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Query I Alpha

 
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Feb 06, 2004 2:31 pm    Post subject: Query I Alpha Reply with quote

I've released a small alpha version of my game Query Part I. It features a custom battle system, so naturally, I'm interested in what people have to say about it. I know that this has been done before, but I wanted to code it for myself, just for the experience. I highly recommend that everyone try to make something like this sometime; you will learn a lot for certain.
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MultiColoredWizard
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The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Fri Feb 06, 2004 5:24 pm    Post subject: Reply with quote

Looks good so far, JSH. I'm glad you took the time to animate the heroes. My only problem, is that battle loading is slow. Maybe you could fix that by making music that has a long intro, or something. Enemies are a bit simple. Also, MUSIC MUSIC MUSIC NOW NOW NOW..

Can't wait to see more of Q1.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Feb 06, 2004 6:12 pm    Post subject: Reply with quote

About the lag- it's a bit unavoidable. I did everything I could to speed the flash up, trust me. Once I get music in, the problem won't be as bad, though.

The enemies are simple because it's an example. Don't worry- once I actually write things in, there will be more to the battles

And as for the music- when I manage to write some that actually fits, I'll add it in. (Unfortunately, this means I might have to reuse some of the old music; which isn't bad, but I'd rather use original music.)
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T-Master




Joined: 10 Dec 2003
Posts: 74

PostPosted: Fri Feb 06, 2004 10:47 pm    Post subject: Reply with quote

That battle loading is unnecessarily slow - having that much of a lag with random encounters will be annoying. I'm guessing the problem comes from changing NPC graphics, which is always a great source of lag. I insist it can be improved, however.

It's also very rough around the edges; make sure it has a nice polished feel to it when you're done. Nevertheless, custom battle systems are worth Prowess!™ points, so keep at it.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Sat Feb 07, 2004 7:12 am    Post subject: Reply with quote

Random encounters?
What random encounters?

I'm using NPCs.

Yeah, the lag does seem way too long, especially on Windows XP(I tested it at my girlfriend's house)- maybe I can lose some of the wait(1)s. I get a bit too paranoid about those.
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Sat Feb 07, 2004 7:43 am    Post subject: Reply with quote

strange question, but how many waits did you put in the script, before it cuts to the battle itself?

i've tried writing my own script and only needed one wait(1) before fading in to the battle scene.
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Sat Feb 07, 2004 9:36 am    Post subject: Reply with quote

I'm very impressed to see that you were writing a new battle system with scripting. Thats all sorts of awsome. Hope you can find a remedy for the lag and the wait in between turns though ^^. I can see alot of potential, so keep up the good work.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Sat Feb 07, 2004 9:54 am    Post subject: Reply with quote

There's lag between turns? Hmm, that's just the AT counting up. If I take any waits out of that part the game will crash.

I'd imagine I can get rid of quite a few waits; but I'd have to test most of them. When I origianlly started writing the system, it would crash without the waits. I'll work on it, though. I need a little break from scipting...
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*Worthy*
Critical Thinker




Joined: 11 Aug 2003
Posts: 186

PostPosted: Sat Feb 07, 2004 10:11 am    Post subject: Reply with quote

It's nice to see that other people are creating custom battle engines; it can give me some ideas for mine. Good luck with your game! I'll be sure to play it when you have a demo out with some actual gameplay.

~Worthy
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