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    cordynasty
  Wed Jul 15, 2009 4:36 pm
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Still no workie. :(

I actually don't have RM XP installed. Is that really the issue?

I tried playing other completed RPG Maker XP and VX games and they wouldn't work, either, surprisingly. I don't understand why unless there is some compatibility issue.


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    seven
  Wed Jul 15, 2009 7:42 pm
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This error occurs because, for most game downloads, you require both the RGSS102E (or, well, something like that :x) and the RTP.


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    daniel17
  Wed Jul 15, 2009 8:04 pm
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Hi again,

i did use this link: http://www.rpga.info/Neue_Spiele.html/p2_articleid/422

to the crash, i just tried one more time, this time there has been no crash :smile:

to the discription of the skills, for example in the beginning you have to find out about the status effect like "purge", and i still dont know what the "hate" status will cause. for new players in this game it will be very helpful, if you make a short .doc file, to give some orientation.


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    Anaryu
  Wed Jul 15, 2009 8:58 pm
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Ah, sorry, I see what you mean about the "Hate" part. I'm not sure where "Purge" comes from though?

Hate by the way is aggro management, in other words if you hit something it will "hate" you more and for that reason will attack that character first if they can. It's like a "Provoke" skill that makes enemies target that character. I will change it around to make that more clear.

I don't think I've ever seen that rpga site before; heavens know I didn't post my project up there.


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    daniel17
  Thu Jul 16, 2009 6:10 pm
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sry, i´m from germany, did use the wrong word, its "pure" not "purge" :smile:
i did check it out one more time, if you allready have learned the skill, there is a discription when you want to use ist, so this is ok. but if you want to learn new skill, the discription is just " add the pure status to the square", so in the beginning you dont know what will happen.
about the link, i was wondering that i could continue after the save game "end of chapter 2" and go on the ghost busters mission. well, one time i could finish the fight against the 3 ghost, but i did it very quickly, so i lost 2 characters and didnt save. i did try now 2 times more, and there was the crash again, the screen freezes, still sound to hear but nothing happens anymore.
well, im now off for some weeks, have to repair my pc... :crazy: then i will try again.
thx for the information about the hate skill.


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    JerrySD
  Fri Jul 24, 2009 8:58 pm
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So, how long does it take to complete this game?


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    MCsephiroth13
  Sun Jul 26, 2009 1:24 am
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I can't beat the cave puzzle!! :pissed:

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The Fourth Stone-Project Discussion Thread!
viewtopic.php?f=78&t=66648


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    Brickman
  Mon Jul 27, 2009 12:35 am
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I liked this game, short as it was; the focus on splitting up your characters and having them work together was a nice refreshing break from the usual "The party is one person with six attacks per round" style of RPG. I loved all the puzzles. The combat system is way too frantic early on before you get used to it though. For one thing, it wasn't until after I'd reached the zombie battle and been told how to pause it before I got a chance to learn what the six ground effects were, since until then I hadn't had time to stop and read; I'd just either ignored them entirely or tried to plop myself down on any of them whenever possible, and the only one I'd taken special notice of was the one that made you heal faster in the bat+scorpion battle. I think at the very least you should have, in one of the tutorials, listed them and their effects without a ticking timer, noting specially the two the main characters cause. However, more importantly, I would highly recommend that, following the same logic behind the "skip this challenge" if you fall too many times on the rope though not as far, if the player dies in one of the first three combats (ideally if they die multiple times, if that's even possible) you should have a tip mention that they can pause combat with the A key to get their bearings, read descriptions and give orders. That way your hardcore players get to play the game as you wanted, aka not pausing until the zombie fight, but struggling players get the boost they need. I, personally, hate being rushed by combat systems (especially before they give me a chance to learn everything--see the comment about not having time to pay attention to what the halos did) and would've had a lot more fun if I'd been told about that button in the tutorial.

The starter skills don't seem very helpful at all; I didn't notice any difference after inflicting "rooted" on enemies, and by the time Rayne could debuff one you could've almost killed it. The bats and scorpion battle was way too hard for a player that didn't have a firm grasp of the combat system yet; you mentioned one should have Rayne cast spells on the scorpions while Kael stabs the bats, but not only do the monsters not have visible stats to hint the player towards that direction, I think you should probably err on the side of assuming that the average player will not have bought any skills before the second battle; I know I hadn't yet. That second battle's definitely the hardest in the game. I'm not sure why you gave all the enemies there ranged attacks but NOT the enemies in either of the later battles; since those create an unstable equilibrium of not being able to recover if you're taking a beating this doesn't seem like a logical choice. The third battle with Andrea is only hard if you leave her in place and let the pirates focus all their attacks on her; if you move her and try to redirect their blows to the others once she's in trouble you'll easily come out on top. The zombie battle is pathetically easy.

I did find two bugs, both minor. The first is that Andrea, for some reason, ended up with a noninteger ammount of experience; she had some trailing decimal after her whole number of points. Since that doesn't screw up subtraction or comparison it's basically cosmetic though. The other is that occasionally when stopping and starting the moving platforms in the mine the rider would end up standing on thin air rather than the platform; fortunately as soon as you got a platform under or next to her she could safely step onto it as if nothing had happened, rather than leaving her stuck there. One more that I'm not sure about actually--if you butcher them fast enough you can "win" the zombie battle by killing them all without plugging up all the holes first, but when I did that, at exactly the moment the victory text popped up two more zombies appeared next to the one remaining hole; they didn't do anything though because I'd already won and I think they vanished before the cutscene.


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    Anaryu
  Thu Jul 30, 2009 7:11 pm
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@JerrySD: The average length currently is about 1.5 to 2 hours depending

@MCSephiroth13: Which Cave puzzle are you having troubles with, the mines?

@Brickman:
Thanks for the long reply, I hadn't heard of the problem with starting/stopping the platforms or the exp issue, I'll make sure these are addressed. Amazing you managed to beat all the zombies at once though, I didn't think it was possible and didn't build the victory conditions around ensuring the holes are plugged, I'll have to do that now. :)

Your points on the battle system are well taken, I've addressed a bit of this and the rest I agree with.
1. I've lowered the difficulty of the battle with Andrea, and will modify the second cave fight to be easier too, you're right it probably is a bit unfair to throw that much at them so fast.

2. I've actually REDUCED what is covered by the first tutorial, not even mentioning the the raye squares at all. I have introduced new tips at the start of each battle after however. This, along with reducing the difficulty of the first series of fights, is designed to make people get the hang of the system so when I explain a new feature they immediately see the value instead of dealing with information overload.

The effect of this is shown well in the example you gave; when you were told you could "Freeze" combat you immediately saw this was a tool you could use (and made life a lot easier!)

The features are available earlier, so if you played it again you would know the features and could take advantage of them, and if you learn of them by accident, well no harm there and many players like the feeling of learning something through testing.

To help with your point on the frustration on dying on the early battles I'm making them easier, for example it's pretty hard to lose the very first battle against the Island Crawlers, I'll fix up the second one too, and the Sailor battle with Andrea has already been balanced and a special note that you should move her to safety (along with a tip on how to control battle speed) has been added at the start of the fight.

I'm glad you recognized that the bats are weak to physical and the scorpions to magical damage; that you mentioned it as a point to make is well taken, I'll add a tip at the start of that battle briefly explaining damage resistance (Defense is -Physical and Resist is -Magic). I'll also reduce the range of the scorpion attack to 1 instead of allowing them a 2 square range. It is a bit unfair to have 2 ranged enemies come out of nowhere, though I'll admit I didn't honestly consider they were both ranged, thanks for pointing this out!

Skill-wise I am assuming no one has purchased any skills before the tutorial covering how to do so. Some of the debuffs are useful at this stage, the Pillar Attack and Hit down don't have any tough targets to help you weaken specifically yet, so it's damage is it's main draw.

The Root effect is however VERY handy. Since Kael and Rayne both are ranged in nature, locking an enemy one square away so Kael can beat on them and Rayne can cast is very handy. If nothing else I use it often to keep enemies clear of Rayne so enemies Kael isn't fighting don't swarm her. This will become more important in Ep3 and especially later.

This project is actually much larger than I ever expected; I'm not even through what I considered the "introduction" of the game yet. I've also poured so much detail into each aspect, and you can't just stop doing that once you've started...

I'll also look into adding a "Manual" document that outlines the controls; this way you can look up advanced battle system and map features if you want, and reference if you forget.

Thanks for the feedback, one nice thing about doing it episodic like this is that I can take the feedback provided and implement it and mark them as points to consider in future development (I've added a note to watch enemy spread based on their attack ranges as well as attack power and health, etc.)

Part of the goal of this project was to see how far an almost pure RTP game go. We stick to mostly RTP characters with minor edits, some art, and tileset mixes/edits, but other than the art most of it is kept as plain-jane as is possible, we just add in insane amounts of detail to make it more memorable.


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    Brickman
  Mon Aug 03, 2009 3:49 am
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Umm, I DIDN'T notice the magic vs physical thing in the second battle; I only know it because you said so in this thread. Actually, when I looked at the starter skills I assumed Rayne's was JUST a debuff, rather than actually being a ranged offensive attack. I know you have to keep the skill descriptions short but saying that something debuffs the enemy and saying that it debuffs the enemy and deals magic damage are different things entirely.

If root was indeed supposed to stop enemies from moving I don't think it worked, because I seem to remember an enemy moving after I hit him with it, but even so that wouldn't help against the scorpions in their current state or the bats since both have ranged attacks.

As for the zombie battle, I did take out two of the three holes, it was just that I managed to kill the last zombies while on the way to the switch to turn it towards the last hole.


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    Anaryu
  Mon Aug 03, 2009 9:26 pm
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Ah, sorry, I knew you didn't get the magic vs. physical damage bit yet, was just elaborating unclearly there.

Your point about not mentioning it does damage is interesting, I'll have to update the descriptions to include that.

The root status only hits if the attack does; all status effects have a 100% chance to hit if the attack hits them. (And that goes for ANY enemy, including bosses, though tougher enemies have status wear off much faster.) If you hit someone with a status is plays an animation and shows a bar on them when you hover showing how long the status lasts, so maybe the attack didn't hit all of them? I'll check into it more.

Thanks for clarification on the zombie puzzle-fight, that makes a bit more sense. :)


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    Atyx
  Mon Jul 09, 2012 12:54 pm
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Hi!!
I'm trying this game out now and I'm stuck at that mine puzzle. Can anybody help? :(. I've been stuck for like half an hour already ><.
And also, I think it'll be great if someone makes a walkthrough of this game! Loving it loads right now :smile:


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