Due to the lack of entries into this year's ohr fangame contest, Voting will be done a bit differently. You need only vote using the slime salad polling system.
The games are:
The Tower by Voltire
and
Weegee by Nathan Karr
If you'd like to change your vote before the end of the voting period, simply pm me.
Good Luck to you both.
Voting ends on May 25th.
Who should win?!
The Tower by Voltire
66% (10)
Weegee by Nathan Karr
33% (5)
Total Votes: 15
I recorded myself playing a bit of both of these. The video should be up shortly here: http://www.livestream.com/jsh357
Afraid I don't have much to say about either one. The Tower is clearly a better game, though I have never heard of the source material. I don't really want to vote at all since Weegee is generic Nathan Karr stuff and I can't properly judge The Tower as a fangame, but I guess Voltire has this one.
Sorry I couldn't get my entry in. I just didn't have enough free time this month to work on it.
My website, the home of Motrya:
http://www.jshgaming.com
Afraid I don't have much to say about either one. The Tower is clearly a better game, though I have never heard of the source material. I don't really want to vote at all since Weegee is generic Nathan Karr stuff and I can't properly judge The Tower as a fangame, but I guess Voltire has this one.
Sorry I couldn't get my entry in. I just didn't have enough free time this month to work on it.
My website, the home of Motrya:
http://www.jshgaming.com
I must say that I was (surprisingly) impressed by both games in some way.
Weegee had quite an interesting skill gaining system, while not all the items did what they said they'd do. There where only a small handful of poorly balanced fight formations, and the game was actually funny sometimes (the ending actually got a laugh out of me :P).
The Tower was a lot shorter than I expected, and I honestly think you should finish this game Voltire. It had a few problem spots: the lottery could be played regardless of how little money you had, and 1 enemy on floor 6 didn't vanish after being defeated, that aside nothing else here had any problems. I'd say that there being only 1 spell (well I only found 1, if there are more please correct me) made the variety in the battles kinda bleak however with it being a demo I'd put that down to just a missing feature. The battles where well balanced and the art-style was quite nice.
I'm going to go with The Tower here, I'm actually looking forward to seeing a finished version of this game, and I wish that it was a bit longer (I actually spent more time trying to beat Weegee than it took me to beat The Tower).
Weegee had quite an interesting skill gaining system, while not all the items did what they said they'd do. There where only a small handful of poorly balanced fight formations, and the game was actually funny sometimes (the ending actually got a laugh out of me :P).
The Tower was a lot shorter than I expected, and I honestly think you should finish this game Voltire. It had a few problem spots: the lottery could be played regardless of how little money you had, and 1 enemy on floor 6 didn't vanish after being defeated, that aside nothing else here had any problems. I'd say that there being only 1 spell (well I only found 1, if there are more please correct me) made the variety in the battles kinda bleak however with it being a demo I'd put that down to just a missing feature. The battles where well balanced and the art-style was quite nice.
I'm going to go with The Tower here, I'm actually looking forward to seeing a finished version of this game, and I wish that it was a bit longer (I actually spent more time trying to beat Weegee than it took me to beat The Tower).
I haven't played Maces Wild, but after playing all of your other games, Nathan, WeeGee is probably your very best. Some battles were unbalanced, Weegee didn't animate, there were no backdrops, some of the sound effects were annoying as hell, and most of the humor was just stupid to me. But I still rather liked it. Good job, Nathan.
I haven't played Voltire's yet, but I'm about to.
I haven't played Voltire's yet, but I'm about to.
Voltire's has better graphics and story, from what I can tell.
Weegee's lack of animation is part of his being Weegee (even though the sprite did animate in the original game).
Videos like this are all over YouTube, and inspired a good chunk of the game's humor. If you don't think this is funny, I wouldn't expect you to find this game funny.
Remeber: God made you special and he loves you very much. Bye!
Weegee's lack of animation is part of his being Weegee (even though the sprite did animate in the original game).
Videos like this are all over YouTube, and inspired a good chunk of the game's humor. If you don't think this is funny, I wouldn't expect you to find this game funny.
Remeber: God made you special and he loves you very much. Bye!
I haven't played through all of it yet, but The Tower definitely gets my vote. Some of the graphics, like the title screen and portrait, are absolutely horrible, but overall the game definitely looks better than Weegee. It's more fun, albeit too easy, and has better sound design.
@Karr: That video is kinda funny, but not for the same reasons you think your game is funny.
@Karr: That video is kinda funny, but not for the same reasons you think your game is funny.
Lots of bugs in the Weegee game.
1: In the Subcon-looking area, you can walk down below the one patch of grass that's actually a Spagghetti item after you get it.
2: Spagghetti doesn't seem to work in battle; I tried using it once or twice and got no effect from it, though I lost the item anyway. It heals just fine outside of battles, though. I never used the bagel, though (regular attacks were nearly always better than using skills anyway) so I'm not sure if it works in battle or not.
3: The Time Crystal item that's supposed to teach you a new move doesn't work. You don't lose the item when you use it (unlike the Spagghetti-doesn't-work-in-battle bug), but you also don't learn the attack it's supposed to teach. I suspect you forgot to put that attack into the spell list, so the game thinks Luigi can't learn it.
4: If you lose to the final boss, you see a black screen with "Dark Weegee" in the upper-left corner... and then it sends you back to the previous map just like losing against any other fight in the game. If you get to the final map again, though, the final boss is gone and Gwonam is waiting on his magic carpet. So apparently the game treats a loss against the final boss as a win. Whoops!
====
Also, not a bug, but those Pikachus are not nearly weak enough to be normal Pikachus. I mean, surviving a Koopa shell hit? Knocking out Luigi with only two or three Thundershocks? Did somebody release a horde of genetically-engineered super-Pikachus in the hills-and-clouds area of Subcon, or what??
Running into bosses as random encounters before you actually fight them as bosses is kind of weird, too. I bumped into a random encounter with Spongebob and a Goomba while heading down the very first ladder, long before actually getting to Spongebob's NPC.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
1: In the Subcon-looking area, you can walk down below the one patch of grass that's actually a Spagghetti item after you get it.
2: Spagghetti doesn't seem to work in battle; I tried using it once or twice and got no effect from it, though I lost the item anyway. It heals just fine outside of battles, though. I never used the bagel, though (regular attacks were nearly always better than using skills anyway) so I'm not sure if it works in battle or not.
3: The Time Crystal item that's supposed to teach you a new move doesn't work. You don't lose the item when you use it (unlike the Spagghetti-doesn't-work-in-battle bug), but you also don't learn the attack it's supposed to teach. I suspect you forgot to put that attack into the spell list, so the game thinks Luigi can't learn it.
4: If you lose to the final boss, you see a black screen with "Dark Weegee" in the upper-left corner... and then it sends you back to the previous map just like losing against any other fight in the game. If you get to the final map again, though, the final boss is gone and Gwonam is waiting on his magic carpet. So apparently the game treats a loss against the final boss as a win. Whoops!
====
Also, not a bug, but those Pikachus are not nearly weak enough to be normal Pikachus. I mean, surviving a Koopa shell hit? Knocking out Luigi with only two or three Thundershocks? Did somebody release a horde of genetically-engineered super-Pikachus in the hills-and-clouds area of Subcon, or what??
Running into bosses as random encounters before you actually fight them as bosses is kind of weird, too. I bumped into a random encounter with Spongebob and a Goomba while heading down the very first ladder, long before actually getting to Spongebob's NPC.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
I wanted to make the spaghetti and other items attained by touching the NPC, but they're one-time use NPCs and disappear afterwards, which leaves an open space in the ground to go into.
There's a delay of several seconds between eating spaghetti or bagels and their effects taking place - this was intentional, and I plan to use it for healing food in future games.
I'm sorry the time crystals and the (insanely hard to get) popsicle don't teach Weegee the moves they're supposed to, I was sure I'd fixed those.
I like the effect you get from dying to the final boss (the dark Weegee screen), but yeah something about the way my death thing got scripted, the textbox after the one that starts the battle loads everything except the words (inlcuding its "beat the boss" tag"). This also happens with America and Mario, if you happen to lose against either of them.
Those Pikachus are probably clones of Ash's pikachu from the show, but I'll reduce their HP in the future to make them more likely to die from the koopa shell (that spread attack should be good for something).
Remeber: God made you special and he loves you very much. Bye!
There's a delay of several seconds between eating spaghetti or bagels and their effects taking place - this was intentional, and I plan to use it for healing food in future games.
I'm sorry the time crystals and the (insanely hard to get) popsicle don't teach Weegee the moves they're supposed to, I was sure I'd fixed those.
I like the effect you get from dying to the final boss (the dark Weegee screen), but yeah something about the way my death thing got scripted, the textbox after the one that starts the battle loads everything except the words (inlcuding its "beat the boss" tag"). This also happens with America and Mario, if you happen to lose against either of them.
Those Pikachus are probably clones of Ash's pikachu from the show, but I'll reduce their HP in the future to make them more likely to die from the koopa shell (that spread attack should be good for something).
Remeber: God made you special and he loves you very much. Bye!
You could fix the "hole in the ground you can go into" thing by having the one-use NPCs set a tag that causes another (non-usable) NPC to appear in their place. That would mean you'd need to have multiple "this is spagghetti" text-boxes, though, because otherwise getting one would set the other NPCs to appear.
Of course, touch-NPCs might still work with another non-touchable NPC on top of them... I'm not sure, I've never tried it.
As for the spagghetti... now that I think of it, I only used them near the ends of fights (when I was down to around 2 HP and about to die), so I can see how the delay would cause that problem--it wasn't able to actually get to the healing part before the battle was over. I guess that's more of an engine bug than a game-specific bug, then, since it means that items must be being consumed on use even before the attack that they're used for is happening.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Of course, touch-NPCs might still work with another non-touchable NPC on top of them... I'm not sure, I've never tried it.
As for the spagghetti... now that I think of it, I only used them near the ends of fights (when I was down to around 2 HP and about to die), so I can see how the delay would cause that problem--it wasn't able to actually get to the healing part before the battle was over. I guess that's more of an engine bug than a game-specific bug, then, since it means that items must be being consumed on use even before the attack that they're used for is happening.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Goomba Stomp and Koopa Shell were the first two I made, and at first I was balancing them against the other attacks. I really should reduce their delay -- that's the main thing keeping them from being worth the MP they burn up (second thing being the shell's power).
In my experience, Sonic Boom is far and away the best ability in the game. If there were more Anime type enemies, it would be even more useful.
Fizz I've got to either reduce the cost (again) or take away the skill check to use -- this heal spell tends to miss. A lot.
I really was trying to make every attack better than the regular attack overall, and balanced against the others for utility.
Remeber: God made you special and he loves you very much. Bye!
In my experience, Sonic Boom is far and away the best ability in the game. If there were more Anime type enemies, it would be even more useful.
Fizz I've got to either reduce the cost (again) or take away the skill check to use -- this heal spell tends to miss. A lot.
I really was trying to make every attack better than the regular attack overall, and balanced against the others for utility.
Remeber: God made you special and he loves you very much. Bye!
i had a serious issue with the freezing attack. being frozen so easily (it freezes you every time, even if the initial attack misses) for so long pretty much screwed me over every time i fought something that could freeze, like the penguinators or the science monster. weegee would get frozen, then i'd have to sit there and watch him get butt raped by the enemies until he was dead!! it stopped me from playing the game. in fact, i still haven't beaten it because i don't want to deal with those stupid penguins blasting me over and over again with the annoying freeze attack. it's a seriously unfair advantage they have.
EDIT: oh, and i wanted to point out a bug in The Tower (which also has my vote). around floor 8 or 9, the staircase traps you outside the walls. i'm not sure if this is really a bug, or if this was Voltire's way of ending the demo... i'll check again to see which floor this happens on.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
EDIT: oh, and i wanted to point out a bug in The Tower (which also has my vote). around floor 8 or 9, the staircase traps you outside the walls. i'm not sure if this is really a bug, or if this was Voltire's way of ending the demo... i'll check again to see which floor this happens on.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Yeah, the freeze's stun, like Sonic Boom's second damage, really should have used the "do not chain if attack fails" bitset. Of course, the freeze fails more than half the time when I play it, but I shouldn't try to balance any luck-based thing on how well it works for me because the dice apparently don't like everyone else.
Remeber: God made you special and he loves you very much. Bye!
Remeber: God made you special and he loves you very much. Bye!



