Rysen Ranch
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Rysen

Yeah, it's definately not your system.

I wonder if it's something to do with the music changing and/or fading? I turn the music off and have winamp running in the background while testing/playing this game. I'm kind of sick of all those songs. ^_^;

And actually now that I think about it, it was only after I turned the music on that I finally got the crash.

I shall investigate this further!
Your help is much appreciated!

Posted on 2006-02-25 16:17:03

Rysen

P.S:
In case it wasn't obvious, try turning the music off and see if you can play it. :P

Posted on 2006-02-25 16:22:10

Omni

...! Oh, right! I'm on it. Always prepared for action, I say. Just like Macguyver.

Posted on 2006-02-25 16:50:35

Omni

Right, well, one sheep, one cow, two chickens, and five hearts later...

The game indeed runs fine if I turn sound off. Though it's a little weird to play a Harvest Moon-clone to instrumental music and the Star Wars soundtracks in the background...

It does indeed seem like a real demo, and the music, when I allow it to play, is very nice (though I can understand how it might get old...such is the HM way, though).

So let me jump straight to ways to improve this thing for fourth release.

1. Polish tile based movement. You'll notice Verge3 only does it half-right: it doesn't move you according to a 16x16 tile grid: it literally moves you 16 pixels at a time. This means when a person blocks you, or you interrupt movement with a tool, or you walk up to a non-tile obstruction, you get offset off the basic tile grid, and all manner of ick ensues (there is nothing like being off the grid, planting some seeds, and realizing you just trashed a third of the bag). Or, trying to give a gift to a girl, only to have it fall right in front of you. Or trying to water a crop to your right, only to water the one up and left of you, etc, etc.

I see three ways to polish the movement.
--Make every obstruction a single 16x16 tile. No curved obstructions. On the odd objects like the "less than two tiles wide shipping box" (man...stupid less than two tiles) either add two tiles and have the player deal with it, or add one tile down the middle (like the much better blue shipping box in the barn).
--Make it so that using tools cannot interrupt the walking. When in the middle of a 16 pixel jump, pressing a tool button will interrupt it (and offset you later). Can you do a check on the tool button when pressed, that only performs the action when the player has stopped moving?
--Make all moving non-playing entities non-obstructable. It's fine if they're standing still, but moving is a real pain. Chasing a girl to give her a gift when she's walking away is almost impossible, because you can't walk up behind her (the bounding box stops you and she keeps going) and walking up in front of her is iffy at best (because she always walks right through you). Same with all livestock: they walk through me, but I have to maneuver deftly around them. Just turn all moving entity obstructions off: I don't mind walking right into the girl to give her the gift: it's very simple, and it will also keep me from off-setting myself on the tile grid (see above).

2. Is there any way to show an animation once I chuck an item away? Throwing a weed on the farm causes it to flash; but nothing else has this animation. Sometimes I don't know whether I've really tossed my cucumber onto the ground or in the box, and a "item falling to ground" animation for all objects would be good.

3. Is there any way to show when an item has successfully landed in the shipping box? Play one of those "clunk" sounds like in Back to Nature, etc. It's nice to know it's actually going in there.

4. On a related note to the moving entities above: could the cows stop moving once I milk them? :) I start the milking animation, and then he walks away, and I've got to repeat it two or three times.

5. I'm not sure if the livestock movement itself is buggy, but I've noticed that my chickens walk fine, but tend to gravitate toward the bottom of the chicken coop: and once they reach the bottom edge, they stay there, like zombies. Would it help to set a WanderZone/Rect to keep them from ...zombifying themselves on the edge of the map?

6. Sometimes, the clock will read 12:015, 4:015, 5:015, etc: it reads *:015 instead of *:15. Not sure why. Just thought I'd mention it...

7. There's this girl at the inn who never talks to me... is she real?

8. The library girl never seems to change her conversation, even by the time I hit five hearts :)

9. When rapidly alternating between D and C (to chuck as much stuff as possible into the shipping bin), instead of a throwing frame for the player sprite, he will switch to an "ax-swinging" frame. This happens every time; it's not random for me.

10. I noticed that the weeds randomly regrow themselves: that's really cool. What's _not_ cool is when they regrow themselves on top of my planted seeds. Maybe a check to get rid of that?

And, gameplay notes:

1. Could the sickle be used to destroy a crop? Sometimes I want to get rid of that extra cucumber...I didn't even water the thing, but it kept raining and I couldn't make it die.

2. Could the hammer be used to flatten tilled soil? Not really necessary to game functionality, but it'd be handy for keeping my field clean or undoing a mistake (from the bad tile-offsetting).

3. Could names be displayed for the character you're talking to? I oftentimes would like to know which girl I'm talking to, as I haven't memorized all the names.



It was very fun to power-farm near the end: on the very last week, every day consisted of gathering every Herb possible and tossing them into the library girl's arms, followed by excessive fishing. The gift shop is a nice touch.

I really like the demo; it was quite playable once I got past the music thing, and enjoyable the whole time. I don't mean to create a giant complaint list, either, as it was pretty intuitive to play; I only suggest, in particular, the tile-based movement glitches need to be remedied in some way, because they will annoy people, without doubt. [In fact, if it's impossible to iron those out, maybe consider going back to pixel-based, and having a small indicator on the current tile in front of the player when he's in the field (this could probably be done with a Zone-based function if needed)].

Stork. Heh :)

Posted on 2006-02-26 01:12:51

Omni

Two other minor notes:

1. When opening the system-config menu (ESC), pressing ESC opens up multiple instances of the menu [ie, press escape 6 times, then you have to press ALT 6 times to get out]. This led me at first to believe that my game had frozen and I was stuck in the menu (since pressing ALT didn't get me out). This only happens with the system-config menu; the tools subscreen is fine.

2. Is the Ax actually good for anything in its non-upgraded form? I can't chop the little logs/sticks on the farm, and I can't chop stumps in the forest, either...

Again, though, let me stress that I think a lot of work went into this demo, and it shows.

Posted on 2006-02-26 12:35:02

Rysen

Omni, I love you. :D Seriously, your constructive criticism is always greatly appreciated.

Quote:
Originally posted by Omni


The game indeed runs fine if I turn sound off. Though it's a little weird to play a Harvest Moon-clone to instrumental music and the Star Wars soundtracks in the background...


At least we've caught the culprit...now to figure out how to fix it.


1. Polish tile based movement. You'll notice Verge3 only does it half-right: it doesn't move you according to a 16x16 tile grid: it literally moves you 16 pixels at a time. This means when a person blocks you, or you interrupt movement with a tool, or you walk up to a non-tile obstruction, you get offset off the basic tile grid, and all manner of ick ensues (there is nothing like being off the grid, planting some seeds, and realizing you just trashed a third of the bag). Or, trying to give a gift to a girl, only to have it fall right in front of you. Or trying to water a crop to your right, only to water the one up and left of you, etc, etc.


Yes, I did notice this as well. It was actually the next issue I was going to tackle. I shall take your suggestions unto consideration, they're all good ideas and I'll probably end up using them.



2. Is there any way to show an animation once I chuck an item away? Throwing a weed on the farm causes it to flash; but nothing else has this animation. Sometimes I don't know whether I've really tossed my cucumber onto the ground or in the box, and a "item falling to ground" animation for all objects would be good.

Yeah, that's one of those "little" things that I was going to add but forgot about. -_-;


3. Is there any way to show when an item has successfully landed in the shipping box? Play one of those "clunk" sounds like in Back to Nature, etc. It's nice to know it's actually going in there.

Ditto.


4. On a related note to the moving entities above: could the cows stop moving once I milk them? :) I start the milking animation, and then he walks away, and I've got to repeat it two or three times.


Right. I mentioned I wasn't happy with that side of things, so that'll definately get a review the next time I take a stab at it.


5. I'm not sure if the livestock movement itself is buggy, but I've noticed that my chickens walk fine, but tend to gravitate toward the bottom of the chicken coop: and once they reach the bottom edge, they stay there, like zombies. Would it help to set a WanderZone/Rect to keep them from ...zombifying themselves on the edge of the map?

They are actually using WanderRect. For whatever reason if they hit an obstruction they stop. Another thing I'll try and hack to avoid.


6. Sometimes, the clock will read 12:015, 4:015, 5:015, etc: it reads *:015 instead of *:15. Not sure why. Just thought I'd mention it...


Hmm...I've never seen it, but I think I know why.


7. There's this girl at the inn who never talks to me... is she real?

Which girl? One of the love interests? If that's the case it may be that I just simply forgot to do a check for when she's in the Inn. I think I did that in a couple of places...again, massive engine it's easy to miss. ^_^


8. The library girl never seems to change her conversation, even by the time I hit five hearts :)

That's not a bug, that' s just not in yet! :D The dating sim side of things needs a lot more work. It's really tedious writing in all those scripts/checks ;_; My main focus this time around was making it so they said different things depending on the weather and their location. I'll be adding that as well. I just wanted to show that the backbone was there.


9. When rapidly alternating between D and C (to chuck as much stuff as possible into the shipping bin), instead of a throwing frame for the player sprite, he will switch to an "ax-swinging" frame. This happens every time; it's not random for me.

This is probably because of switching characters between "Normal" and "With_Item". It's probably just switching too fast. Should be an easy fix.


10. I noticed that the weeds randomly regrow themselves: that's really cool. What's _not_ cool is when they regrow themselves on top of my planted seeds. Maybe a check to get rid of that?

They look for obstructions. If there are no obstructions then they'll grow. It'll *never* grow on top of a crop that is starting to grow, but seeds are fair game. I really didn't consider this a big deal, but consider it done.


And, gameplay notes:
1. Could the sickle be used to destroy a crop? Sometimes I want to get rid of that extra cucumber...I didn't even water the thing, but it kept raining and I couldn't make it die.

Certainly. Another one of those little things.


2. Could the hammer be used to flatten tilled soil? Not really necessary to game functionality, but it'd be handy for keeping my field clean or undoing a mistake (from the bad tile-offsetting).

I was actually thinking about how to do this. In HM if you place a rock on tilled soil it flattens it out, but the way I have the engine that would be really difficult to put it in. So using the hammer is a brilliant idea...could you do this in the original HM? I always did it with the rocks. :P
At any rate, done.


3. Could names be displayed for the character you're talking to? I oftentimes would like to know which girl I'm talking to, as I haven't memorized all the names.

No prob.


1. When opening the system-config menu (ESC), pressing ESC opens up multiple instances of the menu [ie, press escape 6 times, then you have to press ALT 6 times to get out]. This led me at first to believe that my game had frozen and I was stuck in the menu (since pressing ALT didn't get me out). This only happens with the system-config menu; the tools subscreen is fine.

This is a very common bug in my work. You'd think after getting this complaint so often I would learn? Well, actually, I have since that's the only menu that it does it for. Easy fix, at any rate.


2. Is the Ax actually good for anything in its non-upgraded form? I can't chop the little logs/sticks on the farm, and I can't chop stumps in the forest, either...

It can chop down the "big" logs on your farm. It's *supposed* to be able to chop down the big logs in the forest as well, but I didn't get around to putting that in.
The little logs are actually fence pieces. I suppose you should be able to chop those as well. I hadn't considered the idea, but certainly it seems reasonable, and it shall be done.

There are a few things that'll probably get a change since upgrading tools is going to need be usefull, and which logs you can cut down will certainly be one of those changes.

Once again I thank you immensely for the ideas and suggestions. As I said, this game has a lot of things that are connected to each other, and it's hard to catch them all. I don't mind a huge "complaint" list, since really it's constructive criticism, and it points out all the things that I've missed.

Wonderful suggestions and a keen eye as always, Omni. Cheers.

Posted on 2006-02-26 13:10:03

Omni

No sweat. And...two last things :) ...

1. I don't know if the Hammer has always been used to flatten soil; I know it works in Havest Moon 64 and in Back to Nature, though.

2. It might be a good idea to put obstructions behind the entrance point to each map. (ex, when I walk from my farm into the village, the code spawns me on the path to the village. Obviously. But instead of going into the village, I could just walk backwards. Since I'm walking off the warp tile and there's nothing obstructing me, I can do this -- and it also results in your getting stuck on the map, if you do it on the mountain top area. You could fix this with either an obstruction, or place the player always in front of the warp hotspot, so that if he walks backwards, he _always_ goes back to the previous map).

I think that's darn near everything, and I'll stop talking now. Looking forward to the next release.

Posted on 2006-02-26 13:19:49

Rysen

A ha!

For those that care, I think I figured out the crashing bug.

Since I figured that music switching was causing the problem, I looked at the fmod.dll included with RR and an fmod.dll included with Amethyst, (among other v3 games and the official engine release), and I noticed that the fmod.dll in RR was 6 kb's smaller than the others.

How did this happen? Who knows! But upon replacing RR's fmod.dll with a different one the crashing seems to have stopped. I walked from the forest to the ranch 30 times, and proceeded to do the same for from ranch to town, and no crashes.

Obviously, something happened with fmod.dll, so replace it with the fmod.dll from the engine release and the crashing woes *should* be solved.

Posted on 2006-02-27 14:54:59

Overkill

Hm! I notice that rocks and logs don't break when you toss them outside of your field. From my experience they're supposed to. It saves you having to needlessly use the hammer or axe. Also, the small logs should be able to cut with an axe! Another tiny gripe is the fact you pause while the weeds do their breaking animation, rather than being able to move around and throw a bunch of weeds at a constant pace.

Other than that, things are looking pretty good. These things don't detract too much, but I've played HM enough to know that you have some difference which could be minorly annoying to people who've played it.

Posted on 2006-02-27 21:22:30

Rysen

You brought up the weed thing in the last release, and I couldn't remember why I did that! But now I do! Cause it still happens from time to time:

Basically, if you're able to move when the weeds are doing their little flash thing, some times the weed just stays there instead of disappearing altogether. It also makes it so you can't pick up the weed anymore, and is stuck on your farm forever. So that's why I added that.

But I'm sure there's a better fix, so I'll add it to the list.

The other stuff: Well, the log-splitting thing was mentioned and should be no problem.

If I recall correctly, the original HM farm was the entire screen, (rocks could go anywhere) and then it became the "patch", or whatever. If it's different in the 3d versions, I'm completely unaware of it, because I only played those breifly. Some games are just meant for 2d.

I'm heavily baseing this on Friends of Mineral Town for the GBA, (far superior than the original in many, many ways) where the rocks and logs don't break on putting them on the grass. You just can't put them *anywhere* outside of your farm. What you *can* do, is throw them in the water and this is the approach I plan on taking later on.

Posted on 2006-02-28 03:26:20

Omni

Minor note: Friends of Mineral Town GBA is based on, and is basically a 2D port, of the Playstation HM: Back to Nature :)

I am all for the "toss rocks in pond" thing. Also, I did encounter the "weed-throwing" glitch, where the weed wouldn't disappear. but it only happened once and I couldn't duplicate it, so for the moment, no worries.

PSX-Back to Nature is basically like FOMT. Except, well, isometric. The N64 Harvest Moon is kind of a precursor to Back to Nature; they're very similar, but BTN and FOMT are a little more evolved/polished (cooking and recipes are an actual feature, people have more dialogue events/etc.)

I actually haven't played much of the old 2D ones. I had the original GB-Color Harvest Moon, but I was upset when I discovered that 1) they removed the marriage/ladyfriends, and 2) the time in the older games is evilly fast.

SNES Harvest Moon had the same "evil clock", as I call it, so I haven't played so much of it. On the other hand, I did at first glance believe Rysen Ranch had inherited the "evil clock" tradition (as compared to Friends of Mineral Town, which as I recall is on a "ten minutes every five seconds" friendly timer). However, as RR turned out to be incredibly enjoyable, I'm thinking my perception of the "evil clock" should be revised.

Posted on 2006-02-28 10:35:19

Syn

Hey, didn't bother to read the entire thread but I have one bug to point out. At some point I was working the earth and picking up weed and at somepoint I gained a weed hat that follows me.(The weed is still floating on my head.)

I'm gonna try to recreate it...

Edit : Might as well make comments

So first thing... looks nice good work Rysen now stuff to say.

1.Too many buttons! Reduce the amount of them, make them more efficient, dunno, or place them in a way on the keyboard that makes it simpler.

2. There is a white dot o the upper right when the animation for earth working with plow happens when the farmer is doing it towards the right.

3. Make stuff grow faster... I waited a week with no change for my potatoes!

I can't recreate the weed hat thing... grrrr... anyway... keep up the good work

Posted on 2006-03-14 22:57:22 (last edited on 2006-03-14 23:10:47)

Rysen

Quote:
Originally posted by Syn

Hey, didn't bother to read the entire thread but I have one bug to point out. At some point I was working the earth and picking up weed and at somepoint I gained a weed hat that follows me.(The weed is still floating on my head.)

I'm gonna try to recreate it...

Edit : Might as well make comments

So first thing... looks nice good work Rysen now stuff to say.

1.Too many buttons! Reduce the amount of them, make them more efficient, dunno, or place them in a way on the keyboard that makes it simpler.

2. There is a white dot o the upper right when the animation for earth working with plow happens when the farmer is doing it towards the right.

3. Make stuff grow faster... I waited a week with no change for my potatoes!

I can't recreate the weed hat thing... grrrr... anyway... keep up the good work



Always good to hear from you Syn ~_^

1. The idea for the next one will be to have buttons completely customizable. Making combinations of buttons would be...more effort than it's really worth methinks...but yeah. The ability to customize will probably make that better for you.

2. I know! And I look at the original image file and I can't find it. It's freakin' bizzare. I must have used a different one or something...I dunno. I keep meaning to double check that. Thanks for reminding me!

3. You mean it didn't even sprout after 8 days? If so, this is a pretty major bug, since the potatoe is only supposed to take 8 days to grow. In addition...did you water it? ;D

That weed thing, yes. It's a strange glitch that rarely occurs, but it does. I don't know if I'll ever be able to get it just right...

Anywho, thanks for the comments, and I'm glad that you enjoyed it. :)

Posted on 2006-03-15 01:24:35 (last edited on 2006-03-15 01:33:27)

mcgrue

Rysen, I'll give you McFAIL for the button layer. I should just release that sucker. It's ready, really... but I got stuck on implementing a timestamped kewypress history with pattern recognition for fancy things like recognizing street-fighter-esque moves, so I put it off.

Posted on 2006-03-15 03:30:08

CrazyAznGamer

Quote:Originally posted by mcgrue

It's ready, really... but I got stuck on implementing a timestamped kewypress history with pattern recognition for fancy things like recognizing street-fighter-esque moves, so I put it off.

O_O''
And when you mentioned clinically insane...

Posted on 2006-03-15 17:01:17


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