BRADY'S PROFILE

Brady
Was Built From Pixels Up
3134
Eclipse
Concept Game: Comic meets "Choose your own Adventure" in game format!

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Wee Hero

@Jakar:
Good to hear. Let me know if it pops up again, or if you find anything else.

@nhubi:
bigtime mentioned that a while back in development as well.
Technique and Steal are skills common to your character, while the Brute/Blade/Ninja Techs are specific to your weapon choice.

During Cyans introductory sequence I did mention that weapons have their own skill trees but it's obviously not clear enough.

Truthfully, I've no idea how to word it better so that it's more clearly explained D:...

Wee Hero

Glad for the feedback, nhubi.

I've just updated the version to 1.2 now, which should clear up both of those problems.

The levels came from an event in the Farm that I was using to test one of the secrets at various different levels and gear setups and obviously forgot to take it out, like the Blowfish skills in v1.1; can be a pain trying to double-check everything yourself. If you don't see it the first time, you're not likely to see it on the double-check either :(

And item descriptions. I actually didn't even notice they didn't have them. I put them all in before the database makeover and apparently just skimmed right by it with the new ones. You can see why I need a project to keep my brain working ;)
Anyhoo; all usables items (not just elixers) have been given descriptions, including food that previously had no indications as to what they did.

Gear will probably get changed from "sword I", "sword II" eventually, but I've hit a creative mental wall for that and don't want to force out some shit-sounding names and cause confusion or interest loss based on a daft name. The mechanical titles should help people get the jist easier while getting across the point that the game is still a work in progress and being updated frequently.

Hopefully you can play it again now and enjoy it properly. If you come across anything else, just let me know :)

Wee Hero

I can't seem to find this at all.
Not to sound condescending, but are you sure it's not a problem on your end? I would suggest a physical keyboard problem, but I presume you'd notice that outside the game as well.
I'll still look into it for you, but I will need more information if I hope to find this anywhere.

On the bright side; if it is a bug in the game, it seems like it's obscure enough that it won't affect everyone D:...?

FogOfWar.png

I was thinking about that, but after the first Field map I realised that getting all those wee corners and things was really tricky and tiresome, so a map would have to be designed to suit the fog of war, rather than ddesigned to take advantage of it.

Of course, stopped thinking about it pretty quickly anyways because I don't think it's even possible to have a conditional that checks whether or not it's cleared. There are other script calls to change the fog in various ways, but when I got the script made I never asked for any conditionals to be built in.

Either way though, am always happy to hear any ideas or suggestions about a fun way to use it or cool gimmick that involves it. If nothing else, it helps my creativity problems for me to have things to try and figure out :)

FogOfWar.png

It's a concept I've been having fun with as it's not often seen in standard RPGs, but it gives a lot more freedom in map design.
I've started off with just playing with small maps and seeing what I can get away with in terms of keeping the maps simple and small while letting the Fog create the urge to explore and see the map.
Next up is the bigger or more intricate dungeons combined with the fog! o:

Even then, the script just opens up different things to do and play with. There's one gimmick later on that relies on the fog script working slightly differently and comes off looking quite good; I've no idea how I would have been able to do it without the script, so it's fun to play with it from a developmental side, too~

Updated: Demo v1.2

Note:
Updated with v1.1
I realised that I completely stupidly forgot to remove the "blow fish" skills from the skill set. They exit purely to help me gauge enemy hp amounts at various levels for troop tests and are (fairly obviously, I suppose) not intended as real skills.

The few downloads before I updated this won't be affected, as they won't cause any bugs or affect gameplay; you just have to....not use them, I suppose.

Or you could use them, but it'll kinda kill the challenge! :D

Updated: Demo v1.2

If you played through the Alpha then you probably won't see many differences until the Tower at the end, but there should be enough wee improvements that it runs smoother than the Alpha did; that ran very mechanically, this should run a lot more naturally. Either way; hope you enjoy it~

Wee Hero

Sounds like an unusual bug. If you can give me some more specifics I can try to look for it and find out what's happening, but this isn't something I've seen or heard before now so I've not got much to go on.

Well then; flavour time!

There are five "secret" maps dotted around the Country Map that have no indication where they are and just kinda whisk you away into a new map without warning.
In the test version, two of them are pointless except for Elixer pickups (old man walking, and river tent), one of them is purely there for herbs and an Elixer (the flower patch), another is a road merchant who sells you bundled goods cheap, and the last is a scene where you get a chance to rescue a girl and child from Imps (there's a screeny of this one in the Images section).

I increased the drop rate a wee bit. I think I agree that it is a touch too low; even with steal, you can only steal/drop one at a time when you need several. Wasn't a big increase, but it should help speed up collection.

You're finding the Mugger the hardest? Interesting that, since I had most trouble with the Lady. Hopefully this is just down to a "depends what you equipped", which was the intention after all.

As for now, have the final dungeon/boss of the country made and planted one of the Midnight Monsters.

Well then; flavour time!

Oh, there are some free coins just from walking around (triggering a cycle of switch-events that are in each map in town) just to help supply some extra cash. There will be more interactive objects than there are now, though. There are only a handfulright now, but I'm intending to make most of them have at least some function, if even only a text box.

As for monster drops; that's something I was leaving up to this test to check on. It's very possible the drop rate is too low, at least considering you only get 1 mat per drop anyways, so that may get increased to help out.