Gamelist Review List Song List Watched Journals Forum IRC Gamelist Song List Review List Forum Articles IRC Log Out Add Game Edit Games Add Reviews Edit Reviews Add Songs Edit Songs Log Out Edit Games Edit Reviews Edit Songs Sign Up Log In My Journal My Game Journals Watched Journals All Journals Journal Settings All Journals About Us Staff FAQ
Castle Paradox
Title Bar
Log In Box
 
______  
[more]
    1) Moyos Theme by Obright
    2) Hydra Shrine by Obright
    3) Ode by Obright
    4) Hellas Theme by Obright
    5) Cave Dweller by Obright
The Omega Updates
Goto page Previous  1, 2, 3, 4, 5  Next
 
Post new topic   Reply to topic
View previous topic :: View next topic  
Author Message
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 5:31 am    Post subject: Reply with quote

Newbie_Power wrote:
Some things I noticed so far:

Theory: I'm not sure what happens if you attempt to return to Gluep town the 2nd time. I wanted to do this but forgot. Can one of you other guys test this?


Nothing should happen. There isn't even a door to Gluep village. How you get in there to begin with is by an npc.

Newbie_Power wrote:
- It seems like Gluep is the only one getting Skill items to purchase skills with. (EDIT: Nevermind. Smite got a skill. It might just be that Gluep gets them more commonly, then.)


Hmm...Don't know why that would be happening most damaging skills are set to acquire skill points, and it is set to gain them 100% of the time. Keep in mind, if you haven't already noticed, that you can only receive one point per enemy.

Newbie_Power wrote:
- There needs to be more obvious save points in "safe" areas such as Derk's house, or even in Jersey.


I kinda liked the fact that you couldn't always save when you wanted to, but then again I guess it could be a pain for some people. That is why I introduced the save items that allow you to save anywhere at any time. Should I still think about changing this?

Quote:
- There needs to be some layering done with some of the overhead tiles. The trees are still done in old style overhead so it looks pretty silly to have grass towering over your characters, or the little doors in the walls in the mountains (where you get ore and are travelling to Gluep town).


What do you suggest for the doors in the mountains?

Quote:
- I was extremely disappointed to see the reference to Faxanadu gone. That reference actually made sense in the context it was used in, heh.


I definitely miss some of the references as well, but it just made more sense to fill the town with info rather than nonsense. Maybe I will use that quote later on down the road though, as I like to hint at other game references anyways Big grin

Also, did you talk with Derf a second time after the intro is over? Just wondering if I should make it more obvious to talk to him or not.

Keep 'em coming![/i]
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 5:40 am    Post subject: Reply with quote

Newbie_Power wrote:


Woo. Having some fun with this bug.

I also don't htink the timer is resetting if you stay inside the mines (or the forest for that matter), although the timer WILL come back once you leave.


Nice....I will fix the wallmap on that now.

Hmmm....the timer was working fine for me. What should be happening is you trip the timer when you walk in, it counts to 0 and disappears, then you can trip it again (second to last tile before you exit either place)

Are you saying this isn't happening?
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Sep 13, 2007 6:29 am    Post subject: Reply with quote

Quote:
Hmm...Don't know why that would be happening most damaging skills are set to acquire skill points, and it is set to gain them 100% of the time. Keep in mind, if you haven't already noticed, that you can only receive one point per enemy.
It was just me being unobservant. Sorry for worrying you.

Quote:
What do you suggest for the doors in the mountains?
I would make the door itself a layer 2 tile, with the opening filled with transparent black, and then just use a floor tile underneath said door tile, that way the characters walk under the wall, but above the floor. Same thing for the trees (except for ones that you can cut down).

Quote:
I kinda liked the fact that you couldn't always save when you wanted to, but then again I guess it could be a pain for some people. That is why I introduced the save items that allow you to save anywhere at any time. Should I still think about changing this?
I completely forgot about those things, although I don't remember if you even get one after talking with Derf.

I also found out there was a perma-use Save Point in Jersey (the priest that had the Faxanadu reference, which I see no harm in putting the Faxanadu reference back in after you complete the quest), but obviously the quest had to be completed first. I simply used a Monk to save.

Actually, now that I think about it... Monks would be perfect to buy 'Saves' from instead of just being able to save your game infinitely, while places like Derf's house or Jersey would be better for perma-saving.

Quote:
Also, did you talk with Derf a second time after the intro is over? Just wondering if I should make it more obvious to talk to him or not.
I talked with him a 2nd time, and did the side quest, but yeah. You could make it more obvious.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Sep 13, 2007 6:35 am    Post subject: Reply with quote

Quote:
Hmmm....the timer was working fine for me. What should be happening is you trip the timer when you walk in, it counts to 0 and disappears, then you can trip it again (second to last tile before you exit either place)

Are you saying this isn't happening?
I didn't think that was the intended effect. I figured the ores would reset while you were still inside in case you wanted to go on a mining binge. Yes, walking in and out resets them.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 6:38 am    Post subject: Reply with quote

You shouldn't have to walk out to reset it. Like I said, the timer is the second to last tile. Basically, you just have to walk over that tile after the timer gets to zero to reset the mines again.

EDIT: Answering questions from above...

-You do indeed start out with two or three save items, and you get one after each boss fight. I do like the idea of having monks sell you more, so I think I will work on that and implement it in a way so it can't be easily exploited (AKA make it cost a lot or just have a limited supply).

-I will also work on making it more obvious to talk with derf for the quest in the beginning.

-Doors graphics will also be worked on at the mountain.
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Sep 13, 2007 8:00 am    Post subject: Reply with quote

Well, I just learned that you can bypass Chulio mountains completely by going through the the coastline, and the door to go back to Chulio mountains after you've entered Mage Tower territory still doesn't work.

EDIT: West of mage tower is an invisible wall that's there for no apparent reason, but is bypassable by going around through the shoreline, allowing you to reach the castle, but there is no door there, so I'll see if it's enterable after I complete the Mage Tower.

EDIT2: Just noticed that in battles where you fight two Imps at once, if you kill one Imp, its body will remain until the other dies. Not much you can do about that one, though.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 8:30 am    Post subject: Reply with quote

Newbie_Power wrote:
Well, I just learned that you can bypass Chulio mountains completely by going through the the coastline, and the door to go back to Chulio mountains after you've entered Mage Tower territory still doesn't work.

EDIT: West of mage tower is an invisible wall that's there for no apparent reason, but is bypassable by going around through the shoreline, allowing you to reach the castle, but there is no door there, so I'll see if it's enterable after I complete the Mage Tower.


Noted and fixed, but unfortunately, the demo does not cover the castle Sad...

EDIT: The imp thing has been noted and will be fixed.
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Sep 13, 2007 8:38 am    Post subject: Reply with quote

Also, this isn't a bug, but don't you think it would be a good idea to remove the Gladius and Voulge from the Mage Tower? Being able to get those two weapons in the Mage Tower kind of helps de-promote the mining system you created.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 8:47 am    Post subject: Reply with quote

I was thinking about that myself. I originally did that so people could access "some" things without having to mine, but I think what I will do is replace the Gladius and Voulge with their lesser counterparts, the Shamshir and Glaive, or just make them different treasures completely. What do you think?
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Sep 13, 2007 8:58 am    Post subject: Reply with quote

Yeah. I thought they were going to be the Sashasmir and the Glaive in the first place, since I thought that was how it was in the original demo, so I went ahead and mined for the weapons and built up that hefty 1200 Gold needed to get said weapons, so yeah... I'm not too happy about knowing I could have gotten the best weapons available for free. >_<
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 9:06 am    Post subject: Reply with quote

1200 gold? Wow, that might need to be adjusted. I will also change those items to their original counterparts.

Sorry about that man Really confused
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Sep 13, 2007 9:18 am    Post subject: Reply with quote

It's ok. Hopefully I'll be able to keep my stuff if I preserve the save file for the next version, so the work is already done.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 9:45 am    Post subject: Reply with quote

Okay, as of now there are six outstanding adjustments that need to be made. After they are dealt with, and OOIA has a chance to test it out, the official release will likely follow that.
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Sep 13, 2007 1:53 pm    Post subject: Reply with quote

I just did another test run and found several more problems:

Bug List

The link above is a list of current bugs/problems. For reference, I figured i'd post it so you guys would know what I am already aware of. I plan on fixing all of these shortly after work.

Also, Mage Blob is waaaay too easy right now. I didn't even have the best gear available and I took him down like nothing. If you guys agree, I am going to change him around so he's not so easy.

EDIT 9/14/07: All bugs have been fixed, and some battle stats have been adjusted. The Mage Blob fight is still somewhat short, but can turn ugly if you aren't fast enough. His HP, stats, and abilities have been altered, as well as a few new surprises from the blob priests.

An updated version has been posted to the same link I sent you testers. If you feel up to it, try this one out, mainly to check battle balance.

Updated bug list for reference as well.
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Wed Sep 19, 2007 1:26 pm    Post subject: Reply with quote

Has anybody played both versions and been able to tell a difference besides playtesters? I know the second version hasn't got many hits, maybe two or three. Just wondering how others feel about the changes I made to the game.

I have been pushing past Mage Tower a little bit each day. I just finished up a scene in the castle next to MT that will clear up a few things, as well as a scene with Harvey at the top of Mage Tower.

Here are some hero sprites i'm currently working with:



#1: New hero? Who could it be?

#2: Is this our gel obsessed protagonist, or another person?

#3: Could this be the makings of....an Attack Fish?

Stay tuned for more info Razz
_________________
MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic
Goto page Previous  1, 2, 3, 4, 5  Next
Page 3 of 5

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


All games, songs, and images © their respective owners.
Terms of Service
©2008 Castle Paradox