Holy
...Lol. Excuse my language but this kicks a lot of butt. I seriously cannot wait for this one to come out! I hope everything on it looks as good as what you put on here. I love your originality of The Forge, it inspires me! HaHa!
Issues addressed:- Unit no longer walks into the dark spot and vanishes at the inn.
- Rare error where all three weapons end up unequipped has been fixed.
- When you're using the ghost and are in a tight space that messes up the weapon switch, it no longer results in the above error.
- Weapons switching is now smoother than before (made the locaton that detects if you moved the weapon smaller).
- You no longer have to walk right up against certain civilians to get them to talk.
- Tutorial time shortened dramatically.
- The error where the Linden General store displays the "Hello, stranger" text has been resolved (if you didn't brush up against the civilian standing by the store, you would have never seen this error -- nevertheless, I have fixed it).
Issues NOT addressed:- Glowing tiles - cannot be fixed without making it look uglier.
- Boringness/crappiness - cannot be fixed without compromising personal vision.
2 lessons (out of 8) and an exam remain before my school thing is fixed. Yes, the school lost my credits and I had to redo them through E-School.
are these issues fixed with a new fersion of Deep Blue?
QUOTE(RaVe @ Jan 22 2005, 03:02 AM)
Holy
...Lol. Excuse my language but this kicks a lot of butt. I seriously cannot wait for this one to come out! I hope everything on it looks as good as what you put on here. I love your originality of The Forge, it inspires me! HaHa!
[right][snapback]129839[/snapback][/right]
Repetitive... yes?
QUOTE(aE[Fortune] @ Jan 24 2005, 09:36 AM)
Repetitive... yes?
[right][snapback]131428[/snapback][/right]
? Huh?
Half or more of the things people are telling him are that his maps are awesome. That's not what he needs, so try to keep it to a minimum is my point.
I'm picking this up again. I finished my credits for school, so everything should be okay.
Since I've been busy so long, I've had some time here and there to think about how the whole world fits together. I think I'll write some more information regarding the backstory, and maybe explain some of the details about the world.
I've finished the first 'wave' of cutscenes, and I could release a new demo... but I don't know if I should. The problem is that if I release a demo with the cutscenes now, you'll have to sit through them again when the final version is released and it will lose some of its mistique. Also, I think I'll avoid making the same mistake I made last time when I released a demo with no content. I'll try to throw together a short sample dungeon to give you guys an idea of how things will work.
I think you should keep working on it and dont release the demo. Because I'd like to watch the dramactic cinematic in the final map and go WOW.
YOU're Opening the thread!!! I"M SO HAPPY!
Did you fix the issues addressed?
Sounds good. School can be a drag they gotta go back for the past 3 years and fix my transcripts and such because they were not counting my weighted classes for what they were worth. I played the little version Avalon or Euro showed me awhile back and it was nicely done from what I seen of that. Well good luck. I will not say its awesome b.c LoH was kinda repetive and that kinda kicked it in the butt so maybe add more spice to this one in areas and such to keep teh action fresh and exciting.
I fixed every error noted in this thread -- even the glowing tiles. There is one big problem though. The patch changed it so that p161 no longer has the uncloaked DT. Monsters now run away when you attack them with the sword. I'll try to use this to good effect, but in the end, you might have to download a patchloader just to play it. Just thought I'd point that out.
Why not just share vision with the computer?
I kinda like having them flee when you attack them. It's almost like the enemies have a mind of their own. Think like in Zelda OoT where the guys back off after you hit them. It's not like they run off and you have to chase them; they just back off a bit and come back again. I'm not sure if I'll keep it like that because it could get annoying. If it does, I will use share vision. Still, I like how the uncloaked DT looks much better than the normal DT.
So i guess your finaly back?
I should say welcome back so... Welcome Back!!! Did you have a nice break?
I think the cloacked DT looks better myself but i guess its all a personal opinion...
The monsters running away from you could become a problem but i am sure you will find a way around it
You mean knockback?? Like you get hit and you slide back a bit?
I like that.
I've did play your demo a long time ago and I can't really remember what's in it
So if I'm wrong anywhere in my post, please and definitely excuse me and correct me.
About your cloaked DT problem, if they run away, you can set a switch when you bring your unit close to the enemy (assuming you have attacked them) then start a death count that goes on after 1 or 2 seconds. After 1 or 2 seconds, order the enemy back to the character as if it has recovered consciousness and came back to counter attack.
Welcome back... Nice to see you pick back up where you left off, a demo would really be nice .. but since as it mite ruin the mood as we might have to watch a cut scene again... u could just make a "trailor" to ur map... show what its about a sample of the storyline or what happens something interesting.. maybe showing the unit doing an attack or some sort of uniquething within a certain area of the map just to keep us in tension of wanting to play it... maybe a demo would be kewl... but not the best thing
( =D@rk+Wizard= ) btw id be happy at any point to test run this map if we see each other online ..
BTw, I suggest you change the build time to 1 in starforge. But I hear you can't run starforge on your computer?
I have a computer that can run SF, but I try to stay away from it. I will try changing the build time later, but right now it's not high on my list of priorities. Keep in mind that it could possibly be worse with a faster build time.
Well that's true. I guess making it 1 as normal speed would require more timing.
I'm lost.
Has the production of this map been halted?
No, I'm still working. Everything is going smoothly. I did a quick check of my resources and found the following:
Locations: 70 / 256
Strings: 289 / 1024
Sprites: 239 / 512 (self imposed limit)
As you can see, I am nowhere near any of my limits and should have no problems finishing. That's more than 700 strings left for nothing but storyline text!
QUOTE(qPirateKing @ Mar 25 2005, 07:45 PM)
No, I'm still working. Everything is going smoothly. I did a quick check of my resources and found the following:
Locations: 70 / 256
Strings: 289 / 1024
Sprites: 239 / 512 (self imposed limit)
As you can see, I am nowhere near any of my limits and should have no problems finishing. That's more than 700 strings left for nothing but storyline text!
[right][snapback]172592[/snapback][/right]
pirate your doing great sounds like...last year i tested deap blue and it already had alot done...Did you restart it or something? Seems like the map was pretty small in map size i think it was 128x128..but from what that was done it was hella good...
Best wishes mate
BTW bro im T-Virus(U)
Go go go resumption of genius!