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Cast Aside

Thanks for the Bug Reports! I tracked down the issue and it has been re-uploaded.

Ok, yeah, the blowing wind was a bad idea. I knew it, but I thought I had it working; just too many things involved for that to work sadly. Lesson learned and no more puzzles that involve constantly changing the THROUGH and DIRECTION FIX of all the characters for such a system. Maybe if it was more orderly or if it was scripted, but that was done with eventing. My apologies to everyone who had any issues from this!

New version is uploaded and ready for download!

Again, sorry for the hassle to anyone who had issues on that silly map! It should be working perfectly now.
 
Did you fix the bug where if you were in the middle of making a riceball, and the timer ends, you can no longer move? I didn't read the page before this.
 
Prexus;154884 said:
Did you fix the bug where if you were in the middle of making a riceball, and the timer ends, you can no longer move? I didn't read the page before this.

When did you download? There was a bug like this, but that was related also to last night's accidental upload of the wrong version.

I just uploaded another fixed version that handles a graphical bug near the end with a character sheet.
 
Requests based on combat speeds and the enemies ability to "spend" all of their stamina at one time have been address; you will now be given time to react between attacks, even if the enemy has enough stamina to continue the assault. I agreed with several people's assessments that it could get kind of annoying when you ended up too near an enemy before they spent some of their stamina, allowing them to attack you 2-3 times in a row before you could react if they were full.

I believe that with the new change the idea of ensuring you don't get near an enemy with full stamina while your own is depleted is still reflected. But comments on the system are always welcome.

The new version uploaded at 1:07pm has these changes as well as an additional check on the rice-balls to help ensure it doesn't get stuck.
 
Is there a way to auto-attack when you have the required stamina?

Another idea is to be able to set a state when arriving at a tile, such as "Block, Counter, or Stand." Where block would use a little bit of stamina to reduce damage, counter would use stamina to make you hit the enemy back, and stand would make it so you did nothing.

It just seemed like I was trying to fly between characters too fast, and every time they got auto selected when attacked, I'd have to rush to the other. For now its only semi-bothersome, but if you get battles of up to 5 or more characters versus enemies, it'll be tiring and very difficult to micromanage.

Another option would be to allow selection with the mouse, like an RTS, which is what it feels like I'm playing.

Great job Anaryu, its pretty good work.
 
FzGhouL;154937 said:
Is there a way to auto-attack when you have the required stamina?

Another idea is to be able to set a state when arriving at a tile, such as "Block, Counter, or Stand." Where block would use a little bit of stamina to reduce damage, counter would use stamina to make you hit the enemy back, and stand would make it so you did nothing.

It just seemed like I was trying to fly between characters too fast, and every time they got auto selected when attacked, I'd have to rush to the other. For now its only semi-bothersome, but if you get battles of up to 5 or more characters versus enemies, it'll be tiring and very difficult to micromanage.

Another option would be to allow selection with the mouse, like an RTS, which is what it feels like I'm playing.

Great job Anaryu, its pretty good work.

A few fun notes:

1. Counter attacking exists, you can't use it yet because your characters don't have the skills, but you can actually equip a Weapon, Skill, or ITEM and target for a counter attack. ie. I get hit, I use a potion on myself. Or I get hit, I heal myself. Or I get hit, I case Rumble on my opponent.

2. The idea of choosing your tactic when you arrive at a square is a really neat one, one I never thought of. I might be able to do something with that; it would make countering less bothersome.

3. Combat Speed - The time between the turns (which is when all enemy decisions, Stamina/HP/SP recovery, and state removals occur) increases at an exponential rate as the party size increases. The exponential aspect is smaller, but basically by the time you have 5 or 10, the battles will be much slower, and enemies will take much longer between their attacks, giving you more time to respond.

But I definitely like the idea of choosing your "stance." I could probably make THOSE skills so you choose which equipped stance you want to be in at any time (no need to move). I'll see what I can do before Episode 2, but the change might not appear until Episode 3 depending; I'll think of something, thanks for the idea. :)

4. Multi-attacking. Attacking multiple times in a row right now is common because you only have 2 characters. Once you have more characters you'll find that you have to move around a lot more, and that you less often attack 3 times in a row or such. You also will find stamina less available as your start using counter attacks and using buffing skills and skills to do different status effects.

Did you know that in this Episode Kael can learn "Leg Sweep" to root enemies just like those bats were doing to you? It's even AoE. :) Also, after Weaving Rayne can learn a second "Rumble" skill (or more if you have enough EXP) and each time you equip "Rumble" past the first you increase it's damage by 50%? I haven't gone into even a small part of the detail in fights; so no worries, it balances itself later, it was designed around a 5-9 man team so having just 2 does feel a little off balance.

A multi-hit options would be nice, but it would add a very unnecessary menu that you have to deal with constantly. What if you want to attack 2 times instead of your possible 3 right now? Make it an all or nothing? What if you're clicking though menus and you accidentally hit "Just one attack" or whatever it's called? Due to stat usage, you'll later have characters that do hit and run very well... except they can't run without the stamina that they'd end up spending if Attack just hit as often as they could hit! It was sadly a tough balance, and what I'm working on now to help alleviate it is a smoother attack cut scene.

Also just FYI, when a character get's "auto selected" by being attacked the cursor goes BACK to where it was before after the attack happens, it's only there to show you the action (because on a larger map where everyone isn't on screen you want to know when a character offscreen is being hit) and so you can see the status of the character after the attack.
 
The_JSTREET;155072 said:
Well I'm in the beginning. I'm caught in bad weather. I got passed the first rock puzzle then when I got to the second one, I pushed the rock off of the cliff over the cave, and I got this error.

http://i15.photobucket.com/albums/a362/ ... yuCA01.png[/IMG]

I know that error. I hate that error, you have no idea how much I hate that error. :)

New version uploaded! I know how that happened and it's taken care of, thanks!
 
I didn't get that, but I did get this:
After the battle in the cave with the bats, it all goes black... And the map doesn't seem to get any lighter. I can switch lead character and open the menu, but other than that I can't see a thing.
 
Roman Candle;155079 said:
I didn't get that, but I did get this:
After the battle in the cave with the bats, it all goes black... And the map doesn't seem to get any lighter. I can switch lead character and open the menu, but other than that I can't see a thing.

Doesn't the "End of Episode 1" image show up and then fade out?

I leave it at a blank map where you can open the menu to check on characters and work on upgrades, and save, but that's the end.
 
Ahhh, I think it must have been fading in when I opened the menu, or I just missed it somehow ^^

Anyway, I thought the game was excellent! Once I got the hang of the battles, it ran pretty smoothly. I really liked the team based puzzles, too. The only thing that could improve this would be a mouse interface for the battles. That really would make it totally fantastic.
 
Roman Candle;155082 said:
Ahhh, I think it must have been fading in when I opened the menu, or I just missed it somehow ^^

Anyway, I thought the game was excellent! Once I got the hang of the battles, it ran pretty smoothly. I really liked the team based puzzles, too. The only thing that could improve this would be a mouse interface for the battles. That really would make it totally fantastic.

Your idea is intriguing. I may very well investigate this option; I've got a lot of mouse interface experience from a previous project, and I can re-use a lot of that code. :thumb:
 
Episode 1 Released.

After taking in all the feedback, getting some help testing it, and making a fairly substantial number of changes to the systems (especially combat!) the base system of the game has had a series of changes performed on it.

To those who completed Episode 1 already, I'm not too sure if your save file will work with Episode 2, if someone can send me a completed save I can test it, I should be able to get it to switch over pretty easily but I'd like to test that myself. Otherwise replaying Episode 1 will provide you with a number of new opportunities, including a chance to see the new combat system in action!

To those who wanted the Mouse controls, I'm still looking into that, it will require a fairly substantial change, my apologies on that. :(

The Stances idea has been implemented, although you'll have trouble gettng the first stance skills in this episode! But the skills and system are there, and you'll see the new look and interface options as well. Many thanks to FzGhoul for that idea!

Feedback is always welcome; at this point no systematic changes will be done to the game anymore, although interface and graphical changes may still come into play.

I'd like to thank everyone who helped play the original Episode 1, which ended up more like a beta test for feedback. :)

The first post has been updated, and I'm adding some screenshots as well!

Re-uploading at 12:46am (EST), put the file in the wrong spot on the FTP site, I just can't seem to get get my head on straight with this one! If you downloaded before 12:46am (EST), please re-download to get the up to date file!
 
Hey! I am grateful you used the idea I pitched out, but knowing you it'll be executed better and with greater grace. Thanks for the mention, I appreciate it :)

Now I guess I get to play through it again! How exciting. :D
 
Sephiroth7734;160846 said:
Yeah, I, uh.... After I choose start, nothing happens for like... 3 minutes. Just a pink, bubbly screen with music...

You have to make sure FORTE font (in the game folder and in the start of this post) is installed in your font folder.

To install it, drag and drop it into the: "C:\Windows\Fonts" folder.

(The intro and names and a few other things like item chests use that font, so if it's not installed or if it's broken, the intro just appears as a blank screen.)
 
The episode was even more enjoyable this time around with all the changes to the battle system. I only hope the next episode has more of these battles.
 
Ah, it works now. LOVE the puzzles. But I died in the cave battle... I don't understand the battle system very well. Not what I'm used to. But how come this isn't in the downloads section with "The Last Symphony" and all them?
 
Finished Chapter One. It was quite charming, and I like the attention given to character development. I find it amusing that you provided a "warning" about this in your first post...BEWARE: STORY AHEAD. :p I appreciate the detail put into the cave conversation, it has the natural ebb and flow of a real chat, which is something I go for in my work as well. You did a good job conveying that these characters were adolescents and prone to immaturity at times.

Mini-games and puzzles were a lot of fun. I tied the record for the rice ball challenge, but for me the pinnacle of this was that glass tile room. That was just a superb puzzle, I loved how precise you could be if you really mastered the mechanics of it. If this is what we're to expect from this series, then I hope someone wanders over into the Academy nominations post and gives this a nod for Puzzle Design.

I'll echo something Roman Candle said by congratulating you on the impressive body of work you've produced in the time you've been an active member. Each one of these games has had a really unique and fun battle system, and I'll be excited to see what other challenges it presents to the player later down the line. And as always you've got the added bonus of Yaoumei's art. It's worth noting that Forlorn Manor was the only RMXP game (other than my own, of course) I transferred from my old computer to this one. I fully intend to complete that one of these days...when I feel my powers of perception are ready. Looking forward to Episode 2.
 

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