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Do You Still Want to Be a Hero? 
 PostThu Apr 03, 2014 3:20 pm
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Time for a dev thread. In case you missed it, I'm porting/remaking Do You Want to Be a Hero? in HTML5. The new version will feature everything in the original and then some.



You can play the walkabout demo here for now, and it's pretty much what the name entails: walking around. The game is much further in development than that, though.



The first map is almost entirely finished: you can engage in combat with a pair of goblins and emerge a champion (or not, who knows). This big guy will still crush you, though.



Fans of the original will be interested to know that the roster is expanding in this version. Say hello to Leyath, a glass cannon warrior/mage. She has access to Duwain's swords as well as Ansa's offensive magic.

A playable demo of world 1 should be available this weekend.
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 PostThu Apr 03, 2014 3:29 pm
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Can't wait!
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 PostThu Apr 03, 2014 4:51 pm
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Final Fantasy Mystic Quest perspective, I expect to see visible damage done to foes as the fight progresses!
Not really, but it would be cool. I like how you have 5 party members.
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 PostThu Apr 03, 2014 7:33 pm
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Meowskivich wrote:
Final Fantasy Mystic Quest perspective, I expect to see visible damage done to foes as the fight progresses!

That would be cool and entirely possible, but it would require a significant investment in new graphics, which is not what I'm looking for right now.

If anyone feels like doing a graphics update, though, I may very well end up using your graphics. You could even make the game HD if you wanted. The list of graphics being used is:
http://www.slimesalad.com/misc/images/pieces/hero-sprites.png
http://www.slimesalad.com/misc/images/pieces/hero-mons.png
http://www.slimesalad.com/misc/images/pieces/hero-portrait.png
http://www.slimesalad.com/misc/images/tiles/hero-bg.png
http://www.slimesalad.com/misc/images/tiles/hero-tiles.png

Of course, you could also just contribute a "wounded monster" spritesheet and I'd use that in conjunction with what I already have.
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 PostSat Apr 05, 2014 12:56 am
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The world 1 demo is now available... mostly. You can't cast spells, though the only one you'll learn in world 1 is Heal, and it's completely unnecessary (though its absence may cost you a death or two).

Next on the to-do list: Spell animations and shops.
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 PostSat Apr 05, 2014 4:29 am
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it was amusing to look at.
edit: is the game supposed to just freeze after poking the crystal, or letting time run out in battle?
edit 2: electric boogaloo: or just to freeze if time runs out period?
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 PostSat Apr 05, 2014 5:42 am
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Meowskivich wrote:
it was amusing to look at.
edit: is the game supposed to just freeze after poking the crystal, or letting time run out in battle?
edit 2: electric boogaloo: or just to freeze if time runs out period?


Yeah, there's no handling for victory or defeat yet.
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 PostSun Apr 06, 2014 1:19 am
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For all of your spellcasting needs (at least in world 1), here's Heal.

The demo has been updated, so world 1 is feature-complete. Give it a try!
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 PostSun Apr 06, 2014 3:16 am
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Nice! The battles feel really smooth, and the menus look great.

I am looking forward to more :)
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 PostSun Apr 06, 2014 4:37 am
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if I had to suggest something, perhaps make a border around the battle screen because it looks like a glitch until I realize that it was the world around it. A black line will suffice.
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 PostSun Apr 06, 2014 5:44 pm
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Working on world 2. Ansa can totally beat the Brute at level 2*.

* as long as she survives a potential one-shot twice in a row
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 PostSun Apr 06, 2014 8:05 pm
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I suggest that the whole game should be much faster, but the time limit would be shorter. Imagine if you only had a minute and half, but the battles lasted about 10 seconds. I think that frantic pace would be enjoyable. That's my two cents.
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 PostSun Apr 06, 2014 8:24 pm
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There's Half-Minute Hero and the recently released Half-Minute Hero: Second Coming, if you want fast-paced RPGs.
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 PostSun Apr 06, 2014 9:52 pm
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Willy Elektrix wrote:
I suggest that the whole game should be much faster, but the time limit would be shorter. Imagine if you only had a minute and half, but the battles lasted about 10 seconds. I think that frantic pace would be enjoyable. That's my two cents.


The pacing is significantly faster in this version, largely due to the increased frame rate. (I'm not a frame rate junkie, but the OHR version is pretty painful to watch in comparison.) The spell animations are zippier in the new version, too. I'd have liked to keep the same animations, but three frames really isn't enough, and particle effects are easier than drawing lots of attack frames. So the time limits will have to be reassessed, though the tutorial world will stay as-is. It's fairly easy to finish in under a minute. The game will track your best times for each world, so there's at least that incentive.

If you never played the original, by the way, that video is a good, quick way to figure out what the game is about. (The character used in that video doesn't use equipment, so he ignores most of the shops.) Many of the battles do indeed last about 10 seconds, but in others, there are enough tactical considerations that pacing the battles too quickly would be to the game's detriment.

World 2 teaser:


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 PostWed Apr 09, 2014 1:19 am
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Sooooo it turns out the magic damage calculation is kind of broken in the original version of the game. Due to a failure to initialize a few key variables, the caster and target's Magic stat are both treated as zero. Oops~
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