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Liquid Metal Slime
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 PostSun Feb 23, 2014 3:28 pm
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TMC wrote:
sheamkennedy wrote:

If you are looking for a workaround to this in the future, I believe I have happened upon one.


If you want to do something like that, don't place thousands of NPCs (you'll quickly hit the 300 NPC limit anyway). Use an each-step script and check the coordinates (or check for a zone).

Good call. That clears up the workarounds disadvantage. I'll totally be doing this for dungeons in my game. Do you by chance know why the built-in wraparound feature exhibits this flicker to begin with? Just out of curiosity.
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Liquid Metal Slime
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 PostSun Feb 23, 2014 3:38 pm
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Shea:

Interesting. I'm going to do a test to see what that looks like. Although, I have a caterpillar party that is absolutely necessary for reasons of game play, so I doubt I will actually implement it.

Foxley wrote:
Awesome, got everything! I won I won I won!

I'll try again sometime with another species, I'm guessing the ending messages change considerably depending on which one you're playing as.

P.S. Thanks for making such a fun, engaging game Smile

Oh yeah, I think I spotted a faulty wallmap on the bottom right tile of the altar/rift gate spot across the bridge from Capital Town. I was able to walk through a tile that seemed like it should've been solid (please ignore if I'm mistaken)


I'll put you in the README as the first person to get a perfect score. I didn't think anyone would actually ever bother. I'm really glad you did.

I'll also see if I can find that wallmap.

The biggest change in terms of player race is the ending text. Otherwise, there isn't a huge difference during actual play.

Did you by chance find the "Star Quest" easter egg? Star Quest is an OHRRPGCE from a few years ago that somewhat inspired this. Even if you didn't play Star Quest, you would probably know if you found it. It's a JUNK item with a special description.
Liquid Metal King Slime
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 PostSun Feb 23, 2014 8:47 pm
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I have played for about 2 hours so far. I have 19 parts, and I am at level 2 (1 level from experience, one from equipment)

I am really enjoying the game. I love the art style, and if I didn't have so many other things to do, I would be drawing fan-art of my favourite creatures (I still might later!)

The flicker around the edges of the wraparound map is indeed an engine bug. I suggest you don't stress about working around it yourself, since I am sure we can fix it eventually. (I haven't looked into it yet, so I don't know how long it might take to fix)

The color scheme makes me think that if Andy Warhol designed an Atari game it might look something like this. (I mean that as a big compliment, I am sure it could be interpreted differently by someone who doesn't like Andy Warhol) ;)

I have really been enjoying the text. Even though I was at level zero for the first hour and a half, I always took great joy in talking to every monster that i couldn't beat just so I could read about them. The Tourist-bot on the wall is one of my favourite npcs. I wish it cycled through its text sequentially rather than showing them randomly so I could know when I had read them all.
Liquid Metal Slime
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 PostMon Feb 24, 2014 1:43 am
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Bob: I'm happy to hear you are enjoying it! Keep playing!

Bob the Hamster wrote:
The color scheme makes me think that if Andy Warhol designed an Atari game it might look something like this. (I mean that as a big compliment, I am sure it could be interpreted differently by someone who doesn't like Andy Warhol) ;)


If I can't make good graphics, I might as well at least make them unique.

Bob the Hamster wrote:
The Tourist-bot on the wall is one of my favourite npcs. I wish it cycled through its text sequentially rather than showing them randomly so I could know when I had read them all.


Maybe I'll change that. I don't remember why I thought it should be random. There is another NPC with random text as well. Hm.
Liquid Metal King Slime
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 PostMon Feb 24, 2014 3:20 pm
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I feel as if I am stuck in the underground. I have twenty-something parts, and I am at level 2, and I *think* I have explored everywhere in the underground, but I can't find any way up to the surface (except the graveyard and the locked room with the desert chemical coordinates)

I am not necessarily asking for hints, I just want reassurance that there is still a way out that I haven't found yet, and that I haven't doomed myself by jumping down the hole when my level was still too low.
Liquid Metal Slime
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 PostMon Feb 24, 2014 3:56 pm
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Bob the Hamster wrote:
I am not necessarily asking for hints, I just want reassurance that there is still a way out that I haven't found yet, and that I haven't doomed myself by jumping down the hole when my level was still too low.


There is indeed a way back up. Although you just gave me a good idea. Maybe the radar room door should open from the inside even if it isn't unlocked.

If you would like a hint, here it is:

Small hint: The solution is in the graveyard.

Big hint: There is a secret door in the west wall of the graveyard.
Liquid Metal King Slime
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 PostFri Feb 28, 2014 3:57 am
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So far I have played about 3 and a half hours. I have 41 parts, and Roboknack is my best friend.

I don't know if anybody already mentioned this, but the textbox for when you get the "Dome" part has a typo in the variable code. it says ${V$003} and the extra $ prevents it from working as it should

I am still very much enjoying myself.
Liquid Metal King Slime
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 PostMon Mar 03, 2014 1:35 am
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After 5 hours and 15 minutes of play, I managed to find 63 parts, 109 experience, 5 equipment, 4 metal, and the nuke.


I read over the spoilers you exchanged with Foxley, and was really surprised to learn that the other 2 NPCs in Capitol Town were red herrings.

I was mistakenly certain I could get the items, and I thought I knew how! After the Palsink NPC gave me the Chart, I discovered that he would say something different to me when I was in a transformed state from the red metal orb south-east of the four Dualspecials.

So I assumed that I was supposed to figure out how to make the orb turn me into a Holdbox or a Dropbulge long enough to get the Reticule and the Jack

Also from the spoilers I learned that I was missing the Button, just as Foxley had been.

So that leaves me missing one enemy and the "Brain". I am totally puzzled as to where else I have not searched yet.

Also, regarding the shadow in the desert, I noticed that it is possible to get back to the ship and end the game while it is still following you, and I think, since it apparently doesn't have any other purpose, it would be cool if there was a message about it in the ending if you take it with you.

I also have some questions about things that seemed to be red herrings, but maybe they actually did unlock things that i did not notice until they were already unlocked.

* What is the purpose of the two radiation plants south of the Capitol? I can turn them on and off, but I don't know if they do anything.

* What is the purpose of the burning tower in the windmill field? (or maybe I got an item from it and I was just reading too fast and didn't realize?)


Anyway, I loved this game, and my only really big complaint is that I am sad that it is over, and that there is nothing left to explore!
Metal Slime
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 PostMon Mar 03, 2014 9:37 am
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Bob the Hamster wrote:

So that leaves me missing one enemy and the "Brain". I am totally puzzled as to where else I have not searched yet.


I think I might be able to help!

The Brain is found in the Grove north of where your ship is. Look very very closely at the environment. (The altar and the teleporting tree person are also unimportant and should be disregarded)

The missing enemy could be the culmination of killing all 10 of those cactus licking snail things for 0.1 experience each, equalling 1 point. Or it could be a random enemy that lurks in the nooks and crannies of the park area in the south end of Capital Town. Or it could be an enemy that looks like a subtly animating maptile in the northwest area of the desert, near the biowire fence. Or something else! Those're just things that I think could've been easily missed
Liquid Metal King Slime
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 PostMon Mar 03, 2014 3:21 pm
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Thanks! I will re-examine the grove carefully.

I did kill all 10 of the gentle desert-beasties, and the blood their cumulative 1 point of experience does indeed stain my guilty hands.

I do remember a lot of snake-like things jumping out of the bushes south of Capital town, but I can search again and see if I missed one.

I did find the monster that looks like a rock in the northwest desert.

Oh! I remembered another likely red herring that I was curious about. Was there any special purpose to the block with the number 2 on it on the west edge of the desert? I saw that it would knock me backwards if I examined it, but I don't remember finding any other use for it.
Liquid Metal Slime
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 PostTue Mar 04, 2014 2:18 am
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Watch out! Some spoilers are ahead and not all are concealed!

Bob the Hamster wrote:
After 5 hours and 15 minutes of play, I managed to find 63 parts, 109 experience, 5 equipment, 4 metal, and the nuke.


Thank you for noting the bug in the Dome text box. Also, thank you for putting in so much time toward playing this game. I really appreciate your dedication.

Everyone's comments have been really helpful. I'm working on a version 1.1 now that fixes some bugs and adds some new features based on everyone's suggestions.

Bob: I was mistakenly certain I could get the items, and I thought I knew how! After the Palsink NPC gave me the Chart, I discovered that he would say something different to me when I was in a transformed state from the red metal orb south-east of the four Dualspecials.

So I assumed that I was supposed to figure out how to make the orb turn me into a Holdbox or a Dropbulge long enough to get the Reticule and the Jack


Maybe I could implement something like that as a feature. Interesting...

Bob: So that leaves me missing one enemy and the "Brain". I am totally puzzled as to where else I have not searched yet.

Foxley's hint is good. It's in the forest north of the ship. It's actually really easy to find. You are going to slap yourself when you do. If you need a more explicit hint...

It's in a tree that looks different from the others in one of the dead ends.

Bob: Also, regarding the shadow in the desert, I noticed that it is possible to get back to the ship and end the game while it is still following you, and I think, since it apparently doesn't have any other purpose, it would be cool if there was a message about it in the ending if you take it with you.

Great idea! I will implement this!

Bob: *What is the purpose of the two radiation plants south of the Capitol? I can turn them on and off, but I don't know if they do anything.

Those disable/enable the pair of Level 20 robot guards also in the garden south of Capitol Town.

Bob:*What is the purpose of the burning tower in the windmill field? (or maybe I got an item from it and I was just reading too fast and didn't realize?)

It's just there to be weird.

Bob: Thanks! I will re-examine the grove carefully. I do remember a lot of snake-like things jumping out of the bushes south of Capital town, but I can search again and see if I missed one.

Those enemies hide in dead ends and leap out if you move adjacent to them. Walk into any nooks and crannies in the garden south of Capital Town.

Did you get the 2 invisible enemies in the dark house? How about the submerged in the circle of pillars that you access via boat (there is a sign outside its lair)? How about Robotforce (next to Roboknack)?

Underground, there are also two humanoid enemies called something-rogue. They both threaten you and one teleports around, but they can be killed.

Bob: Oh! I remembered another likely red herring that I was curious about. Was there any special purpose to the block with the number 2 on it on the west edge of the desert? I saw that it would knock me backwards if I examined it, but I don't remember finding any other use for it.

Nope. Just more weird stuff.
Liquid Metal Slime
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 PostTue Mar 04, 2014 12:53 pm
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Bob: Here's another suggestion for an enemy you might have missed.

There are 2 invisible enemies in the invisible wall maze in the desert. Did you get both of them?
Liquid Metal King Slime
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 PostTue Mar 04, 2014 3:16 pm
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I completed the game yesterday. Foxley's advice was right on the money. I found the brain quickly, and then traced the edges of the walls south of the Capitol. I found a butterfly-like monster that jumped out of the bushes near the coast.

Are you interested in doing an Android and/or OUYA release of Ramble Planet?

I played it on my OUYA and it worked great

I was also thinking about what it would take to script mouse control for the full game if you wanted it.

The map part would be pretty easy I think. A click on a tile would just make the player walk towards that tile, and you already have NPC activation when you walk towards them.

The only hard part would be the menus, but even that wouldn't be too hard. You couldn't use the built-in inventory screen, but a customized inventory screen built out of menus with scripted mouse support would be possible.
Liquid Metal Slime
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 PostThu Mar 06, 2014 2:19 am
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Bob:

Congratulations on completing Ramble Planet!

I am absolutely interested in porting Ramble Planet to Android. In fact, I recently got an Android tablet for the sole purpose of learning to port an OHR game. OUYA seems cool too, but I don't have one so I don't have a way to test it.

My intent is to download some OHR games for Android and see how they look and feel. I know C. Kane and Slimeomancy are currently available.
Once I finish version 1.1 of Ramble Planet (in a month probably), then I'll experiment with the process of porting. I think there was an explanation about it on Slime Salad somewhere.

I have no strong opinion on whether the game should use mouse control or keys. I can imagine where mouse control might seem really intuitive but I can also imagine where it might seem frustrating, such as mazes (especially invisible mazes).
Liquid Metal King Slime
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 PostThu Mar 06, 2014 4:37 am
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Cool, I am looking forward to version 1.1

When you get to the android porting step, let me know, I will help however I can.

Right now, packaging for Android requires compiling the ohrrpgce source code, and the directions are currently extremely Linux-centric, but we can work on making the directions better.

As for the OUYA port, I have verified that it already works great on OUYA, so all you need to worry about is the Android port, and you get the OUYA port for almost no extra work :)
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