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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Fri Oct 01, 2004 4:46 am    Post subject: [quote]

Basically they are used to accomplish the same thing; that is, doing multiple tasks concurrently. Any comparison beyond that is apples and oranges ;)

.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Fri Oct 01, 2004 6:12 am    Post subject: [quote]

I have tried Blorp, played it all the way through without any flaws-- But of course, that was on my old computer running win2k proffesional. This is just some shit laptop I have to use until I get my real computer back... I could try blorp and see if it works on this one.
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bay
Wandering Minstrel


Joined: 17 Mar 2004
Posts: 138
Location: new jersey, usa

PostPosted: Fri Oct 01, 2004 7:48 am    Post subject: [quote]

i played briefly, ill play more later.

i like the transition effect, and the game plays very smoothly on my box. win2k pro. 2.4ghz. radeon 9800.

i look forward to a complete game.

.02$
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Rooter
Copyright Infringer


Joined: 09 Feb 2003
Posts: 61

PostPosted: Mon Oct 04, 2004 12:53 am    Post subject: [quote]

Mandrake's sprites are eyesores
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Oct 04, 2004 1:17 am    Post subject: [quote]

Just had to get a shot in at Mandrake, eh?

BTW, I'm 50% responsible for the state of the sprites, since I tweaked and edited them a whole bunch. Plus a few of them are totally mine.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Oct 04, 2004 4:34 am    Post subject: [quote]

heh, well rooter, at least they are made originally for Xmark's game.

Yeah- sorry about my laziness with the sprite art xmark.
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"Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark

http://pauljessup.com
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Mon Oct 04, 2004 6:54 am    Post subject: [quote]

Mandrake wrote:
heh, well rooter, at least they are made originally for Xmark's game.

Yeah- sorry about my laziness with the sprite art xmark.

Just a suggestion, you may want to seriously consider fixing the arm movement on the up/down walk cycles... =P
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Mon Oct 04, 2004 7:37 am    Post subject: [quote]

Rooter wrote:
Mandrake's sprites are eyesores

What a coincidence, so are all your posts
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Oct 04, 2004 12:14 pm    Post subject: [quote]

Quote:

Just a suggestion, you may want to seriously consider fixing the arm movement on the up/down walk cycles... =P


Yeah….those are actually better than what I gave Xmark. I am terrible at animating things (usually have my wife do that- who is excellent at it) I thought by doing it in Xmark’s game I would have some practice and make myself better at doing it. I was wrong. I can’t animate to save my life, still.
_________________
"Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark

http://pauljessup.com
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Mon Oct 04, 2004 1:25 pm    Post subject: [quote]

I've finally checked this out - have a few comments that you might find useful...

I love how you've made the plot work with Bokk as the main character. Being able to fight with Damien on your team was a nice surprise too!

Some of the dialogue seemed a little rushed, but then I guess it was. It could probably be rewritten for the final version (after all, I know for a fact that you can write better than this - that text adventure you did a while ago was awesome.). Most of Damien's dialogue was fine, and Rydar's dialogue was brilliant!

I hate to say this, but I think the sprites need serious reworking. Their movement looks wierd (Bokk's hands seem to swing too much as he walks), and they look completly at odds with thier surrondings. Not being able to make out facial features doesn't help either. Have you thought about using a higher resolution?

An autorun option (like in FF8) would be nice - As opposed to just holding down left shift continously as you play. Also, It would be nice to be able to customise the controls, and turn off the mouse pointer if you don't use it. Unfortunatly, if you play in a window, the mouse doens't work properly, but this is a typical allegro problem. I think there's a way to make allegro understand the windows pointer, but I'm not sure how it's done.

The front gate animation is awesome :)

If you leave Rydar's store without talking to him about the logo above his storefront, the game won't continue when you head back to the castle (i.e. there's nobody in your room).

The text in the intro cutscene looked very professional :) Reminds me a little of the Arc network startup, with the CURE program. Very cool!

The battle engine isn't bad, but it could do with a little more animation. Some kind of entry/exit transition for the battle would go a long way.

It was nice to have control right from the start of the game, but I think it might work better to run that first cutscene with Damien when you begin, then allow the player to move about from there. (since it's so short, it'll have all the same advantages, and won't leave the player feeling so lost at the beginning.)

Anyway, great going :) This is shaping up to be a lot of fun...
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Oct 04, 2004 4:25 pm    Post subject: [quote]

Aha! Yes, the dialogue was written in a hurry. About 70% of it was written in the last 2 days before the release, heh.

Quote:
Have you thought about using a higher resolution?


I thought about it, but really, it's way too late now. But you can turn scanlines=2 on in gfx.ini and pretend that it's a higher resolution :)

Quote:
an autorun option (like in FF8) would be nice


I was thinking about just doubling his walking speed and eliminating the run button altogether, since everyone is just going to be running all the time anyways. Or, alternatively, I could just assign auto-run to the caps-lock state.

Quote:
The front gate animation is awesome :)


That was a hell of a lot more complicated to do than it looks. Because it's actually 8 sprites that move simultaneously to simulate two big doors.

-

Anyway, I think a re-release of the demo is coming soon. I just fixed up a whole bunch of minor GUI issues and I think that I fixed the framerate problem and the overworld not appearing bug, though I'm not entirely certain.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Mon Oct 04, 2004 6:32 pm    Post subject: [quote]

Quote:
thought about it, but really, it's way too late now. But you can turn scanlines=2 on in gfx.ini and pretend that it's a higher resolution :)


I'm not so sure it is - it's probably a lot less work than you might think to change the code. Yeah, you'd have to redo the graphics, but that might not be a bad idea anyway... It's just a suggestion though.

Quote:
Or, alternatively, I could just assign auto-run to the caps-lock state.


Sounds like a perfect solution :)
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Tue Oct 05, 2004 2:38 am    Post subject: [quote]

Well, this is... Interesting... It seems the overworld map worked just fine for me when I tried the game again just now, but of course there wasn't anything to do. So I figured how to trigger the assasination bit, and finished that, but then after that (now) the overworld map doesn't work again... Odd...
(the screen wipe effect is off by the way)
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Rooter
Copyright Infringer


Joined: 09 Feb 2003
Posts: 61

PostPosted: Wed Oct 06, 2004 6:29 am    Post subject: [quote]

Mandrake wrote:
heh, well rooter, at least they are made originally for Xmark's game.

Yeah- sorry about my laziness with the sprite art xmark.


Heh, well, all the sprites for the game I'm working on are original sprites made by talented artists. That Chrono Trigger demo really paid off in finding help :)
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Wed Oct 06, 2004 9:41 pm    Post subject: [quote]

Rooter wrote:
Mandrake wrote:
heh, well rooter, at least they are made originally for Xmark's game.

Yeah- sorry about my laziness with the sprite art xmark.


Heh, well, all the sprites for the game I'm working on are original sprites made by talented artists. That Chrono Trigger demo really paid off in finding help :)

Now all you have to do is find some talented coders and you're all set!
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