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The Mirror Lied

I had some trouble getting it to work at start, but later I found out that it was the missing RGSS102E.dll file. After putting that there in the directory, everything worked fine.

Interesting concept.

[FULL] Cavern of Doom

author=bobthebobish link=topic=2044.msg35052#msg35052 date=1222795776
2: To be honest the stone gaze never seemed to work on me through 3 run throughs of the game so I'm kind of relieved that they work at all! There are many more insta kills on insane though but I might tone down the stone gaze in an update. Also what level were you by cavern level 10?

I'm guessing that I was around level 30? I don't know for sure. In practice the insta kills would not work that much, but usually would kill me by the time I got half-way through the level.

author=bobthebobish link=topic=2044.msg35052#msg35052 date=1222795776
5: not a clue on how to recreate this one. I've only played insane through once but I never had this problem. Is it a specific spell or enemy? or effect?

This bug happens when you encounter an enemy and the effect given is that the enemy is surrounded by a "curious aura." Usually I have the sages stone equipped so I do ruin magic attacks, but after hearing the magic sounds and effects (before the damage is shown) the game crashes with this. Just attacking instead of magic seems to work fine though.

[FULL] Cavern of Doom

Six hours? This thing took me an entire week to finish. Great game (after all, I kept playing it). There is some room for improvement from my perspective though:

  • The difficulty to reward ratio of the early on monsters is out of whack. The enemies on levels 1-3 give the same amount of gold, but the ones on the later levels are much harder. Getting over this initial hump seems harder than in the rest of the game.
  • Instant kill abilities for enemies never do well for 1 player party systems unless there is some method of countering it. In this game there's nothing to counter it except to level up some more. On level 10, no enemies could hurt me at all except the gorgons, who would just stone gaze me to death all the time, which really sucks for leveling.
  • Found a bug when you go to the town and save after getting hit by a glue trap. After you load the save game (or just continue playing), your movement speed will be set back to normal, but not the glue trap counter. So when that counter expires, you end up going twice as fast normal.
  • Also, if you enter a dragon's den and then leave again, your field of vision stays as the entire size of the screen.
  • On insane difficulty, sometimes when there's a special effect at the start of the battle, doing a spell on the enemy will cause the game to crash in a very bad way (states a problem about not being able to access or read a memory location or something).
  • Equipping the Sage's Orb enables double spells with half mp use, but disequipping it still allows the double spells?
  • Finally, I couldn't get the other hidden ending. Boo :(

Release Something! Day IV: Discussion Thread!

I got pretty far with Hellucination, but when I picked up the plasma sword, I didn't notice the switch and just moved down afterwards, and I think it re-triggered the plasma blade cutscene again, and I got stuck. Considering how long that level is, I felt a bit too unmotivated to try it again. I'll try it again later though.

Good stuff.

Release Something! Day IV: Discussion Thread!

author=WIP link=topic=2017.msg33455#msg33455 date=1222183740
Setup here
I'm going to be playing all the RS games on here with a PS2 controller.

Awesome idea. That inspired me to setup my projector and use a wiimote classic controller. Almost worked great, except there were some issues with the script I was using and it kept pressing the up button all the time :S.

Release Something! Day IV: Discussion Thread!

author=Euphorian link=topic=2017.msg33360#msg33360 date=1222141117
I had to do it one square at a time, because I haven't found a reasonable way to calculate the movement range to account for obstacles, so, the first one (though I've never played Gemfire). I'd like to have done it the other way though. Is this something you would know how to incorporate?

I don't know what you can do with rm2k3, but the only "good" algorithm I can think of for movement would be the breath-first algorithm. It's a recursive algorithm. In effect you start on your tile, and "mark" it in some way. Then you go through all the tiles that were recently marked, and then "mark" the tiles that are around them that are not already marked and are not obstructions. Go through this algorithm n times, where n is the number of moves you have, and you have marked all the tiles that are in range of your movement. To get the path, whenever you "mark" a tile, take note of where you marked it from (eg: left, right, up, down) as well. That way, when you look at a highlighted tile, you know which tile you marked it from, and then you can look at that one and know which tile that one was marked from and so on until you're at the tile you started at. That'll give you the path to the selected tile from the starting tile, but in reverse.

But again, I'm not an expert with rm2k3, so I don't know how much of that you can do. If you can't do that, you'll most likely have to stick to the one tile at a time approach. It'll make things more difficult for the enemy ai, but for that you could try dividing the map into zones, and setup a table that'll tell you when you're in zone x, and want to get to zone y, then go to place z. It would be a lot more work, but it would be your best bet.

Release Something! Day IV: Discussion Thread!

Euphorian, I know you're still early in developement here, but what's the movement system like? Do you move one square at a time (ala Gemfire's battle system), or do you select a square in range and you move there (ala FFT)? I'm bit curious since I've been working on tactial rpgs for a while now.

Release Something! Day IV: Discussion Thread!

author=Max McGee link=topic=2017.msg33203#msg33203 date=1222115080
Rework The Dead: Evil:

This looks SO AWESOME that I would play it in spite of its (to me) arbitrary and distasteful "furry" stylings. (I will admit I am very anti-fur.)

It's understandable. Usually anything furry related ends up either turning sexual, or down right creepy, both of which I'm not a fan of. I could start a big post about how I came to be working on this thing, reasons for this, that, and the other, but I'd much rather not right now, so I'll leave it at that.


As for the games, I downloaded a bunch, but my internet just went down the crapper after getting the first ten or so. I still need to install RTP, so the first game I've been able to play is Cavern of Doom. Good stuff so far. It's interesting to see what you can do when you limit yourself to a small grid pattern like this. I would like to see this idea to a bit further to be a true 20x15 pixel game, but something has to give in order to make a game that has any sort of depth, especially an rpg.

Release Something! Day IV: Release Thread

Only some trailers to show here, but this is the first time I'm releasing any info about this project at all, and I'm usually very tight fisted. Anywho:

Rework The Dead: Evil

This is a platformer zombie game with tons of blood. Weapons, bosses, lots of limbs, the whole deal. The shooting mechanic is based on the early 90's game "Abuse," so you use the WASD keys to walk and jump around, while the mouse aims and fires your weapon in the 16 possible directions. As well, the blood system allows for heads to bounce, limbs to fly, and walls to stain, in a much more involved manner than they did in my previous game Jack. There's also some cutscenes, though they're not that well animated.

Screenshots



Trailers
Trailers have blood and coarse language, and are unfit for the entire family.
The shorter teaser trailer, with some really bad music: here
The longer, gameplay trailer (music by Coda, if you know him): here

Sorry for not having the sound effects included in the trailers, but it was hard enough to just get a video. Videos probably best viewed with windows media player... VLC has a tendency to cut out the beginning parts of them I find :/.

One man codes a DS game on his own in 5 years

I can't say that I'm impressed. While I have not played the game, and hence, I do not know everything about it, I'm certain that I, and probably others on this board, could do the same or better.

If it was someone from these boards making it, I'd think it was pretty cool and all the luck to you, but it's not of the "wow, this is amazing" hype.

Now, if someone made a full length SNES game from scratch, then I'd be impressed.