before playing, please take the time to read what you are about to play.

I keep seeing this quote up on the RMN page that says something like..."reading the manual was like foreplay, it got you in the mood for the real thing"

On the topic of the demo, here is what has been placed in the official description so far...


The best release yet!

A small, but powerful package that has the most variety and polish the game has ever seen before. Play through 12 demos featuring areas such as stages, adventure map samples, and even a couple of boss battles. It is highly recommended that you explore some of the stages, activate skills,equip some things, get items from Alsedo, and level up your characters first before trying to take on one of the two bosses.

Read the manual pages and learn how to play as you learn new skills, equip,customize,and explore. This version takes it a step further by adding a dual soundtrack. Both Midi and MP3s are supported and editable at long last. If the MP3 soundtrack is giving an issue, switch over to Midi.

Customize various features!

  • Customize the volume of sound effects and music(music volume only works with Midi)

  • Import your own soundtrack or leave it be, its totally up to you!

  • Choose from 4 difficulty levels

  • Change HUD theme,color, and text colors

  • Toggle sound effects on and off that would be irritable to some people such as real-time stepping sounds,atmospheric sounds, payroll, and text advancement.

  • Turing off vocals is planned for future releases.


Reap the rewards of trophies!

Trophies earn you rewards and there are a lot of them so far. Simply by playing as a certain character and using their skills will eventually level up a stat of theirs or gain another reward. You can also earn trophies by simply playing the game and doing a multitude of things such jumping a number of times, attacking, or even standing still or talking to a number of people. For example, Asha is able to train Pepe to come to her faster or increase his rescue speed.

Future plans

Several modes such as Adventure,History and Mini Games are locked and are currently under heavy development.They will be available in the next release later this year. Several characters have been removed in this demo for a multitude of reasons. They will be available in the next release as well.

Here is the link to the demo!
MWL 2017 Demo

This is literally going to be me the next day or so.

But, for now,Enjoy!

If there are any bugs or complaints whatsoever, don't hesitate to let me know so I can fix the bugs and see what I could do better. Thank you:)

Posts

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After two days of absolutely NO SLEEP
Bruh, chill! o.o


Tried this out a little. It's hard to comment at all on level/enemy design or damage balance due to not knowing what's intended in regards to equipment/skills/etc for any particular level, but I will say that all the basic controls, hit detection, platforming objects, etc (and menus) seemed to work well and feel nice. However, I ran into a few issues:

- There's no time limit on inputting the double-tap for Aisha's run. I can't remember if it was like that in MW4, but I know I don't remember having as many "surprise" dashes as I do here.

- Pressing C with Block created an error message. I was able to ignore it and keep playing, and the error didn't happen again afterwards.

- Long moments of silence in between (mp3) music loops.


- Other than the arrow pointing directly into them, there's really no indication that you can break the small wooden blocks in the underwater section.

- The walls in the Planetorium that turn semi-transparent when you walk into them. They work, but you can't see the enemies in there until you walk in, so if they're right there at the entrance...
I'm glad to hear about this. When exactly did you get the error message and which character were you playing as? Do you remember what the error message said exactly?

As for Asha, the run action has a brief time limit before it stops and also stops if the Action Meter is too low(which acts as a stamina bar for that particular action). However, if you run with her long enough, you'll level up her stamina and the AP(action points)needed to run will decrease.

Its programmed so that you can only dash once Asha is moving. Even the slightest movement leaves an opportunity to dash. Yeah, I should have put more arrows in certain areas to let you know what to do. I'll fix that. I have always wanted to remove those bees behind the curtains. I'm glad someone feels the same way. Countless times have I gotten hit by them lol.

As for the MP3s, I spent hours upon hours trying to find out how to fix those long gaps in between replays. Some songs don't do it, while some others added recently do. I'll do some more research on why this is and how to fix it. So far, I've read that it has something to do with the file itself. Looks like I'll have to do some Audacity work.

Thank you for your feedback so far! I'm testing now trying to see where this error comes from. I've yet to find it. Let me know if it happens again. Since you are curious about certain aspects of the game such as the battle system and level design, would you be interested in becoming a tester for future builds?
The error seems to be related to Block casting his Attack Up spell, which is why the error didn't happen to me afterwards (I ran out of MP). Looks like a minor error regarding the name of a sound effect.

___________________________________________
ERROR in
action number 1
of Key Press Event for C-key Key
for object Bock:

Error in code at line 8:
global.atk_charge+=4 global.mp-=45 instance_create(x-32,y+0,Notice_Attack) sound_play(snd_potion) alarm[5]=10*30 image_blend=c_red charge=false
^
at position 88: Unknown variable snd_potion

Also, about Aisha's dash input, what I'm talking about is that you can press a direction, come to a complete stop, and even do other actions like jump or attack in place or even do stuff in the menu, and the next time you press that direction you'll dash. It's a bit of a problem with platforming because as you press left and right to steer yourself, that seems to get "stored" to some degree*, and that's when you might get a "surprise" dash when you press a direction again. It's also easy to dash into enemies if you turn around or step towards them, attack, and then step towards them again.
*or I guess it's dependent on whatever momentum you have when you land? I can't really tell, and that's part of the problem
Oh! That's what you meant! I know exactly what that is and how to fix it lol. I was confused because you said his name was Block, when it is Bock XD. Its just a sound effect error. I forgot to set snd_potion to global.snd_potion. I probably never noticed it because I hardly play as him.*Face Palm*

As far as Asha goes, I see what you mean now! I should set it so that once you do something else like attack, the run variable is reset also. Currently, the variable only resets once you release left or right or AP is insufficient. Good catch on your part:)
Seems like it would make more sense to have the variable be timer* that's set when you press left/right, and then pressing left/right again before the timer returns to zero will activate the dash. That way it won't happen accidentally, but you would also be able to "buffer" it in a sense during an attack or while landing.
*obviously not one of Game Maker's built-in Alarm variables

About the music, though. I'm assuming you're using GM8 Pro, so, any reason you're not using Supersound DLL? I mean, I checked the audio files and they don't have too much excess silence at the end, so I'm guessing it's just GM8's MP3 support being odd.

Also, about being a tester, I'm a bit too busy with my own stuff tbh. Sorry :(
author=turkeyDawg
Seems like it would make more sense to have the variable be timer* that's set when you press left/right, and then pressing left/right again before the timer returns to zero will activate the dash. That way it won't happen accidentally, but you would also be able to "buffer" it in a sense during an attack or while landing.
*obviously not one of Game Maker's built-in Alarm variables

About the music, though. I'm assuming you're using GM8 Pro, so, any reason you're not using Supersound DLL?

Also, about being a tester, I'm a bit too busy with my own stuff tbh. Sorry :(

Ah, I see. I'm currently fiddling with the coding as we speak. Correct. I am using GM8 Pro. I have tried time and time again to install supersound DLL, but for some reason it won't work. I want to use it really bad, but its not installing the extension like it should. If I find out how to use it, I'll be one happy camper. And no worries, that is completely understandable:) Thanks for the swift reply!

Part of being a game developer is problem solving and accessing every situation at every turn. Its the players that help developers squash unseen bugs and improve overall.

By the way, I'm curious on what you're working on. After this demo, I basically plan on going on a very short hiatus, so I can try other things and other people's projects.
Unfortunately I'm of no help on using Supersound, as the only version of GM8 I ever used was Lite, which can't do external DLLs.

As for what I'm working on, well... I'm mostly just working on working out what it is I want to work on :v
I've started and stopped a variety of projects over the last few years. Maybe by 2037 I'll get far enough in something to put out a demo lol fml orz
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