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Jstreet
  Mon Jun 26, 2006 5:25 am
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Trust me you've got a lot of people on the line. Just reel'em in bud.

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Legion
  Fri Jun 30, 2006 8:15 pm
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Well, I just got back from a four day vacation with my family on the Jersey Shore with no access to the internets, coming home to the news that Ryan had finished three more Character Portraits.

That means this baby should be looking at a playable demo release very soon. Best get the hype countdown started now!

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


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DESIRE
  Sun Jul 02, 2006 7:22 pm
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!

But what does the countdown start at? :P.

I can't wait man. How long will the demo be (guesstimate)?

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ryanwh
  Sun Jul 02, 2006 10:27 pm
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I beat it(cheating) in 40 minutes. Id estimaste it'd last 10-30 minutes more without cheating or an understanding of where things are, much longer if you get lost easily.

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" By existing, Ghostlight highlights all of the things about Gaming World that its members are supposedly rebelling against: elitism, internet drama, community politics, et cetera. SO, your putting the logo in your game tells me that YOU as an individual fully support Ghostlight and what it stands for; this disappoints me, because, in opinion, Ghostlight is one of the worst things that's ever happened to the community (behind Gaming Ground Zero, of course)."-Some loser
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Legion
  Mon Jul 03, 2006 3:59 pm
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The demo clocks in at like one hour, minimum, I would estimate. It took me about an hour to play through it and I knew where everything was. There's also some extra room and stuff to find that could adjust your play time 10 minutes one way or the other depending on whether you bother to do it.

It contains the complete first dungeon, as well as the intro (IG1 recap) and opening cutscenes. (If you chose to skip the intro, you could theoretically beat it in under an hour, I suppose.)

Obviously I am not figuring cheating into the equation because (unless you are Ryan) IT IS WRONG LOL.

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


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DESIRE
  Mon Jul 03, 2006 4:30 pm
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Sounds great Legion; I'll be looking out for the demo's release.

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Legion
  Tue Jul 04, 2006 4:36 am
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http://i49.photobucket.com/albums/f295/ ... rtest2.jpg[/IMG]

TOMORROW, CELEBRATE CARTER'S INDEPENDENCE FROM THE GAIA BY BLOWING PUNKASS ROBOTS INTO SO MUCH FIREWORKS.

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


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Kyoru
  Tue Jul 04, 2006 7:57 am
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Location: Malaysia
It's about time someone made hero character battlers facing the enemies instead of the screen XD. Lookin good~!

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benos
  Tue Jul 04, 2006 4:28 pm
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amazingly done! :happy:

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DESIRE
  Tue Jul 04, 2006 4:49 pm
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I almost had a nerd gasm when I saw that :P. That looks great man. I'm really looking foward to this game.

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Despain v.1
  Tue Jul 04, 2006 5:02 pm
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come on post it ffagots

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ryanwh
  Tue Jul 04, 2006 6:24 pm
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I thought it was gonna be posted when I woke up today. Oh well, I'll check in tomorrow to see what people are saying and blahblah.
*illegal fireworks*

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" By existing, Ghostlight highlights all of the things about Gaming World that its members are supposedly rebelling against: elitism, internet drama, community politics, et cetera. SO, your putting the logo in your game tells me that YOU as an individual fully support Ghostlight and what it stands for; this disappoints me, because, in opinion, Ghostlight is one of the worst things that's ever happened to the community (behind Gaming Ground Zero, of course)."-Some loser
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Legion
  Tue Jul 04, 2006 7:28 pm
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Coming within the next couple of hours.

GET PUMPED.

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


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Despain v.1
  Tue Jul 04, 2006 9:13 pm
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I dunno, Myo. I thought his last post was more in response to me and Ryan thinking it would have been out already.

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Legion
  Tue Jul 04, 2006 9:40 pm
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It's here.

Iron Gaia II: Mana From Heaven Demo #1 (First link at the bottom)

http://i49.photobucket.com/albums/f295/ ... shback.png[/IMG]
http://i49.photobucket.com/albums/f295/ ... pfire1.jpg[/IMG]
http://i49.photobucket.com/albums/f295/ ... pfire2.jpg[/IMG]
http://i49.photobucket.com/albums/f295/ ... est2-1.jpg[/IMG]
http://i49.photobucket.com/albums/f295/ ... attle2.jpg[/IMG]
http://i49.photobucket.com/albums/f295/ ... utants.png[/IMG]
http://i49.photobucket.com/albums/f295/ ... Sniper.jpg[/IMG]

Iron Gaia II: Mana From Heaven Demo #1 (First link at the bottom)

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


Last edited by Legion on Tue Jul 04, 2006 10:06 pm, edited 1 time in total.

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coyotecraft
  Tue Jul 04, 2006 10:22 pm
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I like Xenos...


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Prexus
  Tue Jul 04, 2006 10:33 pm
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Anyone else get a 'Failed to Load Script' when they try to run this?

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http://www.hbgames.org/forums/viewtopic.php?f=10&t=74253 [self completed]


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Legion
  Tue Jul 04, 2006 11:23 pm
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Jesus Christ, that's two of you? I'm concerned now.

No one else has encountered this error. And more info you can give me would be appreciated.

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


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Mr.Mo
  Tue Jul 04, 2006 11:31 pm
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I'm downloading this, whew its a long download...
I feel sorry for 56k users..

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ryanwh
  Tue Jul 04, 2006 11:41 pm
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legion I just noticed you're still crediting me by my slave name in the first post.

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" By existing, Ghostlight highlights all of the things about Gaming World that its members are supposedly rebelling against: elitism, internet drama, community politics, et cetera. SO, your putting the logo in your game tells me that YOU as an individual fully support Ghostlight and what it stands for; this disappoints me, because, in opinion, Ghostlight is one of the worst things that's ever happened to the community (behind Gaming Ground Zero, of course)."-Some loser
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Legion
  Tue Jul 04, 2006 11:54 pm
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My bad. Speaking of credits and you, you were added to the opening credits of the demo, because not having you on there was ridiculous.

(The opening credits now read:
Written, directed and created by Devon Oratz
Illustrated, executed, and visualized by Ryan Hall)

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


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Zoom
  Wed Jul 05, 2006 1:11 am
Member
OK, I'm not commenting on the second demo here (no time to play it all right now). Just thought I'd say something about your great work with tilesets. You seem to have this knack for taking existing tilesets and modifying them to create a really interesting look to them.

Of course, it's still a bit disconcerting to see Doom switches and walls on occasion, but never mind, the whole thing's probably my fault for doing the Doom Project in the first place and making it open source. (I knew I should have done Pac-Land!) Anyway, I suppose I'll have to get used to this sort of thing.

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Mr.Mo
  Wed Jul 05, 2006 1:15 am
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Holy shit...
Very nice demo, but there were lack of items... I had to cheat once. Also I found a bug. Failed to create bitmap. So now I have to cheat again. It was on "rec room". As soon as I entered it happened. Good thing I saved.

Edit: When I tried again, the error dissepeared... stupid RMXP.

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JesseG88
  Wed Jul 05, 2006 2:32 am
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I would strongly suggest "augmenting" the battle system with improvements such as an ATB script, as the default battle system is rather boring and primitive - something that would NOT fit well with IG2. If you must keep front view, I would reccomend using some KGC scripts, particularly the Active count battle, the HP/SP bars, and the Battler Effect. I really like these scripts, and the ACB makes the agility attribute more useful. Other than that, the game looks awesome.


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Legion
  Wed Jul 05, 2006 2:36 am
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Hurray for feedback. Thanks guys.

@Zoom: Well, that knack would be Ryan's, not mine, but yes, he's very talented in that department. I don't really know why the presence of Doom switches and walls would disconcert you, unless the presence of FF6 tilesets and Rudra's charsets also disconcerts you. And even if Doom hadn't been made open source, I'm guessing someone could have ripped those resources via screenshots.

@Shark: You (fucking) people cheat far too easily. There are DEFINITELY enough healing items if you spend any time at all looking around in the optional rooms. The game is not so easy that victory is automatic like most RMXP games, but that doesn't mean you need to cheat.

As for the bitmap bug, the issue in that room is, I'm going to guess, an RMXP issue. It never happened for me or my playtesters, and only happened once for another one of the people who played the game, then didn't repeat. As you can guess, I have no clue what's causing it.

Quote:
I would strongly suggest "augmenting" the battle system with improvements such as an ATB script, as the default battle system is rather boring and primitive - something that would NOT fit well with IG2. If you must keep front view, I would reccomend using some KGC scripts, particularly the Active count battle, the HP/SP bars, and the Battler Effect. I really like these scripts, and the ACB makes the agility attribute more useful. Other than that, the game looks awesome.


@Jesse:
Allow me to share an aspect of my design ethic with you, Jesse, free of charge.

IF IT AIN'T BROKE, DON'T FIX IT.

I don't want to come off as arrogant here, the tone I'm going for is simply CONVINCTION, and I hope I won't be misunderstood. I don't need other people's scripts to customize my battle system. This is a big problem with most RMXP games: if you "CUSTOMIZE" something with aspects that are PRE-BUILT by others, that isn't really augmentation. I don't know if you've played it or just looked at the screenshots, Jesse, but I augmented the hell out of my battle system with lots of well-balanced and interesting skills and special event-based game mechanics. What is lost on many RMXP users is that scripts aren't the only form of customization.

As it happens, I do not subscribe to the boneheaded theory that ATB is automatically better than turn based. Iron Gaia I (I'm going to guess you haven't played it, feel free to correct me) had front view, turn based battles. Since it's not just a sequel but actually the second half of the same game, I wanted Iron Gaia II to have an upgraded version of the same battles. The all too-common Sideview DBS OR a front-view with ATB or ACB simply wouldn't have the look or feel than I wanted. And as a final note, Agility in IGII isn't even AGILITY. It's a completely different stat called Cyber Affinity with a different in-game logic on its' effect on battles and the rest of the game.

I'm going to take a wild leaping guess and assume that you haven't actually played the IGII demo, or even looked at many of the screens. If you had, you would have noticed that the bars you mentioned have indeed been implemented already. This is a shame, because you really should play IG2, Jesse: it's very fun and not 'primitive' at all.

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


Last edited by Legion on Wed Jul 05, 2006 2:49 am, edited 1 time in total.

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Mr.Mo
  Wed Jul 05, 2006 2:38 am
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No, The battle system is awesome the way it is. Keep it like this. XD, i thaught i would be the one to be against the Front-View but I changed my mind after playing the game.

@legion, no u don't understand.. I didn't save and I had to start again(I would rather not)... I would have died next battle. So i saved and then just got one 3 healing items and 3 energy crytals. Not much really. No, i admit its my fault, but now that I understand how the battle works, I don't have to cheat again.

Edit: And NO there aren't, I looked at every room, maybe i spent too much exploring and thats why i was dying...
Edit2: And what do u mean by "you (fucking) people" XD. i'm not a group.

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Last edited by Mr.Mo on Wed Jul 05, 2006 2:43 am, edited 1 time in total.

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Legion
  Wed Jul 05, 2006 2:47 am
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@Jesse: I edited my above post to respond to you. Check it out.

@Shark:
Sorry, a few people were cheating. Didn't mean to "single you out" as a group. (Wait, isn't that a contradiction in terms? : ) )

As For Stuff (SPOILERS)

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"Those who complain about the drug references [in Dark Eternal: Dissolution] need to be more open to the real possibility that the seemingly pointless "pot references" are actually an integral piece of a deep storyline that goes beyond what you see with your eyes in this game."

OMG GUYS IT IS SO DEEP


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Mr.Mo
  Wed Jul 05, 2006 3:11 am
Member
[QUOTE=Legion]@Jesse: I edited my above post to respond to you. Check it out.

@Shark:
Sorry, a few people were cheating. Didn't mean to "single you out" as a group. (Wait, isn't that a contradiction in terms? : ) )

As For Stuff (SPOILERS)
[/QUOTE]
Yes;
Content Hidden

I love the story btw. It works very good ingame. I also liked the art. The battle system is very well thaught out, so are the stats for the monsters.

The story telling and dialog was also very good.
Content Hidden


And I was shocked when; (DO NOT READ THIS UNLESS YOU PLAYED, IT REALLY IS SOMETHING THAT SHOULD BE EXPERIENCED IN GAME)
Content Hidden


The intro was also awesome, I thaught it was going to be boring but I loved it.

The music was also very well choosen and the maps were very well made.

I also like the light effects.

Good job to you and your team.

10/10 over all

I'll be inline for the full game.

Its a good thing you made it opensource. People will definatly learn from this.

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Despain v.1
  Wed Jul 05, 2006 3:14 am
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Downloaded. Looking forward to it, very much so. You know how much I enjoyed the first one, and I've been more or less in on this one for a long fucking time now.

Hope this beats MotW arc II, which I spent the majority of today playing. I bet it'll be really close.

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ryanwh
  Wed Jul 05, 2006 4:30 am
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[QUOTE=Zoom]OK, I'm not commenting on the second demo here (no time to play it all right now). Just thought I'd say something about your great work with tilesets. You seem to have this knack for taking existing tilesets and modifying them to create a really interesting look to them.

Of course, it's still a bit disconcerting to see Doom switches and walls on occasion, but never mind, the whole thing's probably my fault for doing the Doom Project in the first place and making it open source. (I knew I should have done Pac-Land!) Anyway, I suppose I'll have to get used to this sort of thing.[/QUOTE]
They werent taken from you, they were taken from BGHQ which ripped everything from DOOM years ago.
Also something to consider people, this first level due to its design setup(the characters starting at such high levels) you can basically run away from any battle, it works 9 out of 10 times. Its there for a reason, and lately people have gotten in the habbit of forgetting that option is there(easy commerical games) but its there for this very reason. There are also plenty of items but they're not gonna be thrown in front of you, and in any case you shouldnt go in with the mindset that you'll just press attack over and over and breeze through the random encounters. You'll get damaged, you'll get overwhelmed, you'll HAVE to run and you'lle HAVE to find the items if you want to get past one of the mandatory battles.
Also@Jesse-this game already has the HP/SP bars(did you really play it?) and forcing people to wait 5 seconds before their turn comes up(ABS) doesnt make a game more fun or more dynamic and definetly not more strategic. It compells people to want to just press attack as fast as they can as soon as the bar fills up, and that's not fun. I'll be the first to admit if I thought the BS at its face value was all there is Id want more too, but the cyber enhancements and whatnot will make the battle system far more enjoyable down the road I think, its just they're not really needed for the first level
Also:
Quote:
Its a good thing you made it opensource. People will definatly learn from this.

Yeah...I look forward to every futuristic game out there raping the tilesets and using them wrong and generally pissing me off. But whatever, as long as people understand where everything came from it shouldnt be a problem(look on the darkfuture tileset for the proper credit dispersal, it applies to all of the tilesets made). I should of added this in the credits but it goes without saying, as far as the none-knight blade tilesets and the main chars and the chars in the database with a "!" in their name, please dont destribute them. Use them if you must, just dont make me shut any sites down by posting them without permission or proper credit to the games they're taken from and the people who edited and added to and compiled them. kthanx.(and it begins :P)

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" By existing, Ghostlight highlights all of the things about Gaming World that its members are supposedly rebelling against: elitism, internet drama, community politics, et cetera. SO, your putting the logo in your game tells me that YOU as an individual fully support Ghostlight and what it stands for; this disappoints me, because, in opinion, Ghostlight is one of the worst things that's ever happened to the community (behind Gaming Ground Zero, of course)."-Some loser
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Last edited by ryanwh on Wed Jul 05, 2006 4:49 am, edited 1 time in total.

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