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Metal King Slime
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 PostFri Oct 03, 2014 5:23 am
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Cap'n Crunch have never sued Cap'n Crunch for use of the name, so you will be alright.

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Controls don't vanish automatically when custscenes happen, but in all the games I have played on android so far, that has not been a problem.


So we still don't have a script command for that?

I still think the onscreen buttons should be moved further from the real buttons, because games are unplayable on my phone.
Metal Slime
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 PostFri Oct 03, 2014 7:17 am
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Yeah, I did say that being sued over the presence of Cap'n Crunch (...or Yammy Rialgo, or a Ninja Turtle, or Sora, or never-actually-identified-but-clearly-wearing-those-same-hooded-black-cloaks Organization XIII members...) was a somewhat unrealistic possibility. XD

A scripting command (or maybe just a general bitset? that'd save me a lot of work having to go in and edit EVERY cutscene... XD) to have the on-screen controls vanish whenever player control is disabled sounds like it'd be a nice thing to add in now that a few people are slowly starting to port their games to a phone-compatible format.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Liquid Metal King Slime
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 PostFri Oct 03, 2014 3:24 pm
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Yeah, I could add an optional feature to allow controls to be hidden whenever "suspend player" is active. I would not want it to be the default, because it means you have to be careful not to use "wait for key" or "key is pressed" anywhere, but for some games it would be safe.
Metal King Slime
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 PostSat Oct 04, 2014 9:46 am
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Are you saying that when the overlay is hidden that it's no longer possible to push the buttons?

Anyway an exception could be made when there is a script command waiting for key input. Though obviously this doesn't handle onkeypress scritps and keyispressed.
Liquid Metal King Slime
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 PostMon Oct 06, 2014 2:38 pm
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TMC wrote:
Are you saying that when the overlay is hidden that it's no longer possible to push the buttons?


Yes, that is correct. When the overlay is hidden, the buttons are unpushable. Touches to those areas will be mouse clicks and nothing more.

TMC wrote:
Anyway an exception could be made when there is a script command waiting for key input. Though obviously this doesn't handle onkeypress scritps and keyispressed.


That is true... actually, I just checked the code, and I already made an exception for "wait for key" in the Touch Textbox support.
Metal Slime
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 PostSat Jan 10, 2015 3:07 am
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While playing through the game again today, I stumbled across a bug which can potentially trap you in the Cavemen's Turf forever. In the last room where Master Og is, if you save and quit beyond the area where you have to push the crate out of the way, the crate will be back in its starting position again when you reload the game.

I'm guessing there's several ways around this, but I think I'll just move the crate one space down from where it is currently... so you can still push it too far and block yourself out of Master Og's room (until you go back up the ladder and reset it) but you won't be able to trap yourself in there forever.

I plan on releasing an upgraded/bug-fixing version at some point in the not-too-distant future, where this issue is fixed and probably a few other minor things are changed (including some things I had planned on doing for the original "final version" release but ended up not getting around to, like being able to use the spacebar to skip ahead past the chapter "title card" screens and the "new guy joined the party" fanfare.)

EDIT: Yikes, found another "get stuck forever" bug--this time in Chapter 3, when the party gets split up. When Señor Death triggers a script that shows El Garbanzo (in the next room over) getting up and walking off, the script is missing a "resume player" so you end up frozen in place when it runs. I'll play through the rest of the game over the next day or so and then come out with a bugfixed version fixing these two (and any other bugs I find) as soon as possible--any other changes will have to wait until sometime later.
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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 PostWed Jan 28, 2015 9:38 pm
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This was going to be a reply to the review thread going, but I moved it here because that thread's already off track enough (and I'd rather see future posts there be new reviews, rather than replies to Charbile's review of... Pepsi Ranger's review of Okédoké.)

Gizmog wrote:
Fnrrrf:
I wish you'd reconsider on the blog. It was a very good post-mortem that explained and confirmed a lot of things about the game. Knowing that the reason the first part feels so disconnected is because there was no long-term plan is valuable insight into game design and a lesson to learn from! Nobody else makes long games like this and sure as hell no one else documents the process, your Okedoke articles were game design gold. If you didn't want people to know more about Okedoke, why did you ever post it to start with?


The post he linked to was a "quick and lazy" version of the full story behind Okédoké. The part he quoted was a quick and lazy excerpt of something already quick and lazy, trimmed down to appear even quicker and lazier.

The original post was intended mainly for people I know in real life who don't make games to know a little bit of the process of what led to Okédoké as it exists today, and possibly for some random Internet wanderers who've never heard of the OHRRPGCE to see some screenshots and read some descriptions and think "hey, I might want to play this Okédoké game." Which has happened, by the way--I'm aware of at least a handful of people who have stumbled across my outside-OHR-land posts about Okédoké and played it as a result. It wasn't "for the OHR community" and was not up to the level of detail I would've gone into for, say, a Hamsterspeak article on the subject (if such a thing was still possible) going into as much depth as possible on the design and history of the game.

For example, reading over it again I realize I almost completely left out one step in the "who's the bad guy" area of development... it's only at the "Alternate Universes" listing at the end where this was even mentioned. There was a time, before I decided on adding real-life politicians into the game (or sort of real-life in the case of Cheney--in real life "D!ck" isn't short for "Dickolas," but that's what it is in the world of Okédoké) but after I'd already decided not to use Ma-Du Nebozu as the final villain, where I had thoughts of the main villain being a generic shadowy "the public doesn't even know he exists" spy-movie-villain type guy who would have been the real mastermind of the "take over the world with a giant robot" plot within the government. This would've been the guy who climbed into the cockpit of the robot for the final battle rather than Sarah Palin.

But I thought a character like that would be... kind of boring, honestly, and having such a "serious" character show up at the very end of a mostly silly game seemed off to me. Even if he is just the planning, scheming type who can't actually fight so he needs to jump in a big robot to do anything, the final villain being "pure seriousness" seemed wrong for the game. I suppose I could've made him silly in some way to fit the game better, but the plan for him being in the game didn't last long enough for me to think of that.

Someone similar to this character may still exist in the world of Okédoké as it is today, now that I think about it--none of the politicians you fight is the one who actually came up with the plan in the first place, after all, and that's hinted at in the game (like how Bush is the only one of the three politicians that Alejandro recognized from 20 years ago when he was looking into the situation for the first time, for example. Cheney and Palin probably weren't connected to the plan at all back in the 80s when it first got started; even Bush probably wasn't part of the original group who came up with the idea, though he had joined up before 1988. Palin in particular wasn't even affiliated with the government back then.) Which now that I think about it, kinda leaves things open for a sequel if I ever felt like making one (I currently have no plans for a sequel, by the way, just saying the possibility is there)--yeah, the Alaskan base and giant robot are gone, and so are three of the political figures involved... but there's still this shadowy guy (or group) hiding out within the US government that cooked up that plan in the first place.

The blog isn't gone, by the way, just set to "private" at the moment. It'll most likely return to public when/if Charbile removes the link in his post as requested, or when this thread falls off the front page or two of these forums and gets lost in the jumble of years-old posts that nobody replies to and few people read anymore... whichever comes first.

Gizmog wrote:
Had El Garbanzo's hometown been a rich cultural tapestry, selling homemade burritos with love, ice cold cerveza and artisan tequila as healing items, it would've been funny when he goes to America and finds that Taco Bell, Dos Equis and Corona serve the same function.


The bit about healing items is pretty much a description of exactly what happens in the game.

You go from one guy running a homemade taco stand in Chapter 1 (there is no Taco Bell connection here--I noticed in one of Pepsi Ranger's reviews that he somehow got the idea that the stand is connected to Taco Bell, but it isn't, it's just a little wooden stand labeled "Tacos"), to a restaurant built into a hotel in Chapter 2 ("Hotel del Taco" in Wrongside), to full-on Taco Bell and Burger King fast food by the time you reach Chapter 4.

The only thing that could make it much more obvious is if you started finding national-brand-name beer and liquor items in the US (rather than the non-branded Cerveza and Tequila) along with the Coca-Cola and Mountain Dew.

Gizmog wrote:
I'm still not sure why Okedoke wants me to think a 6 year old girl pooping herself to death is funny.


...It doesn't. Even in a silly game, not everything is a joke.

People dying of awful diseases is a thing that happens. It's part of the history of that area--if you talk to the ghosts in the Ghost Town after getting Señor Death, you find out that the town was settled as part of a gold rush and then wiped out by an outbreak of that disease. Most of the gravestones are jokey, but that gravestone in the first town is just there to make a connection between those two towns--one forgotten town from the past that was wiped out by disease in a time before modern medicine, and a small but healthy town located nearby where the last reported death from the same disease happened.

Gizmog wrote:
Even outside of the humor department, I remember bein frustrated in my first playthrough to have to be fighting more ghosts at a haunted house after there'd already been a ghost town level.


You can get to Chapter 3 without ever having seen the Ghost Town--it's not a required area. Señor Death shows up and joins you after the border crossing if you didn't meet him there.

Plus, the Ghost Town only had miner skeletons and tumbleweeds and scorpions and such--the ghosts there are just NPCs, you don't ever fight any of them there. The Haunted House has Frankenstein's Monsters, ghosts, vampires, spiders, possessed teddy bears, etc... the full Halloween monster lineup. And no tumbleweeds, scorpions, etc. there at all.

I can see what you mean about having two "haunted" areas only separated by one chapter, but in terms of what enemies you're fighting, there seems to be a decent amount of variety to me.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Metal King Slime
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 PostThu Jan 29, 2015 2:30 am
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IGuessImDumbThen.png
Spoilered till Hawk quits snoopin about

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Had El Garbanzo's hometown been a rich cultural tapestry, selling homemade burritos with love, ice cold cerveza and artisan tequila as healing items, it would've been funny when he goes to America and finds that Taco Bell, Dos Equis and Corona serve the same function.
The bit about healing items is pretty much a description of exactly what happens in the game.

You go from one guy running a homemade taco stand in Chapter 1 (there is no Taco Bell connection here--I noticed in one of Pepsi Ranger's reviews that he somehow got the idea that the stand is connected to Taco Bell, but it isn't, it's just a little wooden stand labeled "Tacos"), to a restaurant built into a hotel in Chapter 2 ("Hotel del Taco" in Wrongside), to full-on Taco Bell and Burger King fast food by the time you reach Chapter 4.

The only thing that could make it much more obvious is if you started finding national-brand-name beer and liquor items in the US (rather than the non-branded Cerveza and Tequila) along with the Coca-Cola and Mountain Dew.


I don't think that's as obvious as you think it is.

Quote:

I'm still not sure why Okedoke wants me to think a 6 year old girl pooping herself to death is funny.

...It doesn't. Even in a silly game, not everything is a joke.

People dying of awful diseases is a thing that happens. It's part of the history of that area--if you talk to the ghosts in the Ghost Town after getting Señor Death, you find out that the town was settled as part of a gold rush and then wiped out by an outbreak of that disease. Most of the gravestones are jokey, but that gravestone in the first town is just there to make a connection between those two towns--one forgotten town from the past that was wiped out by disease in a time before modern medicine, and a small but healthy town located nearby where the last reported death from the same disease happened.


Ahhh, okay. That explains the extended sequence in Earthbound where Ness, Poo and the gang discuss the AIDs epidemic. Sorry to have misunderstood OkeDoke's important discussion of safe drinking water in South America. My bad!


EDIT: Sorry the quotes are weird, it kept previewing as having erased all my text.
Liquid Metal Slime
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 PostThu Jan 29, 2015 7:04 am
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Gizmog wrote:
EDIT: Sorry the quotes are weird, it kept previewing as having erased all my text.


This may have been mentioned elsewhere already, but it turns out the accents over the e's in the title are what's causing the previews to go blank. Perhaps if Mogri is able to find a way for previewing to accept accents, we'll have a fully-functioning preview system again.

Hopefully he'll see this post and investigate that.

Regarding other issues on the Okedoke discussion still brewing in the reviews thread (which I will attempt to avoid saturating further), I'll just say that the follow-up points make perfect sense, and I don't see any reason to debate them, either. I basically wanted to say my peace since somebody thought it was necessary to question my review of the game (which I'd written for the most part five years ago and have little memory of what was actually said pre-Chapter 6, so most of my current answers have to do with my memory of my most recent playthrough, which is also beginning to fade slightly).

I guess I'll end my part of the debate with this: we all view this game from differing angles, and the angle I viewed it in allowed me to enjoy it. I can't disagree with anyone else for disliking it. I get why some people would. No game is going to please everyone. I just want to make sure that anything that is said about it happens after the person speaking up has actually played the thing and can express his own opinions through his own thorough review of the game without needing someone else's review to finish his thought.
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Metal King Slime
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 PostThu Jan 29, 2015 7:26 am
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Spoilered till Hawk quits reading this

Pepsi Ranger wrote:
[

I guess I'll end my part of the debate with this: we all view this game from differing angles, and the angle I viewed it in allowed me to enjoy it. I can't disagree with anyone else for disliking it. I get why some people would. No game is going to please everyone. I just want to make sure that anything that is said about it happens after the person speaking up has actually played the thing and can express his own opinions through his own thorough review of the game without needing someone else's review to finish his thought.


Yeah, I can live with that. That's one thing that disappoints me about Charbile, he's willin to throw punches but he's not often willing to finish them. Maybe if he did finish them, I wouldn't like him. I feel like "Well, go on, finish your review you bastard, don't halfass it"... but now that I think about it, why should I be diappointed? Who says he's gotta take time out of whatever the hell he's doing now to argue OHR games with us? It's not exactly going to feed his family and if he doesn't have any nice things to say I'm sure it can't feel nice to crush people's dreams.

I mean I love OHR Games, I really do. I love playing 'em, arguin' about 'em and every now and then even making them. But it's like chocolate pudding, I'd be just as happy to argue chocolate pudding. I'm just as likely to be a professional pudding eater as a professional game maker, maybe I've been being too hard and mean to people. Best of luck to you all
A Scrambled Egg
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 PostThu Jan 29, 2015 1:23 pm
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What's next, writing a review based on Google search results and never opening or even downloading the game? Haha, no one would do that.
Super Walrus Land: Mouth Words Edition
Metal Slime
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 PostThu Jan 29, 2015 6:45 pm
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I guess it sorta makes sense to move replies here.

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I'm going to go out on a limb and take the few minutes of going through the wrongside as a test for the rest of the game... but I could just run away from every single random battle I got into, no questions asked, and with no damage taken by enemies acting before me (I'm going to assume this changes as the game goes on). When okedoke gives such pathetic rewards from random battles that simply not fighting them is given as a viable option from the creator himself, why bother?

Interesting! You know, I think my RPG experience is so colored by my time playing my old favorite games, that I rarely if ever think about just running from every battle. I recognized it as a problem in my own game, and removed the option (having an item that could let you escape instead). But while playing a 'new' RPG, my default mode is "finish any battles and gain as much EXP as possible while exploring = avoid any grinding in game". As long as I don't find the battles annoying, this is fun for me. It makes the area explored feel just dangerous enough to feel 'alive', without being irritating in any way. And that's how I viewed exploring in Okedoke.

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We're not the audience for that. Indie game players tend to give a game about 10-15 minutes of their time. Which, considering the nature of most indie games, is very generous. OkeDoke is a game that in my opinion isn't able to interest a player past that first 10-15 minutes thus the fact that it's long and drawn out work against it. Also, this type of town complexity, as well as the drawn out battles and resource management, don't match the nature of the game at all.

This sort of ties in. I don't fit into this concept of 'indie gamers' at all. I feel as though this viewpoint pushes RPGs closer and closer to what I would call puzzle games in nature, and I typically don't enjoy single player puzzle games.

I'd also disagree with the last sentence I quoted. For me, the dumb, ridiculous humor is pervasive but doesn't define the "nature of the game". If the goal were tied to the humor, I'd probably agree with this point. But in fact, the actual 'plot' of the game is simple and played straight: dude's trying to find his Dad. The world just puts bizarre, over-the-top, dumb obstacles in your way. That I found fun to overcome.
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