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Updated Demo (regretting uploading the first one)
The choice in Hayate no Gotoku - Dream Apocalypse is presented when the party is being formulated. There's a choice of six, maybe seven characters. Since the party size is four, you choose three for your initial party. Failing to chose a certain character results in a Game Over. However, the start-up event (which may be skipped) gives a perfect background why that character should be in your initial party. There's even a short cut-scene where she brings out a super cannon (you don't physically see the weapon, but it's understood), and literally shoots the player.
I never did check to see if that event was still in the second version that I played, since you can exchange party members at will in that version, but it was definitely in the first version of the game.
I never did check to see if that event was still in the second version that I played, since you can exchange party members at will in that version, but it was definitely in the first version of the game.
Updated Demo (regretting uploading the first one)
I think I understand the basic gist of what you're saying. The point, however, is that now that you have a general idea of what to look for, you can fix it!
Updated Demo (regretting uploading the first one)
Okay, I was poking around in the editor, and I think I "found" some wierdness. Upon left-clicking on various tiles in the house on Layer 2, I found that some tiles on the left side of the house were not the standard "invisible" title. I have no idea how that happened, but the result was that there was a tile that was essentially acting as an invisible wall. For reference purposes, I created this screenshot to show you which tiles were the "normal" or "expected" ones.
On the Administration Building, the I found similar weirdness, only the invisible tiles in question forced passibility. For reference purposes, I created another screenshot to show you the problem areas.
I'm not sure if I relayed the information properly in the sceenshots, so if you have a question, feel free to ask.
On the Administration Building, the I found similar weirdness, only the invisible tiles in question forced passibility. For reference purposes, I created another screenshot to show you the problem areas.
I'm not sure if I relayed the information properly in the sceenshots, so if you have a question, feel free to ask.
Updated Demo (regretting uploading the first one)
I pretty much polished off this demo of the game, and I have some somewhat disorganized notes/suggestions:
It's not done half as awesomely as it was in Hayate no Gotoku - Dream Apocalypse, but the beginning of the game poses the query if you actually want to play the game. Like the sequence in Hayate, it's totally obvious how you should answer the question. Unlike Hayate, there isn't much to the question outside of giving you a Game Over screen, or continuing with the game.
When Brian runs into Diana, he was hurrying to go somewhere. After a bit of conversation, he decides to forgo his task, and join Diana on her quest. So, whatever he had to do was pressing enough to literally run into Diana, but not pressing enough that he can simply do it later? Continuity loses it's grip.
I can barely make out the red and blue text. The turquoise text is good. I use it all the time to indicate stressed words/bold text.
The sequence where Brian suggests going to a cave is pretty hilarious, actually. I enjoy how Diana seems to know that there should be no clues in that cave as to how she got to where she is. Yet even with such rational thinking, she decides to go to the cave anyway. Am I the only one sensing Deus Ex Machina here?
I'm looking at the events I've seen thus far in the editor, and I can't help but to notice a reliance on variables to check to see if an event is clear or not. I have to wonder if a switch wouldn't be more effective to keep track of what's been done in a game.
If ever there was a game that screamed for a quick walking speed, this is it. These areas are insanely large. Then there's the fact that there isn't much in them to begin with. May I humbly suggest making smaller maps?
Brian is really wishy-wahsy isn't he? Now he's agreeing to save the "underground world" because some talking cat tells him that he's the Chosen One of Legend. Am I the only one who thinks this is lame plot development?
I don't know how or why it's happening, but I can't seem to get to the left side of the house after waking up from the "dream". There's nothing on that side, but it perplexes me to no end.
You needs keys to get into a school? What kind of school is this? How does Diane's family even afford her schooling if her father is a craftsmen of barrels? Maybe I'm just thinking too much?
You can walk on the door at the Administration Office. Not the precise place where the door's event is placed, but the tiles surrounding it. I wasn't using the CTRL method of exploration, so I checked to see if the tiles you used behind the door were impassible. Turns out they were. I have no idea how much it matters, but after looking at the town in the editor, I couldn't help but to notice that the buildings in that town were all on the second layer. It's one thing to have the rooftops on the second layer to relay the fact that there's a building that your character (or any object) is behind, but the whole building? It's just a theory, but I'm guessing that's what's the cause of the bug.
<shameless plug>I'm not sure how much it will help you, but maybe you should check out Matsumori Days?</shameless plug>
It's not done half as awesomely as it was in Hayate no Gotoku - Dream Apocalypse, but the beginning of the game poses the query if you actually want to play the game. Like the sequence in Hayate, it's totally obvious how you should answer the question. Unlike Hayate, there isn't much to the question outside of giving you a Game Over screen, or continuing with the game.
When Brian runs into Diana, he was hurrying to go somewhere. After a bit of conversation, he decides to forgo his task, and join Diana on her quest. So, whatever he had to do was pressing enough to literally run into Diana, but not pressing enough that he can simply do it later? Continuity loses it's grip.
I can barely make out the red and blue text. The turquoise text is good. I use it all the time to indicate stressed words/bold text.
The sequence where Brian suggests going to a cave is pretty hilarious, actually. I enjoy how Diana seems to know that there should be no clues in that cave as to how she got to where she is. Yet even with such rational thinking, she decides to go to the cave anyway. Am I the only one sensing Deus Ex Machina here?
I'm looking at the events I've seen thus far in the editor, and I can't help but to notice a reliance on variables to check to see if an event is clear or not. I have to wonder if a switch wouldn't be more effective to keep track of what's been done in a game.
If ever there was a game that screamed for a quick walking speed, this is it. These areas are insanely large. Then there's the fact that there isn't much in them to begin with. May I humbly suggest making smaller maps?
Brian is really wishy-wahsy isn't he? Now he's agreeing to save the "underground world" because some talking cat tells him that he's the Chosen One of Legend. Am I the only one who thinks this is lame plot development?
I don't know how or why it's happening, but I can't seem to get to the left side of the house after waking up from the "dream". There's nothing on that side, but it perplexes me to no end.
You needs keys to get into a school? What kind of school is this? How does Diane's family even afford her schooling if her father is a craftsmen of barrels? Maybe I'm just thinking too much?
You can walk on the door at the Administration Office. Not the precise place where the door's event is placed, but the tiles surrounding it. I wasn't using the CTRL method of exploration, so I checked to see if the tiles you used behind the door were impassible. Turns out they were. I have no idea how much it matters, but after looking at the town in the editor, I couldn't help but to notice that the buildings in that town were all on the second layer. It's one thing to have the rooftops on the second layer to relay the fact that there's a building that your character (or any object) is behind, but the whole building? It's just a theory, but I'm guessing that's what's the cause of the bug.
<shameless plug>I'm not sure how much it will help you, but maybe you should check out Matsumori Days?</shameless plug>
Updated Demo (regretting uploading the first one)
I missed out on the first demo, which seems like a good thing, but I'll be checking out the updated demo.
Bronze Soul
This is the third game I know of that attempts to convey the theme of alternate realities. This is not inherently a bad thing, and there's probably more out there that I've seen, but the subject is of interest to me.
Mostly because I'm making one of the three games!
Mostly because I'm making one of the three games!
Progress Report for Chapter 3 Demo
I'm more or less complete with Joruri's arc, and am considering what to do with Toshie.
The way I'm doing all the date-related events all at once makes me want to cut the game down to three chapters. Toshie generally doesn't care were the player is in the plot, but you can't advance the plot too much with Joruri while Masako follows it pretty closely. Besieds, I only really have three new dungeons planned, and that's not enough content for two separate chapters on that front.
Speaking of chapters, I've been so involved with the date sequence that I'm been neglecting to develop the main story. Since it should be possible to play the game without touching the date sequence, what I might do is complete the main story, then release the Chapter 3 demo without the date sequence at all. After getting the date sequence in the game, I can release a more finalized version.
The way I'm doing all the date-related events all at once makes me want to cut the game down to three chapters. Toshie generally doesn't care were the player is in the plot, but you can't advance the plot too much with Joruri while Masako follows it pretty closely. Besieds, I only really have three new dungeons planned, and that's not enough content for two separate chapters on that front.
Speaking of chapters, I've been so involved with the date sequence that I'm been neglecting to develop the main story. Since it should be possible to play the game without touching the date sequence, what I might do is complete the main story, then release the Chapter 3 demo without the date sequence at all. After getting the date sequence in the game, I can release a more finalized version.
DOING IT! - WEEK TWELVE - Dialogue
My most favorite conversation ever must be from Legacy Reborn:
Matsuta: Damn you! You knew all along, didn't you!?
Tomika: Of course. Nothing has happened except what I have allowed.
Matsuta: Then allowing me in here will be your doom!
Tomika: Enough! Let us end this tiresome bickering.
(after winning the boss fight)
Tomika: Well done, Matsuta. I knew only you could possibly defeat me.
Matsuta: You... you wanted to be defeated!?
Tomika: *cough* Yes, you fool. Now it may all begin.
Lusty, here's my take on that sequence:
Aele: Look at you stuffing yourself! Just how much can you take in, anyway?
Ryuna: What's that supposed to mean? I haven't eaten in days, you know!
Aele: You do seem on the scrawny side.
Ryuna: What the...? Hey, that wasn't very nice of you! Besides, I'm still growing!
Aele: Indeed. Considering what I'm seeing, you'd be growing more in the horizontal direction than the vertical one!
Ryuna: Waaait a minute. What, exactly, are you implying?
Aele: Nothing. Forget about it. Anyway, I'm not gonna pay for any more food. My wallet's thin enough as-is.
Matsuta: Damn you! You knew all along, didn't you!?
Tomika: Of course. Nothing has happened except what I have allowed.
Matsuta: Then allowing me in here will be your doom!
Tomika: Enough! Let us end this tiresome bickering.
(after winning the boss fight)
Tomika: Well done, Matsuta. I knew only you could possibly defeat me.
Matsuta: You... you wanted to be defeated!?
Tomika: *cough* Yes, you fool. Now it may all begin.
Lusty, here's my take on that sequence:
Aele: Look at you stuffing yourself! Just how much can you take in, anyway?
Ryuna: What's that supposed to mean? I haven't eaten in days, you know!
Aele: You do seem on the scrawny side.
Ryuna: What the...? Hey, that wasn't very nice of you! Besides, I'm still growing!
Aele: Indeed. Considering what I'm seeing, you'd be growing more in the horizontal direction than the vertical one!
Ryuna: Waaait a minute. What, exactly, are you implying?
Aele: Nothing. Forget about it. Anyway, I'm not gonna pay for any more food. My wallet's thin enough as-is.
Hayate no Gotoku! Dream Apocalypse
Don't say that, sunshinesan! This game is enjoyable to non-fans! They might not get all the references, but it doesn't really matter. The game is still fun, in it's own right. Especially with the combat engine improvements I saw since last I picked this game up!














