http://www.mediafire.com/?t1san2jin1l
Build 798.
http://www.armageddongames.net/forums//thread/101221/
This game =P
Heh, I like what I'm seeing so far, though it seems pretty short. Can't wait to see how this one progresses.
jman2050 wrote:Can't wait to see how this one progresses.
Oh yeah, you should see what I've been planing!

For once, I have no idea what you're implying in that post. 😕
lol =P
You said:
Joe and I have some pretty good stuff planed out for this...
You meant:
Joe and I have some pretty good stuff planned out for this...
'Planing' is a method of working wood, that tool I posted it a plane.
'Planning' is when you write out what you're going to do before you do it.
:banghead: I hate typos!
Anyways, just to get the attention of anyone reading this, here is what the level 1 boss will be:

Oo
__
That is amazing. Please, oh please, tell me it's custom and not just some nice new graphics.
Custom, Zemious and Alestance from PZC drew it.
Now play the demo and stop commenting on picutres dammit!
Custom. It will be done with scripting, shooting fireballs at you, hurling boulders, and the like.
Ohhh!
Whether it works custom or not!
It's not made yet, but it'll be scripted as Russ said.
Well, I played the demo, and it's great. A couple things I saw-

I'm pretty sure this isn't right....

I got here- I was able to slip past the tree one screen left of this one- where you get the HCP

Is this the end?
Is the first one an 'R' string?
Did it only play after you'd been inside the cave?
If so, that's correct.
The 'R' string system's pretty basic still at the moment.
That's bad.
I'll look into it, I didn't realise you could get round.
Yes, that's the end.
Ya, it specifically played after I had saved Leaf's sister. I can understand how hard it must be to program the script to change strings after specific variables have been met.
Ohhhh, after you saved her?
I swear I had it change after that.
I'll go check, thanks.
And it's not that hard at all, I just need to change a global variable to a different value.
I'm just lazy really.
If you can get out of your lazy pit, as a recommendation I'd suggest you set it so that, if you don't save her, and leave the cave, Leaf says something like
"What are you doing!? My sister's in that cave we visited, not out here!"
Just a small detail that makes it a bit more polished- small things add up.
Well, having it change at plot-specific points that you'll never enter again is really easy, whereas having it change to one thing and back to another and then never change again and stuff is really not so easy.
I could do it, but yeah, lazy pit.
And it'd require a lot of place-specific code, which is what I don't like.
Small details are important though, this is true.
I think I've paid attention to them pretty well in general though...
If I do go around organising a better R string system, it'd probably be best to be like a last thing to do after finishing the game, rather than something to do now though anyway.
Aren't there string control codes to check for items? Just give him invisible and usless customs, or something.
EDIT:
The Wiki wrote:\5\X\X - Goto If Item. If Link has a certain item, then ZC switches to another string. Argument 1 is the item ID (consult the I_* code listing in std.zh), and argument 2 is the string to switch to.
Don't the items that are specifically set aside for custom items in the item editor have IDs?
All items have item IDs. Just open it in the item editor and it will show it's ID number at the top of the screen.
http://www.armageddongames.net/forums//thread/101221/ is closed, WHY? (the thread it self is what i speak of, duh!)
Looks pretty awesome, the story progression style seems a bit too like Lost Isle which was annoying! I'm up for beta testing whenever since it uses the latest and stablest beta 😉
Amaster42 wrote:Aren't there string control codes to check for items? Just give him invisible and usless customs, or something.
How's this relevant 😕
I can't see what you're saying I should do with them.
At all >_<
http://www.armageddongames.net/forum...d.php?t=101221 is closed, WHY? (the thread it self is what i speak of, duh!)
Looks pretty awesome, the story progression style seems a bit too like Lost Isle which was annoying!
I'm up for beta testing whenever since it uses the latest and stablest beta
And the final game won't be in this beta I'm sure, just cause I'll hit some stupid bug that means I need to change to a later one at some stage.
Or 2.5 comes out =P
Joe123 wrote:aKttH demoI suddenly thought that acronym stood for "A Kick To The Head."
Incidentally...
What you do is make a custom item with one of the Custom Itemclasses. Then when you finish a plot element, you put \16\X at the end of the string to silently give the item. Then you put \5\X\X at the start of the string to check for the item and instead load a different string.
Of course, using item resources like this is a bit improper. I think I should add a control code that sets a screen variable, so you can use that with \3\X\X\X instead.
Is this the same demo as before? I beat that one a while ago already. The one that ends after the moldorm enemy right? It's really good, but needs to be longer.
Yes, but I only sent that to you before to ask you to help me with a script or something, that wasn't the public release of the demo.
Joe, the next (and last) demo we release should go through the level 1 boss (minus the revelation of the enemy main enemy of course). That way we can really grab people's attention.
Yeah sure.
Eramus area, level 1 and level 1 boss, but not the story-line between this demo and that area?
And have you started on level 1 or not yet?
Cause I want to do a couple things to the file.
If you ever need beta testers, I would like to sign on early. As you might be able to tell, I've had previous experience with beta testing and am experienced in pointing out flaws, giving suggestions, and trying as hard as possible to discover a flaw or way out.
Joe123 wrote:Yeah sure.
Eramus area, level 1 and level 1 boss, but not the story-line between this demo and that area?
And have you started on level 1 or not yet?
Cause I want to do a couple things to the file.
bobrocks95 wrote:If you ever need beta testers, I would like to sign on early. As you might be able to tell, I've had previous experience with beta testing and am experienced in pointing out flaws, giving suggestions, and trying as hard as possible to discover a flaw or way out.
First of all, this seems like it will be a very well done quest. This is the first one I have tried on 2.5, and so far I am very impressed. The graphics and music are put together rather nicely.
Now, for the glitches... 😃
In addition to the area that bobrocks mentioned before, there is another walkability glitch, on the screen that you start on. After you get the sword, if you cut the bush, you can go behind the tree and up the screen to the north:
Next, in the Woodstock Cavern, one of the blocks you can push turns all the edges of the combo black if you push it to the south (but not if you push it north). Here it is before and after pushing it (the block directly south of Link)
.
And there were a few issues with some of the message strings (forgot spaces here and there, nothing really that important).
That is all of the ones I could find. Also, I was wondering why the sword was put in the equipment and item sections of the subscreen. It looks slightly redundant to me.
Anyways, great job guys, can't wait til the next demo comes out!