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Blubber Bloat
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 PostThu Jan 03, 2013 11:50 pm
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Spoonweaver wrote:
And what's with the voting one's game up high bigot thing?

Why would you even post any of this?


It sounded like you were trying to threaten me with a "0" score if I were to try vote for my own thing but no one else, thus why I said that.
I was pretty much trying to explain why I haven't played many other's games, not put down anyone. I'm not going to vote for games sheerly because I don't feel it right of me to judge games without having viewing them all.

If I had a less on my plate, I'd play the others games for at least long enough to get a taste of how things are in them.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal Slime
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 PostFri Jan 04, 2013 2:19 am
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I've gotten through most of the games now; I've played through 15 counting my own. How many are there total, 17 or so?

Final Dragon Legacy: If you enter the guild place in the southern area with the stronger monsters, you can't leave; seems like there's no door set up leading out of there (or no door link for the door, at least.)

Illusions: The "Weak Health Potion" and the regular one seem to restore the same amount of HP. Also, the "Potent Health Potion" targets enemies instead of allies. And this isn't a bug exactly, but in one of the textboxes after the Mother Terra battle, one of the characters says "must of"... that is wrong! and should be changed to either "must have" or "must've."

Legacy: Lots of layering weirdness (I was frequently able to walk ON the tops of boxes and barrels, rather than behind them)... though I'm guessing the taller walkabout script has a lot to do with this one and it may be unavoidable to some extent (I'm not 100% sure, I haven't tried using taller walkabouts before.) Seems to be a lot of weird lag when walking around, though not enough to make the game hard to play or anything, just enough to be noticed (walking animations are kind of jerky due to stopping slightly after every step, for example.)

Silhouette: Once I ran into a random encounter (rats) while on one of the green "safe zone" tiles that are not supposed to have any encounters.

Cool Guy Bob Surlaw: There's a bush in New Beta City that I was able to walk under from below; I'm guessing just a pretty simple wallmapping error there.
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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 PostMon Jan 07, 2013 1:56 pm
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Quote:
Silhouette: Once I ran into a random encounter (rats) while on one of the green "safe zone" tiles that are not supposed to have any encounter


I'm aware of this one and am not sure how to fix it other than removing encounters from the tiles near those safe zones. It seems that in the OHR you can trigger an encounter and it won't happen until the next tile. I'm not completely sure, but it's also probably related to the previous bug where you can trigger a battle then step on an npc that resumes player, leading to map control while in a battle.

I have some ideas for some workarounds, but I'd really like to figure out the core issue. Thanks for the feedback.

(In any case, the safe zones still act as the important hint of SAVE HERE so you can change your setup before going into the next room.)
Liquid Metal King Slime
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 PostMon Jan 07, 2013 4:42 pm
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Mystic wrote:
I'm aware of this one and am not sure how to fix it other than removing encounters from the tiles near those safe zones. It seems that in the OHR you can trigger an encounter and it won't happen until the next tile. I'm not completely sure, but it's also probably related to the previous bug where you can trigger a battle then step on an npc that resumes player, leading to map control while in a battle.


Wait! What? I have never heard of either of these bugs before, and the second one sounds impossible (unless you are not talking about the built-in battle system)

Please tell me more about these bugs!
Metal Slime
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 PostMon Jan 07, 2013 6:00 pm
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Silhouette doesn't use the built in battle system but it does use the built in encounter system.

I just figured it was an engine thing because I think I've always run into it. If you're walking straight and you hit a step-on NPC that suspends player, you will often get to the next tile.

Maybe that's not true - I guess I can work on a test case that has nothing else but this phenomenon, but I'm pretty sure I've just always had issues with it.
Liquid Metal King Slime
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 PostMon Jan 07, 2013 6:36 pm
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Mystic wrote:
Silhouette doesn't use the built in battle system but it does use the built in encounter system.

I just figured it was an engine thing because I think I've always run into it. If you're walking straight and you hit a step-on NPC that suspends player, you will often get to the next tile.

Maybe that's not true - I guess I can work on a test case that has nothing else but this phenomenon, but I'm pretty sure I've just always had issues with it.


I just made a simple test-case, and I cannot reproduce the bug. The script I am using looks like this:

Code:

plotscript, step on suspend, begin
  suspend player
  wait(36)
  resume player
end


Is it possible that you have a "wait" of some kind before the "suspend player"?
A Scrambled Egg
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 PostMon Jan 07, 2013 6:45 pm
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All of the bushes in New Beta can be entered from below. I should probably redraw them a bit to make it look more natural but there's no reason Bob shouldn't be able to dive into a bush if he so chooses. Looking forward to any other comments!
Super Walrus Land: Mouth Words Edition
Metal Slime
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 PostMon Jan 07, 2013 7:26 pm
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One of my scripts that triggers it looks like this

Code:
plotscript, set recall point, optarg, npc ref, begin
   suspend player
   recall point x := npc X (npc ref)
   recall point y := npc Y (npc ref)
   resume player
   set tag(tag:recall point, on)
end


This can cause the player's recall point to be set to the next tile, rather than the triggering tile.

However, I just realized where the problem is. I do have a wait command before suspend player: it's in the each-step script I use to have 3 animation frames.

So I guess it was my problem after all (as it usually is) and now I need to figure out some way to fix it.
Liquid Metal King Slime
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 PostMon Jan 07, 2013 8:14 pm
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Liquid Metal Slime
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 PostWed Jan 09, 2013 3:18 am
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Quote:
Okay, I actually haven't had a chance to play more than two of them myself yet, so we'll extend the voting period to January 15th. I will close it regardless of voter turnout on that date, so play what you can and start tallying your scores as you go. I'll average whatever is posted or PM'ed to me by that date.


Quote:
Note that I will not close voting until I have a minimum of 10 votes, so if the deadline comes and goes and I have fewer than that, voting will remain open until the minimum is met. I want all contestants to have a fair playthrough and comment/critique/score for their games.


We've had five people vote so far. Don't forget that voting requires number values rated on a scoring system from 1-10. Merely talking about a game doesn't equal a vote.

I do hope we have more than 10 voters represented, especially since we've had 15 authors enter games (some more than once). But if I don't get that 10th or more voter by the 15th, I will be forced to extend the deadline to the 31st. I'd rather not make Heart of the OHR 2012 one of those contests (you know, the Rinku-style contests where results take months to come to light). If you're having a busy month, fine, do what you can. If you're just delaying for the heck of it, please get back on track. I can't close this contest until the 10-vote minimum has been met.

Thanks, all you awesome people out there.

EDIT: By the way, I won't count protest votes (scores of zero) against authors who don't have time to vote. A protest vote will equal the same as a nonvote for that game. Point values must range from 1 - 10 to count toward the average.
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Liquid Metal King Slime
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 PostWed Jan 09, 2013 4:15 am
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I would love to play and vote for all the games, but realistically, I think that would require another extension of the voting deadline, of maybe 2 months.

Not joking, not exaggerating :)

EDIT: that being said, I will vote as much as I can vote, on the 15th.
Liquid Metal Slime
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 PostWed Jan 09, 2013 2:14 pm
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I'll put in my final vote totals this weekend. I'm almost done. Sorry for the delay.
Metal Slime
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 PostWed Jan 09, 2013 4:22 pm
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I only have one newly-released game left to play before I'm done and ready to vote. Will probably at least attempt to play enough of Vikings to find the new content in it and vote on that, too, but I don't know if I'll have time with school starting up.

(Which version of Vikings is the HotOHR entry anyway? Is it on the Slime Salad gamelist or somewhere else? The newest one on the Slime Salad download page is labeled "proto-Alectormancy release candidate"... unless I'm forgetting exactly when Alectormancy came out or something, that sounds like it wouldn't have been released within the HotOHR window.)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Red Slime
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 PostThu Jan 10, 2013 3:03 am
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Ar-Puh-Guh 8/10
Edit: Seems well made. Nice to be able play spellcasters solo.



Illusions 6/10

Wallmaps seem to shift down one space on the ship at night.
Somehow got stuck in wall in the apothecary and between the chests in the 1st forest clearing on Terran island. Otherwise good so far. I liked the logic of the forest maze.




Super Penguin Chef 8/10

Doors back, shops, and Wings item for Rank 3 and 4 Dungeons not working.



Universal Wars 5/10
Plant Enemies after farming town take far to long to kill for their difficulty.
Used F4 for battles after that forest, but later areas have variety.


Kinvesard 8/10

Silhouette 7/10
Impressive scripting, but a bit linear for me.

Legendary Heroes 8/10



Edit: Added Illusions, clarified above.
Added Super Penguin Chef
Added Universal Wars
Added Kinvesard

Edit: Added Silhouette and Legendary Heroes

Edit: Redid votes, I don't seem to have been using 1-10, more like 1-8, apologies. Hurr

Edit: Converted to whole Numbers
Blubber Bloat
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 PostThu Jan 10, 2013 3:17 am
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That high? Each to their own.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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