Ho ho ho...
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GMW

Merry nondenominational holiday to all, if that's okay with everybody. :)

I put the first V3 demo of P.H.A.G.E. Rhapsody up in the V3 demos section, if anybody's interested after N years.

Of note: This is *much* shorter than the last V1 version, only going about as far as the first or second V1 version. And there aren't any battles. And you can't save. Or use items. Or spells. Sorry. But I guess it's slightly better than getting spam for coal in your e-mail, so that's something.

-GMW

Posted on 2005-12-24 12:45:08

mcgrue

omfg PHAGE :o

Posted on 2005-12-24 15:42:01

Gayo

Frontpage'd!

By the way, the menu did crash on me once. I couldn't replicate it, but I didn't try very hard since it would mean I would have to start over! I'll fiddle a bit more later, see if I can nail that down. Also, I highly recommend you either put in the alt key as a cancel/backspace, or make it so Esc moves you back one level in the menu rather than kicking you out entirely. Like, if you go to status you can't leave the character selection menu except by closing all menus and going back in. Also, I really recommend you use the rounded-edge obs tiles for any place where the player has to squeak in between two tiles. This wasn't a problem in V1 since it was tile-based, but in V2 those places force you to align yourself perfectly before going through.

That was the best ending in anything ever.

Posted on 2005-12-24 19:59:49

GMW

Quote:
Originally posted by Gayo


By the way, the menu did crash on me once. I couldn't replicate it, but I didn't try very hard since it would mean I would have to start over! I'll fiddle a bit more later, see if I can nail that down. Also, I highly recommend you either put in the alt key as a cancel/backspace, or make it so Esc moves you back one level in the menu rather than kicking you out entirely. Like, if you go to status you can't leave the character selection menu except by closing all menus and going back in.



D'oh! I thought I'd fixed the menu crash. I even accidentally introduced the Esc menu-kill bug by 'fixing' it. (It *was* working the way you described before that...) I think I know what I'm doing wrong, tho', at least for the Esc bug, and it should be fixed by next demo.

I'll see about adding the ALT key as a secondary back key as well, tho'.


Also, I really recommend you use the rounded-edge obs tiles for any place where the player has to squeak in between two tiles. This wasn't a problem in V1 since it was tile-based, but in V2 those places force you to align yourself perfectly before going through.



Bleh. Except for the first dream, (and, accidentally missed, the front door of the Dam) I in fact *did* replace all of the one-tile-wide openings with the rounded-edge obs tiles. I just need to make *rounder* ones, since I did notice extreme difficulty getting into the Drop: Anvil room...

Posted on 2005-12-24 23:58:09

mcgrue

By the by, there's a v3 tile-based-movement emulation deal in the pending build...

Posted on 2005-12-25 02:26:37

Gayo

The other place I had some trouble lining up was on the overworld, between the two forest tiles that border the path into the lilypad town.

It isn't really important that alt be a backspace key as long as there is a backspace key.

Here's what's happening with the menu: if you get into the character select submenu (for abilities, status, or equip) and then press Space, you can then select empty party slots, and if you do that it barfs because there's nothing there. Another UI note: if you're not going to have some sort of equipment stat change preview you should probably put the main stats of weapons and armor in their description like Sully does, so players aren't forced to experiment to find the best gear.

Posted on 2005-12-25 13:42:49

GMW

McGrue: Built-in tile movement would be awesome. I *really* didn't want to code it up myself, though. (Although, now that I think about it, I might have a way to do it pretty easily... Hmm...)

Gayo: I really thought I'd fixed that menu bug. Bleh. As for the equip change preview, I actually planned on having one, but hadn't done it yet. I'll definitely put in in now, tho'. And yeah, getting back into Frog Pond was the other reason I did obs rounding, but it's still flaky.

Posted on 2005-12-26 17:51:40

GMW

Meh. Why do I seem to do my best coding during holidays?

Ah well. Fixed the menu bugs and a couple of minor typos. Gayo's nonexistant party member menu bug turned out to be an entirely different bug than I thought, though. That'll teach me not to reset veriables being called from loops *within* the loop... (Or from excluding said variables from if statements...)

I also added ALT as an alternate back key, mainly because it's one of the keys most commonly used for that task.

Anyways, thanks for the feedbacks. I'm going to be busy for a few days de-annoying-ing the early bits, since I'd been a bit sloppy with some of the gameplay aspects. Stuff like a reset for the hide-and-seek ghost game and clearly marking the exits in the lost woods puzzle. And a reset for the tile puzzle in the Carbera dream, when I get to that part...

Posted on 2005-12-31 23:28:20

Jesse

Quote:
Originally posted by mcgrue

By the by, there's a v3 tile-based-movement emulation deal in the pending build...



It's in the current build, is it not? From the changelog for b3:

* Added playerstep, which determines how far a player moves in a single button press.
* Added playerdiagonals, which if set to 0 prevents the player from moving diagonally by pressing two directions at once, or by sliding along a wall.


It's just not yet in the docs, I think.

Posted on 2006-01-01 09:10:51

dark_omen

wow, I remember this game

I forgot how to find the ghosts :(

Posted on 2006-02-10 01:19:36


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