Should portalist items be able to be used in battle?!
Yea
40% (2)
Nay
0% (0)
May?
60% (3)
Total Votes: 5
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Blubber Bloat
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 PostFri Nov 02, 2012 10:32 pm
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What graphics?
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Liquid Metal King Slime
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 PostFri Nov 02, 2012 10:38 pm
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Blubber Bloat
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 PostFri Nov 02, 2012 11:47 pm
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Oh, that was an edited .gif or something someone did.
Plus, I don't know if the pallete even can handle all the colours shown one a single sprite there.

Don't worry too much about graphics, the version 1.0 gamma will be far better looking. Part of the reason I want to churn out this version, it's getting close to a full 2 years since my previous release.

Yeah, I'm pretty much either:
A - going to improve colouring of characters (very few sprites getting this treatment)
or
B - totally redraw and buff-out sprites (99% of everything going down)

But why do you bring this up?
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Blubber Bloat
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 PostSat Nov 03, 2012 1:36 am
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Who wants to help me?!

I can't find a plotscript that forces a fight. ._.
I would think "force enemyformation #" or something like that, but....yeah. Plz halps?
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Slime Knight
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 PostSat Nov 03, 2012 1:43 am
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I think its just

Fight Enemy Formation (#)
—- So anyway, how are you?
Blubber Bloat
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 PostSat Nov 03, 2012 1:58 am
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I thought that too, I didn't see it in the dictionary. >_>

I'll give it a whirl though.
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Liquid Metal Slime
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a pompous jerk named baconlabs corrects your logic errors 
 PostSat Nov 03, 2012 3:22 am
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Not quite, it's
Code:
fight formation (x)

where "x" is the number of the formation you want to engage.

Quote:
I don't know if the pallete even can handle all the colours shown one a single sprite there.


myth busted
Blubber Bloat
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 PostSat Nov 03, 2012 4:36 pm
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It wasn't really a myth, it was an uncertainty. But k.

And thank ye. I wasn't able to test it out yesterday night due to my right arrow key not working on my keyboard so I couldn't add in the enemy formations I needed. (this is also the reason why I really realllllly wish the OHRRPGce had numpad support, so that I can work on my game on my computer without having to get a separate keyboard)

I'll probably work this into the script later.
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Liquid Metal Slime
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Meowskivich will probably ignore this message 
 PostSun Nov 04, 2012 11:37 pm
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I played the 1.2 version of this game today. This time I stuck with it as long as I could. It was a bit shorter than I expected, only spanning two dungeons, one town, and miscellaneous things on the world map. I spent about 50 minutes on it, and a lot of that was just money/level grinding. The differences between the player character classes are negligible at early levels - all you really need is a Healer and something else. The differences between the items are even more nebulous - almost all of them offer pitiful gains and I don't notice any differences when I equip them. Unless an item is the best in its category, it's not worth buying, especially when money is so artificially precious in this game with enemies and even bosses refusing to drop anything more than chump change. The economy in this game is unbalanced and frustrating.

There's something that's been puzzling me for a bit - there seem to be two separate tutorials, one in the dungeon at the start of the game and one in the town. The one in the town is much more friendly and informative, and even provides a worthwhile reward at the end of it; the one in the dungeon, managed with sign posts, is overly wordy and misleading and effectively leaves the player on their own to figure out how things work.
With both of them in the same game, it feels redundant. I would recommend picking one or the other, but either way, the beginning of the game needs a lot of work to better introduce new players to this game's unique features, like the class system and the need to charge EP for attacks.

The item at the end of the town's tutorial is a training dummy, and it is hands down the most useful item in the game. I hate to admit it, but this item is unbalanced in that it immediately makes the game easier. You can use it anywhere to start a battle with an enemy that will never attack you, leaving your player characters free to charge all the EP they want so that they'll never enter a battle without being fully prepared. If you have a Healer in your party, it gets even easier, since the Healer can continuously charge EP and heal the party with it. This eliminates the need for inns and other forms of out-of-battle healing. Its positive imbalance counteracts the negative imbalance of the game's economy and other problems, so I would prefer that the training dummy be left unchanged until the rest of the game is balanced.
That being said, I really like the idea of a training dummy item and I think it works well in this game. If this game were longer, it would prove its worth by giving players free opportunities to test out new abilities learned through level-ups and new player characters hired in a town. Another great item idea is the "Pocket Save Point," or PokeYacker in this game. With it, you can save absolutely anywhere, and the price is well balanced - you can always afford at least one, but you can't stockpile them easily, so the player has to be smart about how they use them. I have one warning for Meowskivich, though. The ability for a player to save anywhere at any time has been known to interfere with scripts that change things on the map. Be sure to test extensively with save-reloading if you ever implement any plotscripted cutscenes.

Overall, I'd say this game shows some potential. It's definitely got a strong gimmick going for it, with visually distinct player characters (excepting one palette swap) that operate on different strengths and weaknesses (which are neither apparent nor important in the early part of the game). The idea is great. The execution is clumsy and confusing and there's not enough time for the different characters to distinguish themselves in battle. The rest of the game is a run-of-the-mill "my first game" environment that doesn't have anything memorable in it. There's a lot of self-indulgent "humor" all over the game that I can't imagine being funny to anyone except the author. OHR developers in general have a rough time when it comes to comedy, but I'd recommend playing Okédoké! for a firsthand look at a great game that's both fun to play and funny to read.

Meowskivich, what will you do during the remainder of November to make your game better for the HotOHR2 deadline? I don't think your graphics need re-doing when there's so much more that needs to be done. Original music won't help your game either. You need to focus on expanding the game's world so that the player characters have more time to grow and become distinct from one another. The tutorial at the start of the game also needs improving so that new players aren't completely dumbfounded by the EP system and your multitude of player characters. The items and economy in the game need balancing so that new items aren't simultaneously worthless and a waste of hard-earned money.

Finally, I'd like to point out two little problems that can easily be fixed. First, in a number of places, wandering NPCs can block thin passageways. Add in some NPC movement Zones and assign them to wandering NPCs to prevent this from happening. Second, in the first dungeon when the player is given a Ticket to hire a new character for free, it's possible for players to accidentally exit the hiring menu before getting a new character. The NPC with allies to hire then vanishes permanently, leaving the player with a useless Ticket item and one less player character. I don't think it's necessary for the NPC to be a "traveler" who is busy and needs to leave immediately after the player talks to him. Just give him some different dialogue and keep him on the map to prevent any accidental cancellations on the player's end.
Blubber Bloat
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 PostSun Nov 04, 2012 11:58 pm
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*cough*
Well Mr. Labs, of the Bacon variety, I have a few things to say.
1: Things are far more balanced in 1.3beta.
2: I'll let you test it if you want.
3: The one character you think is pallete swap isn't entirely, it's slightly different. But otherwise, it is.
4: A lot of these problems (infinite dummy use, ultra wordy-ness, gRiNdInG) are taken down a ton in 1.3beta.

And a for your question, what will I do to make my game better? Well, it already is better. Like I said, you can play the current test version, though a couple things have been fixed in my private file since then (because of the only 2 testers who's been responsible enough to get back with me).
And for the remainder of November, I kinda have a bunch of things to take care of soonish, but after that things should cool down for a short bit (I so dearly hope) and I will work on the things I listed above.
In this order if you're curious enough:
- hunt quests
- items spheres in the bottom half of the mud heap
- Music
- Bestiary
- New NPC sprites
- finding the location of this "mystery pear" that somehow gets into peoples inventories

Hunt quest just requires a bit of plotscripting madness, and the item spheres will take me a brief moment to look over my notes. Music is my biggest priority type deal, as I want to wipe out all unoriginal musics and replace it with unique stuff. It may not improve the game in your eyes, but it's a focus of mine for sure.

The bestiary can wait, honestly, and the new npcs I can hold off on, though it will be kinda stupid to have the same sprites spammed everywhere.

And the mystery pear is just a plain old mystery.
As for the one character leaving after you talk to him, he's a traveling and reoccurring character. Though not in version 1.3beta, I'll probably work on a plotscript similar to that of Final Fantasy H where as long as you have an the Ticket item he'll at least give you the option of hiring a character or just leaving with the ticket to sell it for whatever amount I set for it. Which isn't much. But hey, I'm sure some nuts out there will probably go the solo route sometime.

Any further questions or input? And do you want a test copy?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal Slime
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 PostMon Nov 05, 2012 12:39 am
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Yes, please. I did the review up there under the impression that 1.2 was the latest version. PM me a copy of your latest version. My complaint of the game being too short will be instantly nullified if you've allowed access to some new areas - there's a screenshot in the first post of this thread detailing an area I never once saw in 1.2.
Blubber Bloat
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 PostMon Nov 05, 2012 2:15 am
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I want to say something, but I'm afraid to spoil any magical surprises you may encounter. Just let me know if you think you've done everything. As I'm sure you'll miss something.

And a bit of advice, don't think that all the areas are the exact same as before, as that will guarantee a missing of at least one thing...
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Blubber Bloat
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 PostMon Nov 05, 2012 9:26 pm
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I'm gonna work on AR-PUH-GUH! a bit today, so you can head on over to https://twitter.com/Meowskivich if you want. I don't know how much I'm gonna post today, though.
So lurk around or not, I dunno, I duncare.
But ask any questions you may have here, or twitter, or even personal messages. I like questions.
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Blubber Bloat
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 PostFri Nov 09, 2012 6:54 pm
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AR-PUH-GUH! work is goin' down today.
The agenda is to set up the three hunters guild quests (or at least two of them), as well as adding items to the rest of the mudheap.
Whether or not I post on tweetir today or not, here's the link: https://twitter.com/Meowskivich

But...
A NOTE TO ALL TESTERS!!!
I need you to get me your findings on the game ASAP, the game is getting close to release, and I want your thoughts and opinions, as well as any bug reports or mistakes you may find.
Seriously, 85% (rough estimate) of you folk haven't so much as said a word to me about the game since I've handed you the file. And two of you keep saying "I'ma get to it!" but have yet to do so, but I thank you for at least keeping me in mind and letting me know you're not just ditching me without warning.
Also, once this test version is ready for testing, you'll have a week to get me your findings (or less, depends on how close to the end of November it gets).
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Blubber Bloat
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 PostSat Nov 10, 2012 12:38 am
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Two music tracks. That's all that stands in the way of the release candidate for AR-PUH-GUH! version 1.3beta.

However, I'll likely do the bestiary before release. Since I have time before the Ho'tOHR is over. But I'll be replacing the music first, as that's more important to me. Final chance to test, and I'll need testers especially for this part.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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