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PostPosted: September 22nd, 2006, 6:45 pm 
Rank 11: Sexy Black Mage Rank 11: Sexy Black Mage
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Joined: May 18th, 2005, 4:18 pm

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For those of you who didn't see my last update (shame on you), I'll go ahead and tell you not to get excited.

The file linked to below is the "debug island" I'm using to test various gameplay elements and VFX in Jester's Hunt 3D. Yup, small as it is, I've kept a promise for once. There's no real gameplay, no real goal, just a bunch of random workings. I want to show it to you all to prove that, though I'm not putting as much time into the game as I'd like, I have been working on it. Here's what's in it:

* 100% functional custom camera sytem:
L1/R1 use RPGM2's default camera rotation, L2 toggles two camera views, R2 toggles stop-and-look view, and the D-pad looks around when in stop-and-look view.

* A working timer:
Just check the coin in the south-east corner of the map. You can pause and unpause the timer by checking the coin some more. Nothing happens when the timer reaches 0.

* Dash feature:
Press O once to double Mr. Knight's speed (with dashing sound and dust cloud upon initiation), press O again to go back to normal walking speed.

* Press X to use Blast
The effect isn't spectacular due to technical reasons (though I tried to get it pretty close to the original RPGM1 effect), and you can't kill the one enemy wandering around, but it can make the enemy chase you if you attack him. There is an intentional 1-second delay before you're able to reuse Blast.

* Working Jump Pad:
Step on the spring and you'll jump up to the ledge. Step on the arrow and you'll jump back down.


Almost everything on the map does something if checked or bumped into (the trees don't), though none of it is as important, with the possible exception of one leading to a WIP map that's nearly finished (Jester, sitting on the cliff). A couple precautionaries, though:
* Do NOT check the vase under the large tree more than once. Doing so will cause a VFX overload that will freeze your game. Check it only once.
* Bumping into the coffin will warp you back to the start of the map, erasing all effects onscreen at the time. Feel free to use it if you click on something that skrews up the screen.

Feel free to discuss ANYTHING you see in here. I'm sure there will likely be a few questions popping up in people's minds. :draygone:

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Last edited by ErikaFuzzbottom on October 23rd, 2006, 3:39 pm, edited 3 times in total.

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PostPosted: October 15th, 2006, 8:43 pm 
Rank 3: Studying Black Mage Rank 3: Studying Black Mage
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Joined: December 3rd, 2005, 11:18 pm

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Hey Draygone, I spent some time this afternoon messing around with the "debug island." It has some really cool features.

Some of the things I liked.

The barrel that, when touched, gives a widescreen effect to the game.

The jumping pad was really cool. I especially liked how you made it move up and down with the player's weight. The movement of the players arms and legs during flight are great.

The camera changing sound effect.

The after effect of the blast.

Other comments:

When I start the game, my character always starts underground. When I move, he's visible, but otherwise the only thing you can see is the top part of his helmet.

What's up with the group of knights? I couldn't get them to say or do anything. Maybe I just didn't push the right button.

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PostPosted: October 15th, 2006, 9:18 pm 
Rank 11: Sexy Black Mage Rank 11: Sexy Black Mage
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Joined: May 18th, 2005, 4:18 pm

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Wow. Comments. Sure didn't expect to get any of those. Let's see...

Widescreen isn't something I'm bragging about until I'm sure I have enough memory to recreate all the screen icons in different positions for the shorter screen. Which means it'll likely be one of the last things implemented. I probably wouldn't even consider it if not for JH3D's movie theme. (Which, incidentally, I only recently realized is a bit out of place in a world that's supposed to be medieval.)

His starting position isn't anything I'm worried about, since it's not really important. So I was lazy making his starting position and didn't bother giving him one.

The knights don't do anything. They were just placed so I could see what would happen how an enemy set to chase would move if I was on the other side of them. Those results were more disappointing than I expected.

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