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Sword of Jade: Parallel Dreams // RELEASED
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Sat Jul 30, 2005 10:27 am    Post subject: Reply with quote

Right Click on the file and select "Open with..." Make sure you have installed VDMS before you do this. Then find VDMS on the list, or find the VDMS EXE (usually Program Files/VDMS), make sure the little checkbox that says "always open file with this program" is check, and hit OK.
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Slime
Objection!!!




Joined: 27 Feb 2005
Posts: 170

PostPosted: Sat Jul 30, 2005 10:52 am    Post subject: Reply with quote

Well, since you fled from irc, i'll ask here. I get a message saying something-or-the-other:ProgramFiles:RPGcreations:SoJ does not appear to exist, or something like that.

What's going on in my screwed up computer?
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sat Jul 30, 2005 10:58 am    Post subject: Reply with quote

why do you think it won't work in rusalka?
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Sat Jul 30, 2005 12:25 pm    Post subject: Reply with quote

Ysoft_Entertainment wrote:
why do you think it won't work in rusalka?


Because it won't have been tested and patched for it yet.
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Friend




Joined: 06 Feb 2003
Posts: 235
Location: California

PostPosted: Sat Jul 30, 2005 11:09 pm    Post subject: Reply with quote

Congratulations for finally releasing it!

I admit at being extremely skeptical about the game after years of accumulated missed release dates. However, after playing the full version to the end and examining its contents(around 16 hours of play time, still missing some sidequests), I can understand why it took so long.

Even when I played the game in its buggy state (played the playtester version, I'm sure all the bugs are smashed in the full version), I still feel the quality of polish is very high. I'm impressed by the small details Char bothered to do, the fireflies effect in the intro, the numerous enemy walkabouts that occupy the danger maps, and the nifty character animations that accompany the cutscenes.

Among other things, I liked the way the "battle cutscenes" are handled. While this isn't really a new idea, I think Jade executes this better than any other attempt at handling battle cutscenes, Especially on the final few battles. The final battle(s) clocked in at around an hour altogether, a long and intense fight, pretty rare for an OHR game.

Great work!
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Last edited by Friend on Sun Jul 31, 2005 4:23 am; edited 1 time in total
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hireintelligence




Joined: 15 Jul 2005
Posts: 50
Location: NSW, Australia

PostPosted: Sun Jul 31, 2005 3:41 am    Post subject: Reply with quote

I was beggining to wonder if it would ever be released.
I've downloaded it (on my third attempt) and I'm enjoying all so far.
The battles are just a bit slow. I'm not sure if this continues through the whole game but I'll assume it's just in the first bit given that everything else is great.
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chris98




Joined: 23 Feb 2005
Posts: 114
Location: On Jupiter, My rubber Boobie, s45 h79

PostPosted: Sun Jul 31, 2005 7:06 am    Post subject: Reply with quote

Great game! I really like the story up till now.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Aug 01, 2005 9:27 am    Post subject: Reply with quote

Okay, now that I've played it enough to have an initial impression, here it is.
---

Definitely the most professional OHR game I've ever played. Plotscripting abounds and is seamlessly integrated into the game. The custom menus boggle me; I think I missed a plotscripting command somewhere (or they're implemented via backdrops, which is a lot of backdrops).

On the down side, the game has a steep learning curve after the intro. You can only save at the inn, and if you happen to visit there at night hoping to save, you'll probably end up with a game over.

The game offers a lot to do. Strictly speaking, the game is linear, but all of the events in and around town give the game a non-linear feel a la Baldur's Gate.

The battles are difficult and until you gain a level you'll be holding down that spacebar. The first level is, maddeningly enough, the hardest to gain, since you'll find that unless you run into the right enemies, the random encounters can kick your butt. Fortunately, random encounters won't give you a game over, but they will take away valuable time from your Jade Countdown. Moreover, you'll be left with a minimum of life.

Again, the game balances this out with the ability to rest at any time -- but that takes time, too. The result of all of this is that the game's pacing is a bit slow at the beginning. The game picks up, satisfyingly, after you manage to gain a few levels and save, but the fear of random encounters lingers for a while after.
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LongeBane




Joined: 03 Feb 2003
Posts: 312
Location: Tomorrow

PostPosted: Mon Aug 01, 2005 12:46 pm    Post subject: Reply with quote

I think the authors wanted you to feel as if you were dogoro: weak and powerless at the beginning of the game.. Dogoro has just faced some traumatic experiences and feels hopeless and wants to give up.

I also noticed in the manual, theres a section that hints on what to do to remedy this problem at the beginning.
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NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Thu Aug 04, 2005 6:50 am    Post subject: Reply with quote

It is continent-beating.
So wellllll tuned and maintaining the tension constantly.
The tiles work great (better than i thought they might when Charbile showed them to me)

I especially like the flip-screen scrolling. This works really well for the feeling of walking into the unknown. Switchblade comes to mind as another game which used this to great effect.

To Friend and whoever else finished the game: Was my ending picture great enough to be the almost-last thing you saw in the game?
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Thu Aug 04, 2005 9:30 am    Post subject: Reply with quote

Your game has inspired us here in South Africa. David Kale has decided that he would like to continue making his OHR games, after being put out of action for quite a while by his mental state of 'this engine can't do anything productive'... Looking at your game, it's shown quite a few ways of tweaking the engine into doing just about anything.

Consider it a international milestone.

Thank you for your hard work and skill.
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Sparoku
Pyrithea Amethyst.




Joined: 02 Feb 2004
Posts: 467
Location: Washington State

PostPosted: Thu Aug 04, 2005 4:33 pm    Post subject: Reply with quote

Even though I didn't get to play SoJ very long, I still loved it. The storyline is very interesting so far and the graphics are very nice indeed.
chris98 wrote:
Great game!

Agreed. Happy
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Thu Aug 04, 2005 5:56 pm    Post subject: Reply with quote

(Note: I have ensured there are no spoilers in this post, for the benefit of everyone else)

Moogle1 wrote:

Definitely the most professional OHR game I've ever played. Plotscripting abounds and is seamlessly integrated into the game. The custom menus boggle me; I think I missed a plotscripting command somewhere (or they're implemented via backdrops, which is a lot of backdrops).


I agree. I'm still wondering...

Moogle1 wrote:

The game offers a lot to do. Strictly speaking, the game is linear, but all of the events in and around town give the game a non-linear feel a la Baldur's Gate.


Yes. Sometimes, I'll accidentally do a side quest, not know it was such, and hoping it was the main path.

Moogle1 wrote:

The battles are difficult and until you gain a level you'll be holding down that spacebar. The first level is, maddeningly enough, the hardest to gain, since you'll find that unless you run into the right enemies, the random encounters can kick your butt. Fortunately, random encounters won't give you a game over, but they will take away valuable time from your Jade Countdown. Moreover, you'll be left with a minimum of life.


Yes, yes, yes... Use the Hunt command. I hung around for a bit at the beginning, hunting, gaining levels improving my much needed skills. It was worth the effort. Eventually, I was able to beat those stupid clouds in the first dungeon without much effort.

Moogle1 wrote:

Again, the game balances this out with the ability to rest at any time -- but that takes time, too. The result of all of this is that the game's pacing is a bit slow at the beginning. The game picks up, satisfyingly, after you manage to gain a few levels and save, but the fear of random encounters lingers for a while after.


Heh, it's true. I'm at the end of the second dungeon (like, right before the boss), and I still subconsiously avoid the enemies, until I remember that I can kick their butts.

This is the best game on the OHR, no question. None. Before, Wandering Hamster held that spot (even though it's unfinished!), but SoJ beats it to heck.

I love all the effects that were put into it. I mean, in the dungeons, they tweak the palette on each screen to make the screen look its best. OMFG! I'm wondering just how many scripts SoJ uses... And how many NPCs, too...

I do have a few gripes, though. The lack of Save Points can be really irritating. For the un-educated, there's two ways to save in SoJ: At the Inn, or during/after some cutscenes. Fortunately, there's always a few such cutscenes in dungeons, usually after bosses. However, if you need to fight another boss some time after, it can get very very annoying:


  1. Do tasks leading to boss
  2. Fight boss
  3. Lose, die
  4. Go back to last save
  5. Do tasks leading to boss (again)...
  6. Etc...


It makes you happy when you finally beat it. Unless of course it doesn't have a save after it, in which case you fear the next boss, lest you lose, and have to do both segments again.

Overall, I'll stop talking now, since I have every intention of reviewing this when I'm done, and I don't want to use up all my material! Wink
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rpgspotkale
ME Akume




Joined: 18 May 2004
Posts: 80
Location: South Africa

PostPosted: Thu Aug 04, 2005 10:33 pm    Post subject: Reply with quote

Hey Congrats man! Smokin'

I know how hard it is to actually complete a game. I start one and then I think of a beter story line and things like that. Therefore most of the stuff done already is of no use anymore.

But whatever...I havnt even played the game yet. Just checked it out at Kahns and I'm already high to play it! And yea Kahn, you are right! This game does inspire me to continue my game. Much like that of Friends games do.

Well...cant wait! :flamedevil:
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Friend




Joined: 06 Feb 2003
Posts: 235
Location: California

PostPosted: Fri Aug 05, 2005 8:09 pm    Post subject: Reply with quote

I liked the sunset picture that you drew... though after reading char's LJ (or is it yours?), I was expecting a Doukutsu-ish ending. That probably might take too long to do though.
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