TURBO852'S PROFILE

I'm 34 years old from minnesota.
I started back in 2001 with Rm2k and moved to 2k3, but never moved on after that.
I never really made much, but small mostly unfinished projects.

But I bought 2k3 and VX Ace on Steam so we'll see if I get back into it.

I play the ocarina and also do parkour and freerunning.

I've also been into creating electronic music with Ableton Live. I've taken a few classes at a local music school and have been having a lot of fun with it.

I also like to compete on American Ninja Warrior when they let me.
2 Player Block Puzzle
A co-op 2 player block pushing puzzle game!

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A Golden Week of RPG Maker 2003

Congrats to the winners!

And thanks to Liberty, Unity, Kentona, and everyone else here for putting this event on! It was the first time I've ever submitted a full game to any website. The event was super fun and I've enjoyed the few games I've gotten to try so far. I'm definitely planning to play more of them when I have a chance!

Also thank you to everyone who played my game and gave me feedback. It was super useful and definitely a learning experience!

2 Player Block Puzzle

Thanks for the feedback! I'm glad you were able to enjoy it! I'll put in a few notes in your hide tag.

author=iddalai
It's a fun little game, needs some work, but I enjoyed it for what it was ;)

Feedback:

- The title screen needs some work, try a gradient from grey to black inside the letters, keep the font, but center both lines in the middle of the screen.
Yeah, this was a rush job in iDraw. I definitely miscounted the pixels.
- The intro map needs more stuff, it looks empty. Consider making the name choices in a new map, possibly all black using invisible text boxes in the middle of the screen.
- I like how you can name the heroes or let the game do it for you.
- The intro dialog is still too fast!Yeah, just needs more play testing to figure out the best speed I guess.
- In the explanation of player 2 controls you say "key---action", I found myself wondering what key was "key" since it was used for "action", until I understood it was the reference for the below keys. Maybe a rename like "Key---action performed"?If it fits in the window I'll probably update it.
- I didn't like some of the music choices, the title music was fine, the intro seemed rather epic and I feel it diverges from the actual game, the puzzle music is too stressful for a puzzle game, the boss music makes sense, the credits music was well picked.The selections were rushed as I was running out of time before the deadline when I chose the music.
- I don't see the need for the menu options: Skills, Equipment and Status.Yeah, I originally planned on including more, but these things were cut due to time. But yeah, they are not needed.
- The graphics need some more detail to make them interesting, right now they serve their purpose but look bland, you can try to mix different kinds of rocks and obstacles, instead of using rocks all the time you can use holes in the floor or short (1 tile high) walls.I really wanted 1 tile high walls, but what I really wanted was a non-RTP chipset. I also had wanted to make a custom gate graphic that was only 1 tile high as well. I agree that this could be a lot better.
- Great use of RTP weapons with player 2! Using a bow as a "bo" was ingenious!Thanks! I wasn't sure if people would like that or not.
- I cant fight the slime on the second puzzle with the player 2, I can't touch it.It's funny because when testing initially puzzle 2 used to be the one that worked and the others didn't. I'll have to revisit it.
- The first version of the game had really unbalanced battles, but this new version has much better balance, although I don't think battles are even needed here, maybe touching the slimes would make the character move back to the starting position? Or maybe you should remove them?Yeah, I don't know. Battle aren't necessary but I thought it might provide an extra dimension to the game. Moving back to the start could work, but might be more annoying than battles...
- Sometimes I press shift but the rock doesn't move.I'm not sure how to fix this. I think it might be because I'm using common events that call other common events. I'd have to restructure the whole control scheme to local events probably. Or maybe just use a different engine...
- In puzzle 2 I moved player 2 upstairs and then the controls for player 1 weren't working right, like pressing up made him move left or down, some error in the events? This doesn't happen on the 3rd and 4th puzzles.I have no idea what causes this. Interesting that it only happen on puzzle 2. I'll have to check it out.
- I passed all puzzles at first try, but I'm used to puzzle games and like how in most puzzles you have to pay attention not to screw yourself, I appreciate that since I know how hard it is to come up with puzzles!
- when pulling the south-right lever on the 3rd puzzle with player 1 the lever moves before I choose to pull it, to fix this choose the option that makes the lever graphics not move, that way it will only move when pulled.An oversight...
- After fighting a battle with player 2 in the 3rd puzzle, player 1 graphics change to player 2 for a split second before changing to normal, maybe you can fix this with some eventing, making the end of the battle change the tint of the screen to black instantly while you change the graphics and then changing the tint to normal?This only happens on the 3rd puzzle? I'll have to compare what I did there to the other ones. I spent a ton of time messing with this to try to prevent that from happening, but sometimes worse things happened with the other methods I tried. I can probably fix it though.
- Why do you get several "Reset" and "P2 Mode" items instead of one of each?To save time while debugging basically. They should be removed, but it's a hassle to remove them and then add them back when I need to test individual levels with a time crunch so I didn't bother removing them.
- I like how we have to position player 1 in some puzzles to see where we go with player 2.
- The concept of a 2 player puzzle is great! However, RPG Maker 2003 may not be the best choice to do this, the key customization isn't that great in this program. Kudos for the great idea though!Thanks! Yes, I agree that Rm2k3 isn't the best choice for this project, but I wanted to give it a shot anyway.
- The first time I played this I used the number keys above the alphabet letters, because I'm not used to using the numbers on the right side of the keyboard, yeah, I'm weird like that :P and it took some getting used to but worked, on my second playthrough I used the keys on the right side and it's much easier to move player 2, even if it's really annoying when player 1 moves down...I was very disappointed to learn that the numpad keys were double mapped in the engine and there is no way to change that. I also made the period key move player 2 down. It's a little awkward, but once you get used to it, at least player 1 doesn't move down too.
One solution would be to assign a key to change character and only move one at a time, this would also solve the graphic change after battles. Unfortunately, that would also remove the simultaneous 2 player feature that I was going for.
- Everytime I enter a puzzle room I have enough time to move or open the menu before the characters start speaking with each other, I think I shouldn't be allowed to do that, if you change that event priority to "automatic" (or whatever it's named on the new version) you may fix that.I thought about it, but I decided that it didn't hurt the story if they talked after taking a few steps to look around or if they just started talking right away. But, maybe I will try Auto-start? I never use that and I had forgotten what the point of it was actually.
- The dialog in the boss room intro is too fast, you should let the player skip the dialog like normal here, in the game intro and everywhere, I think (except when they're falling).I could probably slow it down. I'd just have to also delay the boss waking up and time them to match as well. It would just take some more testing.
- I really like the boss concept, it's like something from a Zelda game.
- The available space the player has to move around before entering the boss arena is too limited to draw the attention of the boss, so it can take a long time to actually enter the boss arena, you could redraw the map, making the passable areas smaller may help too.I thought about redrawing the map after I had made it, but by then time was an issue...
I'm glad you liked the idea though! Part of the movement pattern is that the boss moves randomly for the most part but every so often steps towards player 1. Without this feature, the boss might wander away from the players for a very very long time. Awareness of this fact, makes it pretty easy to corral the boss, but without knowing it, the boss might seem to just stand there for a while sometimes. Maybe I should somehow let the player know?

- Being able to fight with both characters side by side is a cool detail!
- Sometimes I'm nowhere near the boss and still have to battle it.Originally, player 2 walked slower than player 1. I decided to make them the same speed. Unfortunately, this problem arose when I did that, but only sometimes. I think the events move position faster than the variables update for some reason. I'd have to reconfigure the collision detection to fix it. Might take some work. Or I could make both characters slower? I'm not entirely sure if that would fix it.
- There's a lot of randomness to the boss, sometimes I just have to wait for it to get into position so I can draw his attention to the switch, it's specially hard to draw his attention with player 2.
- The music should change after we beat the boss.I totally meant to do that, but I guess I forgot. Oops.
- You should at least reward the player with a new map at the end.Yeah, I had planned more, but had to cut due to time.
- Both endings are really similar, I have no idead where to use the code, I tried with the player 2 and 1 controls in the intro and in the puzzle rooms but it does nothing, is there a specific spot? It's supposed to be used in the sequel, if there ever is one, ha ha ha.
- There could be more to the story, but that's really not the point of the game to me, so it works.
- The bugs and look of the game is all you need to improve, mainly.

2 Player Block Puzzle Review

Given the initial form of the game, this review is entirely fair.

Luckily, some of the errors have since been fixed and the game is now possible to complete. The initial scene has now been slowed down just a little. The battle backgrounds have been updated to match the setting. The option to change formation of the party has been removed.

While some of these can be fixed, the issue of the controls is limited by RPG Maker 2003 as an engine and perhaps my ability in efficient use of it. I'm not sure that it can process fast enough to keep up with input commands in the way that player 1's controls can. However, if there is a way, I will try to see if it can be improved. Generally, commands must be input at a slower rate for player 2 to be effective. There are several parallel process events running that check player 2's position and action and then relate them to position of another actor to see if something should happen.

The other aspect of the controls is the limited selection of keys available for input and their layout on the keyboard. Unfortunately, several of the keys have multiple functions. This is not by design of the game, but seems to be the way that the engine handles the keys. The number pad doubles up some numbers as arrow keys. This unfortunately leads to the number 2 doubling as a down arrow and as the number 2. Interestingly enough, pressing 2 on the number row does not suffer from this doubling of function. Only the numpad "2" doubles as down. Currently, the period key "." also functions as down for player 2 to give an alternative to pressing the "2" key on the numpad which will result in moving player 1 down as well. I experimented with numlock and scroll lock, but unfortunately these features of Windows do not seem to remove the doubling of the keys as both numbers and arrows simultaneously.

I am debating updating the controls to have a choice between a numpad recommended setup and a number row recommended setup. The numpad setup would not include the 2 key as a control and would only use the period key to move player 2 down. The number row setup would likely use keys 1-4 for direction and 5 or another number for pushing the block. Another issue that may potentially come up for players is the shift key pressed rapidly may trigger Windows to prompt for sticky keys. Currently, it is best to not spam the shift key to avoid this, but I may update the controls to use a number instead of the shift key to push the blocks.

Unfortunately, to address the issue of control responsiveness will prove difficult as the speed of the processing for key input may just not be fast enough. I will have to do some more testing and some research to see what is possible and if it can be made more efficient.

ATH_07.png

It's kind of like how the movie, The Princess Bride does it! Nice!

Starship TsukuruNova 20003

This was super fun! I beat it at level 19! Afterwards, I thought, wait a second, wasn't there a cave in the upper-left of the world map? I never went there! So, I loaded my save and checked it out after.

I love the various references to Star Trek and other things you made too! And SPACE everything was really funny. Definitely the most fun game of the contest that I've tried so far!

2 Player Block Puzzle

Yay! I'm glad you got through it! Maybe I should have put in a message that the boss changes targets after each time it is stunned? But you figured it out so maybe it was fine?

You may have also noticed that the boss moves only somewhat randomly and sometimes steps towards player 1. This is to help the boss from wandering too far before the players are free from the barriers. Otherwise, it was possible for the boss to hit a switch on its own and then change targets to player 2 and then wander completely away, which could potentially take a long time to wander back to the player's influence.

The reason why the boss seems to sometimes start a battle with you seems to be due to the variables that track player 2's location not updating fast enough. It's hard to be sure without more testing I guess.

There are 2 endings, but they aren't too different. You can get the other ending if you fail any of the puzzles at some point and use the reset.

Anyway, thanks so much for making the video! It really helped a lot to see how you reacted to everything.

2 Player Block Puzzle 1.1

Or use the newest version: Version 1.2

A Golden Week of RPG Maker 2003

Edit: I fixed a few things like the backgrounds that Ratty mentioned.

Ah, yeah, version 1.0 is broken. Sorry about that. Version 1.2 will let you get past that level and to the end.

Yeah, if 2k3 had better key input choices I would be happier. I was going to use "0" instead of shift, but it apparently opens the menu if you use the numpad. I could just turn the menu off and make a custom menu, but I didn't have time. Yes, "2" moves player 1 down as well (because the numpad has arrows on it apparently), which is why I also set "." to function as down. I think you can turn sticky keys off in your Windows settings, but that would be pretty annoying. I guess you basically just have to do everything slower with the second player to avoid these issues.

However, if you use the number row above the keys instead of the numpad, you won't run into these issues. It's slightly awkward using 1, 2, 3, and then 5 on the number row, but you don't move player 1 when you press that 2.

You're right, I totally forgot about the battle backgrounds. The intro is fast, but it sort of is supposed to be. I'll probably slow it down a bit though.

Thanks for the feedback! I think I might make a better version with the full set of levels I had planned eventually. We'll see.

But for now, if anyone downloaded versions 1.0 or earlier, it will fail. Use Version 1.2 instead if you want to see the ending!

Jack's Magic Beans

I didn't play the church fix version but I played the regular final version and beat it really quick somehow. I don't think I went everywhere since I never left the first town. Let's just say I was able to guess the code on my second try and then basically apparently did everything right by chance and got to the end.

I noticed you can fight the final boss again if you talk to her again.

I noticed during the ending that you reference a variable value, but it calls it
v/[2]
instead of
\v[2]

I might give the other version a go later to see what the other places are.
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