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Re: The second Dragonrise Demo [Re: ShoreVietam] #43453
03/30/06 20:27
03/30/06 20:27
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Joined: Aug 2003
Posts: 7,439
Red Dwarf
yay, downloading right now


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: The second Dragonrise Demo [Re: Michael_Schwarz] #43454
03/30/06 21:23
03/30/06 21:23
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Joined: Aug 2003
Posts: 7,439
Red Dwarf
Well, I played it.

Was quite cool, just that the terrain multitex shader does not work on my GF 4000. Also I had once the problem that Benezos didnt load when I came across the bridge. Besides of that it looks very nice yet, keep it up!

ps: the intro was cool


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: The second Dragonrise Demo [Re: Michael_Schwarz] #43455
03/31/06 05:37
03/31/06 05:37
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
ill download it and give an in dpeth review lateron;-)

Re: The second Dragonrise Demo [Re: sPlKe] #43456
03/31/06 06:33
03/31/06 06:33
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
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jumpman  Offline
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Joined: Apr 2002
Posts: 1,246
ny
Im bummed that you wont make the game in english... If your still keeping it in german only then,

that was a VERY BAD TEASE I liked the graphics, inventory ring, and the scrolling dialogue very much. But I didnt know how to get off the boat and fight some bad guys

throw us yanks a bone

Re: The second Dragonrise Demo [Re: jumpman] #43457
03/31/06 11:19
03/31/06 11:19
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
At least the manual is in english..

You simply have to talk to everyone on the ship.

Maybe I'll build in language selection, but I'd have to define hundrets of strings to make them changeable...

Thanks Michael, luckily Blitzblaster made me that into music in the last moment!


Edit:
You're right, it's a lot of work but there has to be an english version.

Last edited by ShoreVietam; 03/31/06 11:34.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: The second Dragonrise Demo [Re: ShoreVietam] #43458
03/31/06 12:00
03/31/06 12:00
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
That Game is one of those Games you wont get a hang on soon. It takes its time to introduce itself and the game emchanics, but once youve played it it is enjoyable to seom degree...

Graphcis:
The Graphics are nicely done. all models share their style and are nicely animated. while the shadows are missing, sometimes objects are infront of your view. a changeable cameraprespective would not have hurt. also the camera could zoom out a little more to give the game a wider appeal.
animations are smooth, however the attack animation of the heroine, whos named lise wich is, in my opinion, such an ugly name for such a nice girl it hurts, is rather slow. too slow.

Sound
While the sound effects are nice, the music lacks. that does not mean its bad, it simply is not there...

gameplay:
it takes some time till youre in the game. but once on the island, it begins to make fun. what feels strange are the controls. everything is done with space, no mouse use, no nothing. that coudl be tweaked a little bit.

overall:
a nice demo, even if it still needs loads of work...

Re: The second Dragonrise Demo [Re: sPlKe] #43459
03/31/06 12:22
03/31/06 12:22
Joined: Nov 2004
Posts: 888
B
beegee Offline
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beegee  Offline
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B

Joined: Nov 2004
Posts: 888
I played this demo also and it's really great. But one time i didn't know what have i to do next and where must i have to go. Also the camera(when you walk its bad, when you run its better) and the control only with the keyboard is not the best. But now the great sides of the demo: Sounds,Menues,Texts(sometimes tool long),FPS(is really good), Music(well done blitzblaster), Models(animation!) and the level constructure.

Regards,
beegee

-----------------------------
GenuineMotors.de


Fratch - Newer statistics panel for GameStudio
Re: The second Dragonrise Demo [Re: sPlKe] #43460
03/31/06 12:25
03/31/06 12:25
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
Thanks for you detailed response!

It was a lot of work to change camera controls now since no object has polygons on the back side!
Even with bigger camera view the level would (again) be smaller to avoid seeing the level borders...

If you don't like "Lise" you can change it, well maybe not because the input itnerface is in german, sorry. (I'm already on the teranslation, but it took me more than half an hour to make the code and translation for only a single dialogue, thus it'll really take some time.. )
To the attack speed (as in the first demo), it still has to be increaseable by higher stats, that's waht the Character Trainer NPC is for, select the second choice from the top (high end warrior stats and skills).

For the music, I already have some kind of BGM-control system in mind, but with only 2 sound tracks it's not really useful yet...

The controls can be redefined in the status ring, maybe you'll be able to do so if it is in english. You can set attacks or soemthing else on mouse buttons, but there will _never_ be movement through mouse click like in Diablo or Baldur's Gate, that's simply not the classical retro-style I intend.

But I'll keep in mind what you (and others) said, wheren there is a possibility to change something that can be changed and is not designed to be so (like controls) I may remind and re-read it!


Thanks beegee!

I improved the camera so often within the last year... even it now moves towards enemies when you get near them... I don't know if I can still get somethign out of it without breaking the laws of the system...

Last edited by ShoreVietam; 03/31/06 12:27.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: The second Dragonrise Demo [Re: ShoreVietam] #43461
03/31/06 14:54
03/31/06 14:54
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
its not that i wont change the name. its just too silly to select a letter in a PC game. why not just entering your name via the keyboard?
besides, i mean with zooming out that it looks a little wider. that also makes the models prettier becaus they look rounder;-)

Re: The second Dragonrise Demo [Re: sPlKe] #43462
03/31/06 15:22
03/31/06 15:22
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
Because it is "classical"....

Zooming out means I'd have to set the level borders further inside so that you still can't see the end of the level.

This is not even my invention, I took the camera distance/ screen width compared to the player model size from another game where I never ever heared anyone crying about too few view range...

However I try to think about a possibility to, again, improve it, but I doubt I'll increase the view range itself. Maybe at least a little map?





My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
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