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Finally - The first Dragonrise Demo #43353
03/29/05 03:18
03/29/05 03:18
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Hi out there!

The moment has come. After some work this weekend and with the help of my friends who did some betha testing for me I could finish my demo as planned.

The game can be downloaded as a self-extracting WinRar file. The ReadDR.html is in the same file and has many information about Dragonrise included.

It is 2 months untill the contest deadline, so if you find bugs, other stuff to improve or simply got some further ideas, even if you'd like some specific information in the ReadDR.html, just tell me and I'll see, what I can do!


I already included some ideas from the other thread like the pumping heart that is pumping faster when the HP is very low.

Here are two new Screenhots:



And now the game file, have fun playing Dragonrise!
Dragonrise self-extracting WinRar archive (32 MB)


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43354
03/29/05 03:26
03/29/05 03:26
Joined: Aug 2003
Posts: 842
alabama
Drittz_Dourden Offline
User
Drittz_Dourden  Offline
User

Joined: Aug 2003
Posts: 842
alabama
downloading now, once i play it i will tell ya what i think look's nice

Daniel

Re: Finally - The first Dragonrise Demo [Re: Drittz_Dourden] #43355
03/29/05 03:33
03/29/05 03:33
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline
Serious User
Ambassador  Offline
Serious User

Joined: Jul 2004
Posts: 1,924
Finland
I'll download it tomorrow since I have to go to sleep now...

Re: Finally - The first Dragonrise Demo [Re: Ambassador] #43356
03/29/05 03:42
03/29/05 03:42
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
Pretty nice. Two things that bugged me:
1) Menu was shabby, could use work. How do I equip that imperial longsword?
2) Attack was slow, may want to speed it up... I died several tiems from those little sea hungers because I didnt have enough time to attack them >.<


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: Finally - The first Dragonrise Demo [Re: Towelie] #43357
03/29/05 04:17
03/29/05 04:17
Joined: Aug 2003
Posts: 842
alabama
Drittz_Dourden Offline
User
Drittz_Dourden  Offline
User

Joined: Aug 2003
Posts: 842
alabama
Well for a quick demo to show of your progress not bad, but there are a few thing's that need worked on in my opinion.

1. The menu system was kind awkward , it took me a few moment's to figure out how to umm exit the game lol.
2. The attack animation's need to be just alittle bit faster there kinda slow, it was funny to see the main character run fast...then see her swing in slow motion lol.
so basically it was the same thing's towelie mentioned.

Daniel





other than that Good job

Re: Finally - The first Dragonrise Demo [Re: Drittz_Dourden] #43358
03/29/05 04:31
03/29/05 04:31
Joined: Jan 2005
Posts: 282
The Netherlands
S
Sjoerd Offline
Member
Sjoerd  Offline
Member
S

Joined: Jan 2005
Posts: 282
The Netherlands
I like the demo, it is very nice what you achieved in that little time.
But, I have some complaints:

I don't like the camera, I would like to have the camera fixed on my character.
Now I run at the sides of the map.

Attacking is a little difficult, I haven't figured out how to equip the longsword.

I am missing the shadows. You can't see where the hills are, you see it when your character stops running.

The mapborders are weird, there is a sudden end of the map, you should add trees or a cliff.

Sorry for my bad english...

Greetz, Sjoerd

Last edited by Sjoerd; 03/29/05 04:33.
Re: Finally - The first Dragonrise Demo [Re: Sjoerd] #43359
03/29/05 06:38
03/29/05 06:38
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
- Attack Speed:
As written in the manual, the attack speed depends on the characters agility.
The startup agility is 10, the maximum agility is 95.
Maybe you'll see a difference when you get a bottle and buy a 'Potion of boundaryless Movement' at the alchemy shop, it'll increase the agility by 25 points for 30 seconds.

Newertheless the enemies attack speed equals yours, but remember, after beeing stunned by a blow you are back at 100% power, and so are the enemies. This is not a game of just standing in front of the enemy and bashing as long as one falls down.

I'll reconsider...

- Menu usage
Every menu icon not applied with the first press of the use button gets invisible every half second. Pressing the use button the second time activates the icon.
So switch to the weaponary ring and double press the use button to equip a weapon.

And what presicely is bad at the menu?
It took me more than 1300 lines of code and even more time to invent it, so I want it to work properly.

- Camera
I choose that camera system because you're able to fight in the middle without the camera moveing all the time. That's why the enemies are placed near the road and not on the road, most of the time they have to turn to you nevertheless.

- Shadows
Yes.. kind of a problem I know.. :/

- Mapborders
Not everywhere are big hills, but I haven't got a good idea yet... :/


Edit:
I hope some of you at least try to have a look at the manual for a better understanding..

Last edited by ShoreVietam; 03/29/05 06:41.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Finally - The first Dragonrise Demo [Re: ShoreVietam] #43360
03/29/05 06:44
03/29/05 06:44
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
Yeah I looked and missed the level part of the slow atttacking... its still a bit too slow, I'd make the standard value about 20/ 15 its its only at ten, itll be impossible to raise a lot of levels quickly like that. The menu was hard to use because it wasnt specific enough, it should say like up: armor currently at: bracelets down: blah blah, and then a space for weapons, ect ect...


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: Finally - The first Dragonrise Demo [Re: Towelie] #43361
03/29/05 06:55
03/29/05 06:55

A
Anonymous
Unregistered
Anonymous
Unregistered
A



Ich glaube du hast die Beschreibung von Gaja und Metal verwechselt...
bei Gaja kommt die von Metal und bei Metal die von Gaja.

Ich finde die Steuerung ein wenig gewohnungsbedürftig, da man die Maus nicht benötigt.

Gut finde ich allerdings, wie sich die Wrackteile im Wasser bewegen, wenn man in sie hineinläuft, sowie das Verhalten der Gegner.

MfG,
Morpheus

Re: Finally - The first Dragonrise Demo [Re: ] #43362
03/29/05 07:10
03/29/05 07:10
Joined: Mar 2005
Posts: 442
Germany, Hamburg
Blitzblaster1 Offline
Senior Member
Blitzblaster1  Offline
Senior Member

Joined: Mar 2005
Posts: 442
Germany, Hamburg
Hi !

The Gfx looks good and the wood is swimming into water, nice.
But please...change the sfx, she isn`t good for this game.
Take a fantasy sfx or a other kind of sfx, but not this sfx.
So when i have a bit time, i create a special sfx only for this game,
when you haven`t not the right InGame Music. Or you still...and think
the sfx is ok. But i don`t know. By interest give me a PM.

Regards,
Blitzblaster1


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