Blasphemous Saga Fantasy

Make games! Discuss those games here.

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Fortis
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Post by Fortis »

Does anyone happen to have the Time Flies midis I released with the game in like, 2001? There are a few I want to use in BSF.
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Fortis
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Post by Fortis »

So it's been awhile, I was wondering if anyone had any thoughts on the game? Anything jump out at you as particularly good or bad? What needs improving, what do I need to do more of?
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RMZ
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Post by RMZ »

Hmmm... something you need to do to it? Finish it. Don't make another game we all like *cough* Time Files *cough* and leave us hanging.
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Uncommon
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Post by Uncommon »

And I looked and saw that it was good. A short twenty minutes, but fun enough to make me not want to go back to Phantom Hourglass instead. Notta mention the dungeon was so 2D Zelda there wouldn't have been much difference, anyway (well, okay, BSF doesn't have the amazing stylus, but how can you hold that against it).

I loved the intro.
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Mazin
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Post by Mazin »

Just played it. I really enjoy the style of it, but there were a few issues:

- When the game starts WITCH is equipped with the fire book but when she attacks it's just a regular attack, I had to unequip and re-equip the book in order to get her to cast fire as her default attack.
- KNIGHT gets a special attack "thrust" which costs no MP and is stronger than his regular attack, thus making the default attack obsolete. If thrust was supposed to be slower or have some other drawback, it wasn't enough for me to notice.
- In the introduction the part where it says "ADVENTURE IS JUST BEGINNING" there's a tile missing from the bottom-right corner of an S. Also it doesn't scroll down all the way, it only gets to where the bottom of the screen is halfway through KNIGHT's sprite.
- The way it makes you step back from a locked door or from the lava pit is kind of annoying and tends to make me walk right into an enemy.

I enjoyed the scene with the Slime King, I liked how he had multiple expressions. I also liked WITCH 's comments on the magnet. All the graphics were great, but the fire spell looked especially awesome. I'm looking forward to seeing more of the game.
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Calehay
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Post by Calehay »

I don't know if you can fix it, but after the Zelda intro, before the title screen comes back on, there's a quick flash of the top of the Zelda intro map that was rather jarring. (I was using the WIP from when custom menus became supported.)

Overall, it was quite fun, if a little easy. That door bug is quite annoying, however.
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Fortis
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Post by Fortis »

� <a href="http://www.bsfantasy-comic.com/">Blasphemous Saga Fantasy</a>
� <a href="http://www.zackcorcoran.com">Comic Art & Illustration Portfolio</a>
� <a href="http://www.zantetsuken.com">Zantetsuken!</a>
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Uncommon
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Post by Uncommon »

AWESOME.
It is so cool there is a bitset to hide the battle cursor now.
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Fortis
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Post by Fortis »

It's not obvious, but that's a custom palette, too.
The "change user interface colors" feature is a welcome addition as well. All text boxes are now black with white borders!
� <a href="http://www.bsfantasy-comic.com/">Blasphemous Saga Fantasy</a>
� <a href="http://www.zackcorcoran.com">Comic Art & Illustration Portfolio</a>
� <a href="http://www.zantetsuken.com">Zantetsuken!</a>
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Twinconclusive
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Post by Twinconclusive »

Oh my, that looks much classier than the default look of the battle engine.
Nice job with that!

Although the floating "status" text isn't making much sense to me. :???:
Well, I get the gist of it, but it doesn't make much sense to me as to why you would put it above the heroes heads.
&#9834;&#9834;&#9834; Du du duuuu &#9834;&#9834;&#9834;
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Fortis
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Post by Fortis »

because they smile when they're doing OK, frowning when they're critical, and coffins when they're dead.
� <a href="http://www.bsfantasy-comic.com/">Blasphemous Saga Fantasy</a>
� <a href="http://www.zackcorcoran.com">Comic Art & Illustration Portfolio</a>
� <a href="http://www.zantetsuken.com">Zantetsuken!</a>
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chill-e
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Post by chill-e »

Heh, now we just gotta make an option to disable the ATB and make it strictly turn-based without the waiting.
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Fortis
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Post by Fortis »

Yes, true turn based combat would really make this.
� <a href="http://www.bsfantasy-comic.com/">Blasphemous Saga Fantasy</a>
� <a href="http://www.zackcorcoran.com">Comic Art & Illustration Portfolio</a>
� <a href="http://www.zantetsuken.com">Zantetsuken!</a>
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Mogri
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Post by Mogri »

All you need for true turn-based combat is a "Can't skip heroes" bitset. Set everyone's speed high, give all attacks a hefty delay, and make turns unskippable: voila, instant turn-based combat.
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Fortis
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Post by Fortis »

But then Heroes/enemies don't go by order of speed, which is sort of the point.

UPDATE: I'm taking this game in a new direciton:
Image
� <a href="http://www.bsfantasy-comic.com/">Blasphemous Saga Fantasy</a>
� <a href="http://www.zackcorcoran.com">Comic Art & Illustration Portfolio</a>
� <a href="http://www.zantetsuken.com">Zantetsuken!</a>
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