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Golden Memories Demo #2 - RELEASED!

DEMO NEED CRITIQUE

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Poll: GOLDEN MEMORIES DEMO #2

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#16 justin

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Posted 23 December 2014 - 08:59 PM

I'll be more specific next time regarding the Aether Woods puzzle for that was another infamous criticism for people who played demo #1.

 

Here's the solution:

 

 

ahahaha!  i had brute forced my way to the last screen of the maze, and gave up there!  

 

those are subtle...  maybe some hints towards what about the surroundings we should be paying attention too.  those are pretty detailed screens in that maze with unique details on each screen.


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#17 justin

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Posted 23 December 2014 - 09:35 PM

ok, here's some code for the enemy waves.  it's not perfect, but it was the best i could figure out for having them drop from the ceiling.

 

http://www.purezc.ne...=scripts&id=153


Edited by justin, 24 December 2014 - 11:38 PM.


#18 Dawnlight

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Posted 23 December 2014 - 11:01 PM

ahahaha!  i had brute forced my way to the last screen of the maze, and gave up there!  

 

those are subtle...  maybe some hints towards what about the surroundings we should be paying attention too.  those are pretty detailed screens in that maze with unique details on each screen.

Good idea. Especially when this is very early in the game. I think putting signpost clues on each screen should make the puzzle more thinkable rather than using brute force.


Edited by Dawnlight, 23 December 2014 - 11:01 PM.


#19 Avaro

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Posted 24 December 2014 - 07:36 AM

Good idea. Especially when this is very early in the game. I think putting signpost clues on each screen should make the puzzle more thinkable rather than using brute force.

That's just what I suggested too. xD

 

Also, that script looks good Justin. I actually found the way Dawnlight did those rooms just fine, with the exception of the respawning pots. So that fixes that.



#20 justin

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Posted 24 December 2014 - 09:58 AM

Also, that script looks good Justin. I actually found the way Dawnlight did those rooms just fine, with the exception of the respawning pots. So that fixes that.


I thought the rooms were "fine" too, but the rest of the quest was such a polished professional quality, it just felt weird to see the pots reappear. Plus the reappearing pots means you can farm for more hearts making the mini boss room trivial.

I was thinking more about the script. One solution to my spawning issue, and a couple different ways to think of the problem. The solution would be to create duplicate enemies with an Instant Spawn animation type, and use those for the faked drop from ceiling waves.

Next idea would be to not have them fall from ceiling at all. Just regular poof spawn. And lastly, would be to use the multi screens like you have already fine, and write a script that could just look for the broken pot combos and draw them on the next screens in the sequence.
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#21 Avaro

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Posted 24 December 2014 - 12:06 PM

Hm, don't enemies die when they are offscreen? I'm not sure though.


Edited by Avataro, 24 December 2014 - 12:07 PM.


#22 justin

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Posted 24 December 2014 - 02:49 PM

Hm, don't enemies die when they are offscreen? I'm not sure though.

 

i thought so too, but apparently not based on what i've done in the script.  

 

I actually just kinda generalized the script a little bit, and submitted it to the database.  Once it goes up, I'll remove the script from my post above and just include the link.  

(I feel like I'm derailing Dawnlight's thread with this, Sorry).



#23 Xenix

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Posted 24 December 2014 - 09:36 PM

I thought of something Dawnlight. Taking Justin's suggestion into consideration, I think I could come up with some text for each screen of Aether Woods that gives you the answer without giving you the answer. (Riddles, if you will.) I'll see about implementing that sometime this week after all the Christmas hustle and bustle calms down. How does that sound?


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#24 Dawnlight

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Posted 28 December 2014 - 07:12 PM

I thought of something Dawnlight. Taking Justin's suggestion into consideration, I think I could come up with some text for each screen of Aether Woods that gives you the answer without giving you the answer. (Riddles, if you will.) I'll see about implementing that sometime this week after all the Christmas hustle and bustle calms down. How does that sound?

That sounds great. Make all the edits you like. ;)

 

Anyways, thanks for all the critique that you guys gave us so far. I believe now that we have a good idea on how to move forward in regards to the development of this quest.

 

Also, in regards to bosses, would you guys prefer scripted bosses? Because I have zero experience with coding any bosses nor do I know how they are properly implemented. 



#25 Avaro

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Posted 29 December 2014 - 02:06 PM

Also, in regards to bosses, would you guys prefer scripted bosses? Because I have zero experience with coding any bosses nor do I know how they are properly implemented. 

 

Scripted or not, I personally don't mind. If it's easier for you to make non scripted custom bosses then that's fine, because I think as long as you are creative, both methods are equally good.



#26 Dawnlight

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Posted 29 December 2014 - 02:27 PM

Also, it looks like people still miss the space bar map feature. The reason why omitted this feature was because I didn't want the space bar map to pick up cut scene screens. I was told that you have the ability to control what screens are viewable on the space bar map. Can someone explain to me how that works?

Edited by Dawnlight, 29 December 2014 - 03:28 PM.


#27 Plutia

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Posted 29 December 2014 - 02:57 PM

One way you could possibly accomplish this is by putting the cutscene screens on a different map entirely, I think? Give it a try and see if it works.



#28 Dawnlight

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Posted 29 December 2014 - 03:30 PM

Perhaps I can make a separate DMAP made specifically for screens I don't want appearing on the Spacebar map. Spacebar map only picks up screens visited through a particular dmap right?

#29 Plutia

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Posted 29 December 2014 - 03:34 PM

I meant add another map in the map count and use the screens in it for cutscenes, if possible. Since you'd never visit that map except through cutscenes, it could work well. You might need to set up a bunch of dmaps for everything to look right, though.



#30 Dawnlight

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Posted 29 December 2014 - 04:06 PM

I meant add another map in the map count and use the screens in it for cutscenes, if possible. Since you'd never visit that map except through cutscenes, it could work well. You might need to set up a bunch of dmaps for everything to look right, though.


That would be a great idea if each individual screen had palette swapping. I have to make one dmap correspond to a particular palette.

Edited by Dawnlight, 29 December 2014 - 04:06 PM.




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