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TwinHamster ♫ Furious souls, burn eternally! ♫
Joined: 07 Mar 2004 Posts: 1352
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Posted: Tue Mar 31, 2009 1:56 pm Post subject: |
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I can identify with both sides of the argument.
I'd like for players to easily continue trying, but I'm not sure I like the idea of letting them make Buelle jump into a pit to respawn with full health.
I might add some sort of penalty for having Buelle die too much.
But I think I'll stick with the Life-System for now, just because I'm afraid I could break something if I take it out.
[Edit] Buelle's experimentation with bubble magic goes horrendously wrong:
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The Wobbler
Joined: 06 Feb 2003 Posts: 2221
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Posted: Tue Mar 31, 2009 2:28 pm Post subject: |
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Newbie_Power
Joined: 04 Sep 2006 Posts: 1762
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Posted: Tue Mar 31, 2009 2:37 pm Post subject: |
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I was thinking that if you died, an alternative would be to not have the player start out at full health (think Zelda 1) so it wouldn't be beneficial to die. _________________
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? |
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The Wobbler
Joined: 06 Feb 2003 Posts: 2221
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Posted: Tue Mar 31, 2009 2:45 pm Post subject: |
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TwinHamster ♫ Furious souls, burn eternally! ♫
Joined: 07 Mar 2004 Posts: 1352
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Posted: Tue Mar 31, 2009 3:08 pm Post subject: |
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I was playing Castlevania III (and finally beat it) last weekend and found it really neat that your weapon started in its weakest form whenever you start.
But right, it doesn't look like I'll be facing any shortage of ways to debuff the player.
[Edit]
Buelle's First Spell, (Bubble Shield), functional!
Summon the power of a massive bubble to lend you its defensive powers!
It's got its own bit of Health and will disappear after a while, but you can increase both its sturdiness as well as its duration by leveling your Magic!
(But do be careful with your lance while you're inside it...) |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Tue Mar 31, 2009 6:43 pm Post subject: |
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I think as far as the life problem goes, the current system is better then it appears. However, the save point right before the last boss should be taken out.
think megaman on this one. You can continue as many times as you want and you can save the fact that you beat a boss and his stage, but you can't continue mid stage. So a good idea may be to have save points only exist in towns. But thats just my opinion. |
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TwinHamster ♫ Furious souls, burn eternally! ♫
Joined: 07 Mar 2004 Posts: 1352
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Posted: Thu Apr 02, 2009 6:04 am Post subject: |
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I've put in a primitive form of the leveling system.
But it does works.
You can choose from Strength, Magic Level, or Health.
Strength boosts your attack power by 5 (It's originally 10).
It seems like the strongest choice so far, but later stages might say different.
Magic Level boosts your ability to cast magic, but does not increase your magic bars (I'll be placing consumable items to do this).
There's only one spell so far, and as I said earlier, its duration and durability increases with your magic level.
Health increases your maximum health by one.
And it's the only way to restore your health through a level up.
On my playthrough, you're able to get 3 levels for sure by the end of the dungeon (not assuming you're not going to previous maps to grind). |
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TwinHamster ♫ Furious souls, burn eternally! ♫
Joined: 07 Mar 2004 Posts: 1352
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Posted: Thu Apr 02, 2009 3:58 pm Post subject: |
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New test release:
http://www.geocities.com/hamstwin/Amp.zip
Game's content is about the same but with a bunch more flavorful updates.
I'd like to have testers primarily try out the leveling system, magic usage, and foods.
There is now one more functional chest in the dungeon (On the first floor), but I'm still thinking of uses for the other two.
The Dwarven town needs a lot of stuff to fill it in, but the first two houses (on your way towards the right), have some use.
I'm going to redo most of the textboxes, so apologies for the couple that aren't aligned properly.
Random suggestions are welcome. |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Fri Apr 03, 2009 12:19 am Post subject: |
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it's the first version.... how does that even happen? |
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TwinHamster ♫ Furious souls, burn eternally! ♫
Joined: 07 Mar 2004 Posts: 1352
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Posted: Fri Apr 03, 2009 3:55 am Post subject: |
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Spoon Weaver wrote: | it's the first version.... how does that even happen? |
I have the outdated version of it in a main folder and the real version in a sub folder.
I frequently have the main folder open in the uploading window for some reason. :( |
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Newbie_Power
Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Apr 06, 2009 12:09 am Post subject: |
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The game plays beautifully now. The controls are incredibly solid now and hit detection seems a lot better. Having more control while in hit stun helps much too.
Problems (only two):
- The ogre boss, when hit causes you to slide under him, and while this may be intentional, it is difficult to control as the directions become backward when trying to do so, so a mistake will cause you to be inside the boss when he stops bouncing and you'll get hit.
- I noticed the 2nd boss, after dying, moved off screen after throwing his weapons, rendering the boss un-winnable and leaving my only option to be quitting the game. Great pattern alteration 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? |
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TwinHamster ♫ Furious souls, burn eternally! ♫
Joined: 07 Mar 2004 Posts: 1352
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Posted: Sat Apr 11, 2009 6:32 pm Post subject: |
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I'm thinking of completely redesigning the miniboss.
It really doesn't make much sense to have that large of an enemy so early into the game.
Quote: | - I noticed the 2nd boss, after dying, moved off screen after throwing his weapons, rendering the boss un-winnable and leaving my only option to be quitting the game. Great pattern alteration though. |
Yikes! Can you remember which platform he leaped from?
I've mostly been revamping graphics.
I'll hopefully be working on the game's actual content now! |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Sat Apr 11, 2009 7:01 pm Post subject: |
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wow that looks great
edit: but why can't I download that version!?
another edit: also I've noticed before that jumps are higher if you jump from under a 1 side only wall. just wondering it that's a bug |
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TwinHamster ♫ Furious souls, burn eternally! ♫
Joined: 07 Mar 2004 Posts: 1352
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Posted: Sat Apr 11, 2009 7:16 pm Post subject: |
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Spoon Weaver wrote: | wow that looks great
edit: but why can't I download that version!?
another edit: also I've noticed before that jumps are higher if you jump from under a 1 side only wall. just wondering it that's a bug |
Oh sorry! It's not quite ready for testing just yet.
Just wanted to show some progress.
There's an unusual boost when you're on a North-Wall only tile that's left over from Moogle1's SS101 script.
I'm not really sure about where the exact code is that does this or what might happen if I remove it. |
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Spoon Weaver
Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Sat Apr 11, 2009 7:51 pm Post subject: |
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also, I've been meaning to ask.
why does the spear look like a sword when it's in the stone? |
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