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Cast Aside

Thanks for all the feedback!

Episode 2 is a good ways into development, but I won't be able to work more until weekend. Currently Near's Pathfinding is really causing a lot of "lag blips" sometimes when it runs, and while the tiny pauses are not very detracting, I Hate them none the less.

Due to the nature of mapping and this game in general, I'm taking a couple days now to write my own A* algorithm based path finding instead of a Dijkstra's algorithm based, which is going to give this 3 new distinct advantages.

First, I'll be able to use Terrain Tags as a "movement" modifier to make certain terrain types cost more stamina to move over. Second, I can cut down the necessary calculations for the pathfinding by basing a unit's path finding in the aggro range instead of the entire map. Thirdly, with path costing (certain terrain areas costing more to traverse) maps will give you an extra element of strategy to work with, as the A* algorithm uses a "best cost" path costing, meaning you can use areas that are hard to move THROUGH as a shield forcing other units to go around; or hide so deep inside/past that higher cost area that they are forced to trudge through, burning stamina and moving slower. (A definite advantage if you have a series of AGI based units which can traverse even costly areas much more cheaply!)

The second point is a bit dangerous; it makes units that are far away stupid enough to not know a direct path to you, but it makes units closer have enough of a speed advantage to move more often and more intelligently. I'm making this trade off mostly because I have distant units wait until you're within a certain range anyway before moving, to keep fights from being too hectic and messy.

Another useful advantage is that now I can ignore map sizes; with Near's Path Finding a larger map will cause a potentially longer lag time in the path finding, with this new approach be it a 20x15 or a 200x200, the speed will depend only on how high I set the aggro range for that fight, and the complexity of the mapping. Near's also has an issue because her script uses the directional passability; since I don't use that often, and it won't be an issue on combat maps, I can save a lot of effort by ignoring the 4-direction passability settings and rely only on the overall passability rating for the tile.

Again, sorry this will take a little longer, but with this I can up the AI refresh rate more, meaning enemies will act more smoothly in later fights where the "turn" speed is higher due to the greater number of units in play.
 

Ark

Member

I fell in love with this game and cannot wait the second chapter.

I loved it was the first game with a interesting and a unique story which I always search for in an RMXP game. Because RMXP is not a action battle system, where you can have interesting and very well visualized battles, but It's very good to have your own stories, and make it out to the world to see.

I loved the story and I think it was well balanced with the fight sequences.

Other thing. If I play an RMXP game and I die in battle, I usually quit and leave the game for ever. But in this game. I died twice and cannot quit. I just had to play on.

Loved the interesting multiplayer puzzles and the fight sys too. However I was having a little hard time learning it...

PS.: When will second chapter be out?


It was a cheering little post, isn't it?
 
Twin Matrix;165214 said:
Booya, I can't get past the glass platforms puzzle. :/

The way it works is that you pick a color crystal, talk to it to "turn it on" (it should glow) then turn on either the left or right pillar to make them move in that direction.

The path across is to go up the middle, and past the first set of rocks, take a right, then go down, then go right, then up, and then you can get across by going left.

It's easier than it sounds, really. Just remember that any square you are standing on won't move, and tiles can't move through rocks or other tiles. If you need a bit more help, I can post some screenshots. :3

As for Episode 2's completion time, that's still a bit variable, but I'm hoping for early to mid next week. Episode 2 will feature the first full-length dungeon of the game, although it'll be one of the shorter ones you'll see in comparison to late-game dungeons, so it's development is a little slower. Also, I am redoing the path finding like I mentioned in my previous post, so that's holding me up a bit as well.
 
I'm at the point where you go right for the first time. I'm standing on the first red platform (in almost exactly the middle of the map), with a blue platform right to me. Now how do I possibly go further to the right and then down, if there are no more platforms to the right?
 
Twin Matrix;165289 said:
I'm at the point where you go right for the first time. I'm standing on the first red platform (in almost exactly the middle of the map), with a blue platform right to me. Now how do I possibly go further to the right and then down, if there are no more platforms to the right?


From the very start:
  • Step onto the green at the start.
  • Move blue left one, and white left one.
  • Walk onto the next green square available.
  • Move green right one, and step onto it.
  • Move blue right 2.
  • Move red right 2.
  • Move white right 3.

You should now be able to go down once you move white left. I think doing this much will help you get the idea of the puzzle, if not, I'll post some screenshots! :)
 
Oooh! There are FOUR devices! I thought I could only move the blue and white ones. >< It's so dark that I didn't notice more than two. XD Got it now, thanks! And BTW, if you use the Worshipstone in a fight, it freezes. ^^;

Edit: Finished the first chapter! It was lovely. :D Though the battle system is rather difficult to get used to.
 
Twin Matrix;165391 said:
Oooh! There are FOUR devices! I thought I could only move the blue and white ones. >< It's so dark that I didn't notice more than two. XD Got it now, thanks! And BTW, if you use the Worshipstone in a fight, it freezes. ^^;

You should redownload the latest version; that was fixed a bit ago, sorry about that. :yes: And only thinking there are two devices... yeah, I can see that making the puzzle harder to solve. :D
 

Rye

Member

whee! I have finally finished this. I really like it. =) The cave scene was really cute, and the glass platform puzzle was fun. :3
 
Seafoam;167476 said:
hmm.. I downloaded, pressed "start game", but then it just sat at the blue screen and didn't do anything.. :S

You need to install the font in the game folder, or from the first post of this thread. To install it, drag and drop the font in the:

C:\Windows\Fonts

folder on your computer.

Edit:

It's the thought that counts! My timing is always impeccible; this was actually the first time I've been on the forums since early yesterday. :3
 
As Anaryu has answered already many times (so I will take the load off for him here.)

That is the introduction scene. There is story being told in the form of text. The reason you can't see it is obvious. Install the font included with the game. I believe it is FORTE.TTF

EDIT:

Or not.
 
Lovely game. Very cute and well planned, so far, in my opnion this is your best one.

Great Story, great dialogue, great presenting, great art.
I don't like the style of the Battle System, but I admire it, since it was very well scripted, I see no flaws in it.

I'm waiting for Episode Two.
 
Yaoumei draw them Tori
Anaryu i already said it but i really like the game but i think the battle pace was bit to fast? btw when episode 2 will be released?
 
Lust Dragon;168334 said:
Yaoumei draw them Tori
Anaryu i already said it but i really like the game but i think the battle pace was bit to fast? btw when episode 2 will be released?

He's right, Yaoumei draws all the art except the face-sets for this game, which are credited (see first post) to Gozaru.

Battles slow down as you get more members; this early I didn't want it to be too slow, else you'd spend too long just waiting around. I'm planning on adding a custom speed setting, but I don't want to do any more scripting until after Episode 2 as I already had to spend several days working on a new pathing script.

Episode 2 is definitely behind schedule with the pathing issues; but those have been resolved and I'm currently working on the last few scenes before the main "beef" of this episode, which will take me some time to finish, but which I hope will be well worth the wait!

I'm afraid I can't give an exact time-table for Episode 2, but I'm shooting for mid to late this coming weekend; I'm giving it a full day of testing this time before releasing it, since Episode 1 had so many odd bugs and small hitches people ran into.

Beyond the pathing updates, the battle system has seen some additional updates, including an "act" timer that kicks in when a character has finished a move; much like a CT bar, this bar decides when you can perform your next action and is based on your AGI stat.
 
so.
great game so far, i just stopped where you finish the glass puzzle, and im about to fight the bats
again ':|
but anyways, beautiful game.
well set-up, i like the storyline.
 

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