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Demo Release - Angel Whisper

 
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Rimudora
Psychopath yandere
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Joined: 26 May 2005
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PostPosted: Fri Mar 26, 2010 6:47 am    Post subject: Demo Release - Angel Whisper Reply with quote

The first demo of Angel Whisper is now available for download!
It's not the 1000th CP release that I wanted it to be, but I'd still give it a full score on a voting scale that goes up to 1000!

Features include:

-A revolutionary new battle system!

-Awesome placeholder graphics that I'll probably replace later!

-Ripped music from Bahamut Lagoon and Mystic Ark!

-HSS files soaked with hours of my sweat and blood!

-Actually, the battle system is what I'm trying to highlight here.

http://www.castleparadox.com/gamelist-display.php?game=979

There's still more, much much more to be done, but for now you can walk
around the first area in the game and fight some goblins.


When you're walking sideways, your main character turns into a girl.


I misspelled my name here. Lawls.



Anyways, give it a try and tell me if you find any bugs or errors in the game.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Mar 27, 2010 8:36 pm    Post subject: Reply with quote

Interesting battle system. Having the heroes automatically attack like that probably will have the benefit of removing a lot of the tedium from battles, except that summoning heroes seems like it could get annoying.
Also, some of the graphics are already pretty good.
I guess you haven't gotten around to it yet, but making movements smooth instead of abrupt would greatly improve presentation.

Bugs:

* Stepping onto a tile at the edge of the map resets all the NPCs on the map, as I'm sure you know.
* When facing downwards and swinging the sword, the wrong frame is used
* The sword appears beneath NPCs at least sometimes. Looks odd.
* On the screen which is larger than 16x10 tiles, the camera doesn't focus on the hero properly. What's going on is that you are positioning the camera based on the hero's position, but hero movement happens AFTER scripts are run, so when the screen is drawn the hero is no long centred. This isn't too simple to fix. Relatedly, if you want to centre the camera on the hero, you should actually write
Code:
  mapx:=heropixelx(me)--150
  mapy:=heropixely(me)--90

* You overrode the main menu when you press esc, but not when you press alt.
* In g_debug.txt there are lots of errors about using invalid string ID numbers, and some for trying to close a menu that doesn't exist. This is why you should enable script errors, in the general game data menu. (I also see messages that one of your tilemaps is an unexpected size. Ignore that, that's an engine bug that I better investigate)

I initially assumed that all the maps were actually all on the same physical map, and was going to suggest that you scroll from screen to screen like in SoJ.
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Rimudora
Psychopath yandere
Halloween 2006 Creativity Winner
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Joined: 26 May 2005
Posts: 335

PostPosted: Sat Mar 27, 2010 9:34 pm    Post subject: Reply with quote

Wow, that is a really in-depth response. I really appreciate this. o.O

Some of the easy stuff (wrong sword frame, alt not overriding the main menu) have been fixed and will work properly in the next release. Thanks for pointing those out.

Is there any way to make sure some NPCs always appear on top of others?
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sun Mar 28, 2010 4:24 am    Post subject: Reply with quote

That's why I don't post much: time consuming.

Using slices is the easiest way.

If you want to stick to NPCs: NPCs with lower reference numbers are drawn on top. Reference numbers range from -1 to -300. NPCs placed in Custom are given references going from -1 down, ones created with CreateNPC from -300 up, whichever handle is the first unused one. I wrote a script to swap the reference numbers of two NPCs: swap npc ref at 'What is the 3rd Party HSI?'
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Rimudora
Psychopath yandere
Halloween 2006 Creativity Winner
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Joined: 26 May 2005
Posts: 335

PostPosted: Sun Mar 28, 2010 5:28 am    Post subject: Reply with quote

..yeah, you're right. It's much MUCH better to use slices than NPCs. I need to stop making things harder for myself. @_@

EDIT: March 29 update: The bugs are all fixed, save for the one with the camera not focusing properly but that doesn't seem to be too big of a deal.
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Mon Mar 29, 2010 8:02 am    Post subject: Reply with quote

The battle system is really interesting! I can't wait to see what you do with it. Does hero position matter right now, other than for lining up Rena's heal ability?
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Rimudora
Psychopath yandere
Halloween 2006 Creativity Winner
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Joined: 26 May 2005
Posts: 335

PostPosted: Mon Mar 29, 2010 11:58 am    Post subject: Reply with quote

Nope, that's all it's being used for right now. I'm planning to make it so that enemies go for the front row characters before they do the back row ones.
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