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Metal Slime
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 PostMon Aug 09, 2010 5:40 am
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oh dear
That gives me concerns on how survivable the remaining chapters are.
But for all I know, this could be near the end of the game, so that would make more sense.


Yeah, Chapter 6 is the final chapter of the game. So by the time you get to Beaverfoot, you'd be coming up pretty close on the end.


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Also, hey, question here. Does every chapter serve as a Point of No Return? Once you pass Bigfoot Beaverfoot, perhaps by accident, is it gone forever?


Pretty much, yeah. Every time you see the title card for a new chapter (or a "driving across the country" scene), you can't go back to the previous area anymore.

The only exception to this is Chapter 2, where you can still go back to the US/Mexico border... but not any further, since the donkeys leave after you enter Wrongside for the first time.

And yeah, Beaverfoot is pretty much the "point of no return" before the end of the game. Once you drive off to Alaska, it's impossible to get back to Beaverfoot again. It'd be a little hard to accidentally leave, though, since you have to answer Yes to an "are you really ready to go?" question before the game will move on.


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Also there's the question of how I can get those weird hobocrafted items from Wrongside.


You can't get them yet in Wrongside, since it's impossible to get all the ingredients at that point in the game.

The shop that has them in Wrongside is pretty much just a "preview" for a similar shop that shows up in Chapter 4; by that point, it's actually possible to gather up all the parts to make those two items.


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EDIT: The gameshow host there reminds me an awful lot of this guy.


Hmm... can't remember exactly who that is, but the art style looks really familiar... wasn't he in Super Paper Mario?

Any resemblance would have to be unintentional, but I can definitely see some similarity between them (the facial expression is surprisingly close, and they both have big hats.)
Metal Slime
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 PostWed Sep 22, 2010 1:57 am
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Yeah... got a bit distracted by various stuff (school, ADoM, etc...) for a month or so, but now I've gotten back to working on Okédoké.

Had the actual town of Beaverfoot done by the last update, but now you can actually leave (the next driving scene is done) and arrive at some snowy place in Alaska, which is basically the entrance to the game's "final dungeon" type area. I just finished the map, random-encounter placement, and NPC placement for that area today; there's a good-sized snowy wilderness-ish area (with some random enemies and a couple of hidden items) before you get to the "final dungeon" entrance.

About all I've got left before I can actually start on the "final dungeon" is a short mini-boss fight with some guards (or, depending on what you did in Beaverfoot, a short and silly scene where someone else beats up the guards) before the entrance. Just one big dungeon left, and I've got a little over two months left before the "Heart of the OHR" contest due date... maybe I'll actually finish this thing in time?

(Or at least enough so that the storyline is complete; the "after you beat the game" scenes might take a while.)
Liquid Metal Slime
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 PostWed Sep 22, 2010 8:07 pm
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Looking forward to this as usual.

Are you adding anything else to the earlier chapters again? Once this is released, it would be helpful to know whether it's okay to start from wherever we left off, or if it's recommended to start over.

Speaking of which, did you ever update Chapter 5 with little side tunnels and such? Do you plan to?

One of the things I like about Okedoke is the ability to explore new paths from areas you've already visited. Keeps it from getting too repetive, or linear.

I never did finish the Burger Kingdom subplot, by the way.

Good luck on making the Heart of the OHR deadline. Hopefully everyone else will, too.
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Metal Slime
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 PostThu Sep 23, 2010 1:50 am
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Are you adding anything else to the earlier chapters again? Once this is released, it would be helpful to know whether it's okay to start from wherever we left off, or if it's recommended to start over.


I can only think of one thing I might add in to the earlier chapters (1 through 3)--maybe some sort of "slide down sandy hills" or "jump down ledges" map features in the desert sections of Chapter 1, kinda like the jumpable ledges I used in Puckamon.
As far as maps/storyline/bosses/etc. though, the first three chapters won't have anything new. Definitely not anything that would be a good reason to start a new save file, unless you just wanted to play through the early parts of the game again.

Only one thing's changed in Chapter 4: the reward for beating the Swarm (the Cheesenormous weapon for El Garbanzo) will actually be in the game now. Of course, technically the whole secret area is "new" since it hasn't been in a public release of the game yet...

Out of all the older chapters, Chapter 5 has the most stuff added to it; starting over from a Chapter 4 savefile (if possible) might be a good idea.
There's a few gates blocking your passage when you first get in, the Front Tower map isn't completely pointless anymore, there's a secret tunnel underneath the prison leading to a completely new area, you can get into a couple of jail cells that I accidentally made impossible to get in before, and some of the prisoners do different things depending on when you open their cells.

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I never did finish the Burger Kingdom subplot, by the way.


Heh, yeah... the Swarm bosses are pretty tough, aren't they? And Bridget's absolutely ridiculous, easily the hardest boss in the game so far. The only fight I can see being any harder than her is the final boss of the whole game.

How far did you get? I seem to remember that you beat Meghan, but were having a hard time with the others (though I can't remember if it was Lauren or Smoop that you were stuck on.)

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Speaking of which, did you ever update Chapter 5 with little side tunnels and such? Do you plan to?


Yeah, I've added a couple of secret areas, and some other small things (mentioned above.) The prison's still kind of a short part of the game compared to the huge areas like Chapter 1's desert/mountains, Wrongside, and New Hamster, but it should have a little more to it now.

Chapter 5 always was intended to be sort of a short little self-contained "one dungeon" part of the game, though. Sort of like how Chapter 3 was, except Chapter 3 was more of a detour while the events of Chapter 5 are pretty much the goal of the entire story up to that point.

Chapter 6 will probably make up for Chapter 5's somewhat short length; there's a mostly-optional town and a wilderness-ish area in there so far, and my current plan for the final dungeon's layout has two main floors and two basement floors (each of which should be fairly large) and then two more rooms leading up to the final boss battle. There's going to be one last optional boss and several good items hidden away somewhere in the place, so there should be more exploration involved than in either of the shorter one-dungeon chapters.
Liquid Metal Slime
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 PostThu Sep 23, 2010 3:09 pm
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Yeah, Chapter 5 definitely needed more distractions and more puzzle elements. The gates sound like the best part of the update, since they'll make it more puzzle-ish like Chapter 3 was. I think that was why I was so disappointed with Chapter 5 (compared to the other chapters at least)--it really didn't have the charm of exploration anymore.

I think Smoop was the one that kept beating me (whichever girl stands at the hill leading to the forest tower). I have a feeling I could do better if I start from the beginning and spend more time grinding. I found myself running from battles pretty often as early as Chapter 3.

Sounds like the finished version will be great. Keep cracking that whip on production.
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Metal Slime
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 PostThu Sep 23, 2010 11:20 pm
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I think Smoop was the one that kept beating me (whichever girl stands at the hill leading to the forest tower).


Yeah, Smoop's the one in the Creepy Pine Forest right before the tower.

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I have a feeling I could do better if I start from the beginning and spend more time grinding. I found myself running from battles pretty often as early as Chapter 3.


I wouldn't really recommend grinding. Okédoké isn't really a game that requires any grinding at all, as far as I've seen.
Chapter 1 is beatable at level 1 (if you're very careful and a bit lucky), and I've been able to get as far as Chapter 5 without getting any character higher than level 10 (any lower than that would be really hard to pull off, not necessarily because of difficulty but because the amount of experience you get from the required bosses is pretty much guaranteed to bump you up close to 10 by that point.)

Of course, the Burger Kingdom's enemies (especially the bosses) are much tougher than anything else in the game up to that point... and they also give a lot of experience (more than Chapter 4's regular enemies, and much more than anything in the first three chapters.) So, if you wanted to level-grind a bit to take on the Swarm, it would be a better idea to wait until you reach Burger Kingdom before doing it.

Besides, once you're into the 20s, just gaining more levels isn't really going to help you much--the last level when anyone learns a new move is 23, and the only stats that will ever get any significant boosts from just one or two levels are HP and SP (which have stat caps set, so you can't ever get insanely high HP by level-grinding for hours.)
Heck, a lot of stats will never go up at all just from leveling--all of El Garbanzo's stats (except HP), most of Schnee's stats, Señor Rialgo's Wisdom, and Señor Death's physical stats never gain a single point unless you equip items that boost them.

Try switching around your equipped items instead--usually this will make a much bigger difference than another couple of levels ever could. Just be careful not to unequip the Magic Cheese from anyone (if you have it equipped), because the last time I checked there was still a glitch in the engine that will make your SP permanently go down to zero upon unequipping it.
Did you find the Guardian Donut back in Chapter 3? If so, try giving that to someone; it makes you resistant to all physical attacks, which might be useful against Smoop (since her "Creepy Pine Trees" attack is physical, the Guardian Donut should cut its damage down into the single-digits.) It should also help against Nancos, who's the next one after Smoop, and having it equipped partially protects you from Bridget's strongest attack--it still hurts a lot even with physical resistance, but without it, the attack is a guaranteed instant death for one character.
The Heck Cape (hidden somewhere in Chapter 4, and only usable by Señor Death) is also a really great item--it gives resistance to all of the basic elemental attacks, and has no real downsides. Meghan, Smoop, and Bridget all use at least one elemental attack (and Bridget uses both fire and lightning), so it should really help against the Swarm bosses.

EDIT: The original post implied that El Garbanzo's SP goes up by leveling; that was a mistake. Only his HP will ever level up without items.
Liquid Metal Slime
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 PostFri Sep 24, 2010 3:09 am
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I think I did find all of those special pieces of equipment, but I never know what's good against what. This mini-walkthrough will help, though.

It didn't occur to me how helpful it would be to cap stats at a low level and save the rest for equipment and item upgrades. That might help me balance my own game better. But thanks for letting me know not to bother leveling past 23. I think I'm already pretty close to that.

This actually convinces me to ask for built-in level caps as an engine feature (or to use it if one already exists). This would save people from endlessly grinding just to get the higher level stats. Of course, my game unlocks spells at level 51, so that probably wouldn't do much at the moment.

Well, don't let me distract you from finishing your game. Get back to it.
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Metal Slime
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 PostMon Dec 20, 2010 12:26 am
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This stuff probably would have been added for the Heart of the OHR update, but... back when I was working on that, I wasn't aware that counterattacks had actually been implemented in the nightly versions. I was still using a months-old nightly up until now; I didn't know that counterattacks existed until JSH mentioned them in one of his Okédoké playthrough OGGs.

But anyway... now I'm going through and adding counterattacks to some enemies. A lot of these are just easier ways of doing weird battle tricks that I used spawning for in older versions (like Franky's "FIRE BAD!!" attack, and Powdered Slimes turning into Schneh Slimes), but some are completely new.



Here's one of the new ones. Using a fire attack on a Rottin' Tree or Spooky Tree will transform it to a new enemy, Burnin' Tree. Hitting it with an ice attack afterward will turn it back into a regular Rottin' Tree...



...but hitting it with a fart attack is a lot more useful. Hitting a burning enemy with a regular fart (not Pedo Fuego or TraCero) will cause an explosion that hits every enemy on the field. Currently the explosion's damage is based on how much HP the enemy has left, but I might change it to lost HP instead (since in the case of a burning tree, less HP = more fire.)

This also works with KKK members, Strippers, Hookers, and The Smoker, though the damage from their explosion is based on their attack power rather than their HP.
Super Slime
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 PostMon Dec 20, 2010 5:45 am
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FnrrfYgmSchnish wrote:
...but hitting it with a fart attack is a lot more useful. Hitting a burning enemy with a regular fart (not Pedo Fuego or TraCero) will cause an explosion that hits every enemy on the field. Currently the explosion's damage is based on how much HP the enemy has left, but I might change it to lost HP instead (since in the case of a burning tree, less HP = more fire.)

This also works with KKK members, Strippers, Hookers, and The Smoker, though the damage from their explosion is based on their attack power rather than their HP.


Okedoke in two paragraphs, ladies and gentelmen.
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Metal Slime
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 PostSat May 14, 2011 8:27 pm
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Recently I've been playtesting through the game again and fixing bugs here and there that I missed before, or that were introduced by changes I made in the more recent versions (such as the one in Wrongside's hotel that made Señor Rialgo get caught on the TV when staying in the room, instead of going to the bathroom as he was supposed to.)

I've been working on more than minor bugs, though. I've gone back to Chapter 1 and improved the "choose between two paths" aspect of that part of the game.



Now, it's possible to get all the way to the US/Mexico border on either of the two paths. This means that you can now get Señor Death first and skip Señor Rialgo until near the end if you go through the mountain path first.

Of course, you can always do it the old way and backtrack to get Señor Rialgo before heading to the border, if you want a full party for the donkey ride scene.



Of course, Señor Rialgo will still show up eventually even if you chose the mountain path at the start and didn't go back for him later. It's not possible to permanently skip him, no matter how much some unfortunate fart-humor-impaired individuals might want to.



And of course, like most choices you can make in the game, choosing to wait for Señor Rialgo until after the donkey ride scene will change a few of the scenes at the border. In the completed version of the game, there will be a total of four different "Señor Rialgo joins" scenes (two new ones, plus the two that were there before), depending on exactly when and where he shows up.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Metal Slime
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 PostSun Jun 26, 2011 3:36 am
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Okay, no more contest entries for me this year. I'm going to focus on working on my "main games" more and try not to get distracted too much; that means the final version of Okédoké--or, at the very least, a credits-less "everything in the game but the ending is done" final playtesting version--is probably going to be my top priority from now on.

Today, I fixed a few minor bugs and adjusted spawning a bit; now, enemies with more than one spawnable enemy won't use the normal elements (Water was used pretty often by multi-spawners in older versions, and one later Chapter 6 enemy used both Fire and Wind) for their spawning triggers anymore, so it won't be possible to set off their spawning just by using certain attacks or items on them.

...of course, the "Bullets" element will still be used as an enemy spawner, since there's no hero-usable attacks of that element in the game. But Water as a spawn-trigger type is no more.

Speaking of that, a slightly funny glitch that I'm pretty sure nobody noticed: if you use a Cerveza (or any other drink) on Cap'n Crunch during his boss battle, you can force him to spawn purple Crunchberries. This won't work in the final version (due to Water no longer being a spawn-trigger for the Cap'n), so go ahead and try it now if you want to see the glitch first-hand.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Metal Slime
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 PostThu Dec 27, 2012 9:25 am
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I can't believe it's been over a year since I've done any real work on Okédoké... but here I am, back working on this game again, and this time it's looking like I'll get something significant finished before I bounce off to something else.

Over the past couple days I've finally gotten around to working on the maps of the final "dungeon" area, the top-secret lab up in Alaska where the evil government plot that started everything is still going.

Here's what the tileset looks like currently. Or actually, part of the tileset, since it actually uses two whole tilesets combined with layers because I couldn't fit everything into just one. XD



Right now, the basic "outside" mapping for the first floor (where you enter the base) and the second basement floor are pretty much done, and the first basement floor has a few areas done also.



The insides of various rooms on the second basement are also done; there's just one more left before the second basement (mapping-wise) is completely finished. After that, a few little details to add in here and there and some scripts/NPCs and that floor will be 100% finished!



And of course, the random (and some not-so-random) encounters are finished already at this point. Two formation sets so far (will be three once I get to the second floor, since there's a certain room that will have its own backdrop), one of normal encounters and one for unescapeable ones that show up when you get too close to certain chests, just like the ones in some spots in the first Final Fantasy game. One of those guarded chests contains the Power Glove, an item that's been mentioned in the readme text a few times (due to me fiddling with its stat bonuses a few times throughout the game's history) but has so far been impossible to actually find. It's basically a better version of the Boxing Gloves (being a defensive item that also slightly boosts attacking stats), so you have that to look forward to.

Here's some of the new enemies that will be showing up in there. Muncher Launchers, Repugnicans, and Rucka Mow Mows! (which are one of the only recolored enemies appearing here, along with Secret Service who are recolored cops and Metal Scorpions which are... well, that's pretty obvious. Most of the enemies, however, are completely new.)



In addition to the "chest guarding" random encounters, there will also be Mecha Oscars waiting for you when you dig around in some of the trash cans. Others, of course, just have items (or nothing at all.)
There will also be several bosses, of course (including one last optional boss right before the game's over); you'll finally get to fight some of those government types who are in on this conspiracy, and exactly what they can do in a fight might surprise you a bit (whoever knew George W. Bush knew Kung Fu? Or that he could... nah, not going to give away his more unusual techniques just yet. XD)

I can't guarantee a release date or even a general "what month/year" sort of thing, but if I can keep it up at the rate I'm going right now, I should be able to get the final chapter playable through the end before 2013's over at least. I'll probably manage to get the basement floors finished enough so that the first of Chapter 6's several bosses is fightable before I head back to school in January, but whether I'm able to keep it up at that rate once schoolwork and other things related to that are taking up my time again is hard to say.

Let's hope I actually manage to keep it up this time, instead of working on Okédoké for a month and then going off to other stuff again like every other time in the past year or two. This game deserves to actually get finished!
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Liquid Metal Slime
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 PostThu Dec 27, 2012 6:34 pm
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I love how ridiculous these enemies can get. Do I see magnet enemies?

I do hope you finally finish it this year. I was hoping to complete the review series while HamsterSpeak was still around, but at any rate I'm looking forward to seeing how this crazy tale finally ends. The maps remind me a little of the Technodrome.

Are you making any more modifications to the earlier maps, or expanding any of them?
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Metal Slime
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 PostThu Dec 27, 2012 8:22 pm
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Edits to older maps... well, there's the additions to Chapter 5 (which I think were in the last released version) as well as a small extra area in Chapter 1 that allows you to get all the way to the border from either the mountain or desert side (rather than having to backtrack for Señor Rialgo after getting Señor Death if you want to get to the border from the mountain side.)

Other than that, there haven't been too many changes. I may add in "hint guys" at some point (mainly in Chapter 4, when there's so much searching for titanium and other parts that people might get lost), but other than that I can't think of too many additions to the older chapters that might be made before the final version.

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I love how ridiculous these enemies can get. Do I see magnet enemies?


Not magnets--Munchers!


The Munchers themselves are from the old game Word Munchers (and I think there was a whole series, with a Math Munchers and some others too... but the one I remember from when I was a kid was Word Munchers.)
The Muncher Launcher on the other hand comes from a Mario ROM hack I made years ago, where the Bullet Bill cannons randomly shot Munchers instead of Bullet Bills. XD
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Metal Slime
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 PostFri Apr 26, 2013 1:15 am
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Okay, this is only vaguely related to the game itself... but it does star one of the main characters of Okédoké, so I figured I should put a link to it somewhere around here.

For my final project in Spanish IV, I made a 16-page comic book... entirely in Spanish. And it's about Señor Death! Basically, it's a look at what the Mexican Grim reaper does on his regular "on the job" days.

Links to to all the pages are on my blog here.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
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