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grayaii

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  1. Ok, some of these are bugs that I need to fix.  Good finds!   Menu Flow Party Selection - If I've already picked 3 party members shouldn't I have the option to go to the confirmation page? I can add a "Done" button when you have selected 3 members that will take you to the confirmation page. NPC conversations - Why not just give me a list of questions, rather than having me click the word -> click “ask me”. This was the original design (to mimic Ultima iV), so that you can ask people things that are not listed as blue words.  To change this will be pretty significant, and since it's so close to release, I don't want to change it.  Maybe for the next version :)   Fix the movement - I shouldn't be going 100 mph if I'm holding down left (in town only) This is a bug!  I'll add "sleep" call to slow it down (or, if there is a better way, I'll find it) If I click new game, I can't go back to the main menu without closing the game or completing the new game setup.  This is a bug!  It was actually a known bug, but the priority is "low" since not too many other people caught it, but now that you caught it, I'll fix it. --Combat-- I played this game for a few hours trying to beat it, but the unlock code doesn't seem to be working. Ah, you have the debug version.  You can type in "Kobold" to unlock the debug version of the game. Since this is a turn based combat system, I should be able to mouse over the spot where I want to move and have it show me the path my player will take and how many Action points it will require (At least I'd like this feature ) I like it too.  I'll try to add it in, but I'll add it as "low priority", since I have a bunch of other bigger fish to fry in this game.   Towns – Possibly use signs to show where stuff is (“Magic Healer – heals people”) something along those lines.  I like it.  I'll try to add this in.  I'll add it to the list of things to do!   The game does have a pretty steep starting curve, it might be a little better to give the player a few more items or spells to start off with. You don't want people annoyed within the first few minutes. If they start dying after 2 hours of game play, they're more likely to continue playing. This is exactly what I'm trying to do, and you nailed it right on the head.  I had one guy say it was way too easy (which I find hard to believe), but most say it's too hard. I'm actually thinking about having your party fully equipped with low level items (or gold/spells/etc) depending on which characters you choose.  (Either that, or add quests specific to which characters you choose... that will require a lot of work, but it may be worth it).   In the next week or so I'll be making most of these changes.  I'll let you know when the next version is ready!   Again, thank you so much for taking the time to demo my game. It means a lot.   thanks,   Zander
  2. Hi Blaine, What an excellent review! Thank you so much! I will digest this information and get back to you ASAP. You have the debug version of the game, so the license key is "Kobold" or any of the other monster names.(the release version uses a hash of the monster names, similar to the encryption tool you have in your blog :) ) Sincerely, Zander
  3. Hi, I would like to announce the beta version of my game called Terra Aegrus, Rise of the Lich King Here is a link to this zip file: http://www.graycoresoftware.com/scripts/download.php?get=TerraAegrus2_1.0.0.704.zip (it's around 50MB) It's a single-player, medieval, tiled, 2D RPG, written in C# for the PC. It's prety old-school. I announced the first version a while back, and I've fixed all the known bugs. Here is a link to my website: [url="http://www.graycoresoftware.com/"]GrayCoreSoftware[/url] Here are few screenshots: I did all the coding, but I got help with the artwork and music: Graphics: Chapter Graphics, Main Title: By [color="#006400"]AFM Games[/color]: www.afmgames.com Lich Wanted Dead or Alive: By [color="#006400"]Michael Moon[/color],zerofresh@gmail.com World Map Tiles: By [color="#006400"]The Inquisitor[/color], RMXP Outdoor Tileset, at `[url="http://www.rpg-palace.com"]http://www.rpg-palace.com[/url]` or `[url="http://rjanes.co.uk"]http://rjanes.co.uk[/url]/` Character Animations: By [color="#006400"]antifarea[/color]: [url="http://antifarea.deviantart.com/"]http://antifarea.deviantart.com/[/url] hyperiria@hotmail.com Monster Animations and Weapons and Armor: By [color="#006400"]Zhebb[/color]: misterherman@yahoo.com Character Portraits and Town Animations: By [color="#006400"]First Seed Material[/color]: [url="http://www.tekepon.net/fsm"]http://www.tekepon.net/fsm[/url] Music: Created by [color="#006400"]Milan Cizek[/color] `[url="http://www.soundclick.com/members/default.cfm?member=milanus"]http://www.soundclic...?member=milanus[/url]` Some sound tracks were used from Terra Aegrus 1, and those were created by [color="#006400"]Melissa[/color]. You can check out her website here: `[url="http://fancyanimals.net/music"]http://fancyanimals.net/music[/url]` Sound Engine: Powered by [color="#006400"]irrKlang [/color][url="http://www.ambiera.com/irrklang"]http://www.ambiera.com/irrklang[/url] (A sound library used to play .wav and .ogg files.) Again, here is the download link: http://www.graycoresoftware.com/scripts/download.php?get=TerraAegrus2_1.0.0.704.zip I created a forum on my website to enter any bugs or feedback, so feel free to try it out and let me know what you think. [url="http://www.graycoresoftware.com/forum/index.php"]http://www.graycores...forum/index.php[/url]   Ideally, I would like to get feedback on the following: 1) What can I do to make this game better? 2) Is it too hard/easy? Is it too boring or repetitive? 3) Is it worth porting to iOS? Sincerely, -Zander- http://www.graycoresoftware.com
  4. Pretty fun game! My only comment would be to not reduce a "turn" during each round of combat. It seems I'm always running out of turns (which means I can only play for a few minutes every hour), and if the combat is long and drawn out, I have to return in a hour when my turns have been increased just to finish the battle. Keep up the good work!
  5. Good job! I played just the tutorial for now, but it's pretty cool. I love these old school Zelda-like games!
  6. I reduced the size of the game by 30MB (from 80MB to 50MB) just by reducing the bitrate of the ogg files. Some people suggested I do this to make this game faster to download...
  7. Links to images are broken.
  8. Thanks for trying it out! I left the sound and music [b]off [/b]by default. Damn. You can turn on both sound and music by clicking on the [b]Sound Options[/b] and enabling both of them. In the mean time I will upload a new version which has them enabled by default. Thanks!
  9. Hi, I would like to announce the first version of my game called [b]Terra Aegrus, Rise of the Lich King[/b] Here is a link to this zip file: [url="http://www.graycoresoftware.com/scripts/download.php?get=TerraAegrus2.zip"]TerraAegrus 2 Zip File[/url] (it's around [s]80MB[/s] 50MB, where 80% is music (.ogg) files... I haven't gotten around in making them smaller, but if download size is an issue I can start doing that tonight.) It's a single-player, medieval, tiled, 2D RPG, written in C#. It's only the first version, and there are known bugs, but it should be stable enough for a wider audience to try now. Here is a link to my website: [url="http://www.graycoresoftware.com/"]GrayCoreSoftware[/url] Here are few screenshots: [img]http://www.graycoresoftware.com/images/screenshots/terraAegrusII/Title_Large.jpg[/img] [img]http://www.graycoresoftware.com/images/screenshots/terraAegrusII/CharacterCreation_Large.jpg[/img] [img]http://www.graycoresoftware.com/images/screenshots/terraAegrusII/WorldMap_Large.jpg[/img] [img]http://www.graycoresoftware.com/images/screenshots/terraAegrusII/Combat_Large.jpg[/img] I did all the coding, but I got help with the artwork and music: [b]Graphics:[/b] Chapter Graphics, Main Title: By [b][color="#006400"]AFM Games[/color][/b]: www.afmgames.com Lich Wanted Dead or Alive: By [b][color="#006400"]Michael Moon[/color][/b],[email="zerofresh@gmail.com"]zerofresh@gmail.com[/email] World Map Tiles: By [b][color="#006400"]The Inquisitor[/color][/b], RMXP Outdoor Tileset, at `[url="http://www.rpg-palace.com"]http://www.rpg-palace.com[/url]` or `[url="http://rjanes.co.uk"]http://rjanes.co.uk[/url]/` Character Animations: By [color="#006400"][b]antifarea[/b][/color]: [url="http://antifarea.deviantart.com/"]http://antifarea.deviantart.com/[/url] [email="hyperiria@hotmail.com"]hyperiria@hotmail.com[/email] Monster Animations and Weapons and Armor: By [b][color="#006400"]Zhebb[/color][/b]: [email="misterherman@yahoo.com"]misterherman@yahoo.com[/email] Character Portraits and Town Animations: By [color="#006400"][b]First Seed Material[/b][/color]: [url="http://www.tekepon.net/fsm"]http://www.tekepon.net/fsm[/url] [b]Music:[/b] Created by [color="#006400"][b]Milan Cizek[/b][/color] `[url="http://www.soundclick.com/members/default.cfm?member=milanus"]http://www.soundclic...?member=milanus[/url]` Some sound tracks were used from Terra Aegrus 1, and those were created by [b][color="#006400"]Melissa[/color][/b]. You can check out her website here: `[url="http://fancyanimals.net/music"]http://fancyanimals.net/music[/url]` [b]Sound Engine:[/b] Powered by [color="#006400"][b]irrKlang [/b][/color][url="http://www.ambiera.com/irrklang"]http://www.ambiera.com/irrklang[/url] (A sound library used to play .wav and .ogg files.) Again, here is the link: [url="http://www.graycoresoftware.com/scripts/download.php?get=TerraAegrus2.zip"]TerraAegrus 2 Zip File[/url] I created a forum on my website to enter any bugs or feedback, so feel free to try it out and let me know what you think. [url="http://www.graycoresoftware.com/forum/index.php"]http://www.graycores...forum/index.php[/url] Sincerely, -Zander- [url="http://www.graycoresoftware.com"]www.graycoresoftware.com[/url]
  10. I like this game. I can see it's still in Alpha, but it's playable and enjoyable. I can't wait to see the final product!
  11. Cool. Sorry about that. My sarcasm radar must have been malfunctioning. I tried the game too. It looks very promising! I gave up on the first battle though, because I didn't know what to do, but I do get the gist of how the game will be. Once the instructions are up (or once it's intuitive enough so that instructions are not needed), post your progress here again! Just out of curiosity, did you do the programming from scratch, or are you using some 3rd party engine to do this?
  12. MseMseM, I feel you got offended by Beather's response (I could be totally wrong though, and if so, totally ignore this message) :) , but his response was not an attack on you. It's constructive criticism that you should be thankful for. He spent his valuable time evaluating your game, and his points are valid, and actionable on your part too. I would create a bug report for each of his points and address them appropriately. My 2 cents.
  13. Read and do this before doing anything that remotely resembles a MMORPG: http://www.gamedev.net/reference/articles/article892.asp and then this: http://www.gamedev.net/community/forums/topic.asp?topic_id=395569&whichpage=1� and then this: http://www.gamedev.net/community/forums/topic.asp?topic_id=381541&whichpage=1� and finally this: http://www.gamedev.net/community/forums/showfaq.asp?forum_id=15 Don't try to build a Space Shuttle until you've built a paper airplane :) A MMORPG is a **tremendously** complicated application, infinitely more complicated than Tetris or Breakout, and believe me, I've struggled with coding even those "simple" games.
  14. There are bunch of articles out there on the A* (A star) algorithm, and I have to admit it took me quite a while to understand them. At the end I found this article to be very useful (Since I was able to step through the c# source code): http://www.codeguru.com/csharp/csharp/cs_misc/designtechniques/article.php/c12527 But you may want to start with this: http://www.policyalmanac.org/games/aStarTutorial.htm and this one has a really good explanation too: http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html Good luck! For me, it was a tough obstacle to overcome!
  15. I tried it, and here are my comments: 1. Too hard! I couldn't kill the enemy ship! 2. It was too zoomed in. I felt the resolution is way too low, making it almost impossible to aim the enemy. 3. Music and graphics are good. No flickering or anything. 4. As far as control, it wasn't that intuitive for me. I would spin out of control, and then couldn't figure out if my ship was not moving, or if just the enemy was running circles around me. In other words, it was hard for me to get my orientation and bearings. Those are my 2 cents.