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PostPosted: November 13th, 2009, 10:46 pm 
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http://www.youtube.com/watch?v=T1W6SGIDnXQ

I knew it. I knew I should've let myself weaken sooner. I could've shown it when I only had one enemy working. But at least I didn't get so far to reveal too much.

Now, before people get their hopes up, I'd like to remind everyone that I don't have the greatest track record with completing games, and the original attempt to make this on RPGM1 didn't get far enough. Now, if I actually DO finish this game, it'll take advantage of some things that wouldn't have been possible with RPGM1. But, that's IF it gets finished. Pretty much what you see here is everything I've got playable at the moment.

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Last edited by ErikaFuzzbottom on March 31st, 2010, 10:41 pm, edited 1 time in total.

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PostPosted: November 14th, 2009, 12:52 am 
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I am very intrigued by this. I would like to see more kind sir.

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PostPosted: November 14th, 2009, 3:56 pm 
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I concurr with bot. It would be quite interesting if you did finish, though.

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PostPosted: November 14th, 2009, 5:09 pm 
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Well, too bad. Had I the willpower, you wouldn't have found out about it until its release was looming ahead. :P

I might release more videos somewhere down the line, but not until its completion is more certain. I'm still doing tests just to figure out if the game will work.

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PostPosted: November 14th, 2009, 9:50 pm 
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I have to say, man. I liked the RM1 version a lot and I think the RM2 version looks even more impressive. You should totally find the willpower somewhere. I'll see if I can't find some to give you, or something.

But yeah, you should do that after you finish Slayers' Reign.

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PostPosted: November 14th, 2009, 10:01 pm 
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This little game looks pretty fun, and it's a pretty creative idea to boot. I'd probably enjoy playing this.

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PostPosted: November 14th, 2009, 11:06 pm 
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Quote:
But yeah, you should do that after you finish game which shall not be mentioned by name.

Wrong. I am in need of a serious break from my main project. I'm totally stressed out about it. People keep asking about it, and it feels more like an obligation than a fun project. I tried getting back into it recently, but I found myself hating it. I need a new project under my wing, one that doesn't have impossibly high expectations, and I'm hoping that this is that project.

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PostPosted: November 16th, 2009, 9:59 am 
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That's true... I even remember you mentioning that somewhere else. My appologies.

But yeah, Dungeons Crawlled translated very well to RPG Maker 2. I do, however, kind of miss the level information and such at the bottom of the screen. I was really impressed with seeing such a thing in RM1. I assume with RM2, it'll be much easier as you could actually put that information "one screen" in an actually kind of heads-up display.

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PostPosted: November 16th, 2009, 10:43 pm 
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Lantis wrote:
I have to say, man. I liked the RM1 version a lot and I think the RM2 version looks even more impressive. You should totally find the willpower somewhere. I'll see if I can't find some to give you, or something.

But yeah, you should do that after you finish Slayers' Reign.

I completely agree with everything said here EXCEPT finishing it after Slayers' Reign. We all know you'll never finish Slayer's Reign lest you'll die.

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PostPosted: November 18th, 2009, 10:00 am 
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At first I was hesitant to post this, but then I remembered I have The Gimp.

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There you go, Lantis. I added the HUD. It's not quite as nifty-looking as the RPGM1 version. I sorta had to sacrifice a complete VFX HUD for a text message, or else it would cause MASSIVE SLOWDOWN. Right now, though, it's just a placeholder, not working. As for the part that's blurred out, I assure you it isn't anything that special. I just don't want you guys knowing what's there when I may decide it isn't worth having.

What I did decide is worth having is a double-attack so you can deal with those pesky enemies in the back row, since often you have no control whether the rear enemy moves into an opened space or not. At first I had it set up so a button press charges your attack to strike two enemies at once, but this wound up feeling rather awkward. Double-tapping the attack button feels much better, and it works quite well. Ultimately my test scores didn't get any better as a result, but at least I felt more in control of the situation, and it sped things up a bit.

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PostPosted: November 18th, 2009, 10:23 am 
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The HUD looks fine, actually. The only reason that RM1 looked fancier is because you could create the sprite to look however you wanted. You lose a bit of creative control using formatted text, but it still looks good to me. Also, that double strike thing sounds like a pretty awesome idea actually.

Honestly, you should make that an "unlockable" skill a few levels in... it'll add more depth to it, methinks.

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PostPosted: January 19th, 2010, 2:29 am 
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Just so you guys know, this game will be presented in some form at MagCon 3.

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PostPosted: January 19th, 2010, 10:06 am 
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I'll be looking forward to it.

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PostPosted: March 31st, 2010, 10:42 pm 
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So in case you guys missed it, I presented my game at MagCon. Hopefully, after watching this, it won't be as confusing what's going on, now.



Special thanks to Wavelength for inspiring the double-attack idea, and to Jamos for inspiring the idea of having enemies strike the player.

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PostPosted: April 3rd, 2010, 3:33 pm 
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I saw the video last week, and I think it's a great start to a cool puzzle game. I look forward to playing it when you're done with it. I can play RPG Maker 2 games with no problem even though I've never made one myself.

:)

Nice Job Draygone!!

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PostPosted: April 14th, 2010, 5:50 pm 
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I've decided to continue discussion of this game in my Dev Studio:
viewtopic.php?f=16&t=8798

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PostPosted: April 14th, 2010, 5:58 pm 
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Would you like this topic moved to your stuido?

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PostPosted: April 14th, 2010, 6:02 pm 
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Nah, keep it where people will notice it. No sense guiding people to my studio if they're already there. :P

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