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The Viridian Journal
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Wed Apr 29, 2009 3:44 pm    Post subject: Good News Reply with quote

[Farnsworth]Good news, everyone![/Farnsworth]

It seems that my old dinosaur of a computer can load the corrupted game file using OHRRPGCE version hasta-la-qb, and from there I can try to collect the maptiles and walkabout graphics, as well as anything else that may have been lost.
The only thing I can't recover are some really nice text box borders I made, since those didn't exist back then. Oh well, it's minor compared to what could have been lost.

I'm incredibly relieved right now.

EDIT: Still working with the Spam Man to see if we can speed up the process a bit. He caught something interesting:

Quote:
I realized that when it looks like it is freezing, it is not actually freezing! It is actaually loading with a completely black master palette.


Meanwhile, I found out that the tile sets had been corrupted - The last one, which was blank, turned into a garbled mess that resembles a test signal. I'll be back with news on the topic.


Last edited by Baconlabs on Wed Apr 29, 2009 7:13 pm; edited 2 times in total
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Wed Apr 29, 2009 4:04 pm    Post subject: Reply with quote

That's great to hear. I was a little worried that something dire may have happened to your game that you put so much progress into.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
Location: @home

PostPosted: Wed Apr 29, 2009 8:33 pm    Post subject: Reply with quote

Yea, if I made a gem like that, I'd protect the hell out of it. May you learn from this set back and may the set back be none too serious.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Sun May 03, 2009 8:59 pm    Post subject: Tyler and Jerry Reply with quote

As I mentioned before in the "Splitting Storyline" update, there are certain chapters in the game (especially near the beginning) that follow completely different characters who go about their own short journeys to meet up with the main group. Here are the stars of two of those side-journeys.



Tyler - The wayward, cynical missionary.

Tyler's story takes place far west, on Danke's frontier for colonization. The missionary camp there is attempting in vain to convert the hostile Grit clan into their society and religion; however, they are consistently chased away, and are taking heavy casualties in the process. A sharp change will soon present itself to this pathetic caravan.

Tyler himself is, on the surface, gentle and shy with a penchant for healing others, but is really quite distrusting and has a deep hatred for his country and even his own religion, which he reveals to , his confidant and only friend. In the end, though, he has good intentions and will find a way to express himself.

Skills:
(+) Very high wisdom, good strength
(+) Has many abilities to heal, cure status, and boost stats
(+) Can use Prayer to summon one of many beneficial spells for free, including complete revival
(-) Sub par skill, pathetic stamina
(-) Can only wear cloth armor and special robes
(-) Has no offensive magic
(-) Prayers will occasionally go unanswered
(-) Very weak to dehydration

==========



Jerry - The foreign scout and ladies' man.

Jerry's story takes place alongside , his appointed guard and close friend, as they tackle issues from their homeland, Bouvo. Their mission turns into an unusually long search for a mailed package from King Bouvo, where they meet a new ally in the mountains and discover grave news in the package.

Jerry as a character is airheaded, arrogant, a fast talker, and has an eye out for every woman in the Sand Zone. Though he is a prestigious scout from Bouvo's armed forces, he is prone to goofing off, and must be kept in check by his nagging friend . He believes he has found true love when he meets a new face in the mountains, but the feeling goes unreturned, spurring his own completely unrelated quest for romance. (Whether it's worth pursuing or not is up to the player.)

Skills:
(+) High strength, good luck and speed
(+) Can inflict many status ailments with different arrows
(+) Can revive allies with a Phoenix arrow
(+) Can Distance himself from combat, swapping power for defense
(-) Sub par skill, low magic stats
(-) Useless without a bow and arrows
(-) Expensive to equip
(~) Receives gifts or flavor text from many female NPCs
(~) Later, can promote to wield any weapon
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Sun May 10, 2009 6:53 pm    Post subject: Scattered Update Reply with quote

There is no single big thing I've worked on lately - it's exam season, after all - so I'll present scattered bits of news about Viridia.

1) Two new aides
As soon as exams are over here, I can hopefully enlist the help of two people who seem excited to work on the game - one lass I've mentioned before, who wanted to do the portrait graphics for the game, and another fellow who has some good music skills to contribute (though I'm reluctant to include his bulky mp3 files.)
You can see some stuff he's done on Newgrounds.

2) Minigames planned
Though it's a ways away and will take a lot of scripting, Viridia needs minigames. I recently realized that money is an important element to the game - many shops offer high-level equipment even at low leveled areas, but it's hard to accumulate since most monsters don't actually drop any money. Minigames will function as a handy flow of income, and several ideas have been presented:
-A Fire Emblem styled Arena where you gamble on your own fighting ability.
-A racing game featuring emus, llamas, and other riding beasts.
-Something to experiment with the OHR's limited platformer capabilities.
-A rhythm-based dancing game, a la DDR.
-A Simon Says-based dancing game.
No actual work has been done with these ideas, as they will not be present in the first release.

3) More on Money and Items
The first release of Viridia covers early chapters that will not feature any items or money at all. This is because the story swaps between several different groups, and I'm not a good enough scripter to make their inventories independent. To avoid logic gaps, I will make an alternate Menu that blocks access to the Inventory and Equip screens.

That's all for this week, next time I can hopefully provide pictures again.
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Tue May 12, 2009 9:02 am    Post subject: Reply with quote

I'd avoid the rhythm-based minigame if I were you. The timing in the OHR simply isn't precise enough to have gameplay reliably sync up with the beat in the music.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Tue May 12, 2009 1:35 pm    Post subject: Reply with quote

Camdog wrote:
I'd avoid the rhythm-based minigame if I were you. The timing in the OHR simply isn't precise enough to have gameplay reliably sync up with the beat in the music.


I'll still experiment with it (a long long ways down the road), you never know what might happen.
But then again, everything here is susceptible to being eliminated if it's too buggy or difficult.

Thanks for the heads-up.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
Location: @home

PostPosted: Tue May 12, 2009 1:42 pm    Post subject: Reply with quote

i disagree with camdog. If you script it right you can end up with really good sync rate. I think I did a good job in techno ship funkotron.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2233

PostPosted: Tue May 12, 2009 6:36 pm    Post subject: Reply with quote

Spoon Weaver wrote:
i disagree with camdog. If you script it right you can end up with really good sync rate. I think I did a good job in techno ship funkotron.

It worked decently in your game, but it was kind of unfortunate that you could just hold down a key instead of having to press it at the right time.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
Location: @home

PostPosted: Tue May 12, 2009 10:17 pm    Post subject: Reply with quote

Quote:
It worked decently in your game, but it was kind of unfortunate that you could just hold down a key instead of having to press it at the right time.


Well, yea. After solving the being able to hold down all the buttons and win I just didn't feel up to solving any more problems. Also, by that time it was close to release time for the contest. But I feel pretty good about how the game worked out.

With that in mind, I'd have no problem helping you (Baconlabs) with any sort of scripting you might need.
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Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Wed May 13, 2009 8:27 am    Post subject: Reply with quote

Actually, Spoon Weaver, your game was the reason I posted (though I've tried to some music syncing stuff with the OHR too...) When I played Techno Ship Funkotron, the syncing quickly went out of whack and I had to play just by visually lining up the arrows.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3228
Location: Matakana

PostPosted: Wed May 13, 2009 9:49 pm    Post subject: Reply with quote

Powerstick Man:XE has several sequences of music synchronised to events. While helping Pepsi with them, I added plot:milliseconds for timing. However even if you use this, you can still only trigger events to an accuracy of 1/18th of a second - but that's probably good enough.
The WRONG way to synchronise music to game events is with the wait command, which is what I assume Spoonweaver did. The average framerate can vary quite a bit.

If you use millisecond, I recommend you write a script which listens to keypresses and prints out the sequence of delays in milliseconds using plot:trace


Also, Mike implemented support for adding sysex commands to MIDI files which do all sorts of things like set tags and global variables. This is much better and pretty awesome, but unfortunately it only works with the music_audiere backend, which is no longer the default, and IIRC doesn't work on linux. See Music Code
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 396
Location: @home

PostPosted: Wed May 13, 2009 10:56 pm    Post subject: Reply with quote

yea.... I failed.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Mon May 25, 2009 12:39 pm    Post subject: A Quick Conflict Reply with quote

I recently stumbled upon a large pack of music files from back when I was messing around with RPG Maker XP, and found around 3-5 really nice sounding pieces that would work well in Viridia.

I'm conflicted as to whether or not to use them, though, and here's why.
1) I'm always afraid of ripping stuff because of copyright suits (even though Viridia is nonprofit.)
2) I'm always afraid of ripping stuff because the general public might recognize them and rip on me for ripping. Like when I was playing Timpoline and immediately recognized the music as from Yoshi's Island.
3) I'm always afraid of ripping stuff because it tends to sound/look really different from everything else - this music is of a much higher MIDI quality than anything me or Jiji have composed.

And so I ask the community:
Should I go ahead and use the music anyway?

==========

(Pardon the lack of updates, I haven't been able to work on the game as much as I'd like. Furthermore, I'll be spending the next two weeks patching up the backup file so that it's as close to the latest update as possible.)
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Mon May 25, 2009 3:33 pm    Post subject: Reply with quote

I'd say that if you don't have anything else to use, it'd be ok to use it as a placeholder.

However, there's always going to be a song of higher quality and I think that consistency should be in the priority here.
(It's pretty much the dream of every game to have its own soundtrack.)

Regardless of what you do, nobody's going to be lashing out at you for ripping anything ;)

I've been keeping up with the updates and thoroughly impressed with the entire thing. Great job!
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