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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sat Aug 25, 2007 1:02 pm Post subject: Detelamane has been released (Sortof) |
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Okay, after a few months of construction, deconstruction, and reconstruction, I have finally created a copy of Detelamane that I am happy with.
However, there are a few music and sound effect issues for me to tweak, and I don't feel like waiting to fix those up to release this, so...Here you go. Silenced-Detelamane.
(Although, there are sounds and music in the game, so you could probably play it with sounds in any other game.exe of your own).
It's been a while since I've played the entire game beginning to end, but I'd estimate that you would spend maybe half an hour to an hour playing/watching.
Well, uh, here you go. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sat Aug 25, 2007 6:35 pm Post subject: |
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Music and sound seemed fine to me using the latest wip build.
The skills menu looks really nice. So how did you figure out how many times a skill has been used in battle? That seems like an interesting trick.
The golem clobbered me. The shield just regenerated too fast for me.
Playing this also made me crave HP meters for the enemies, so i could see how much progress i was making. Does anybody remember the meters in Breath of Fire that just appear when you hit?
Oh, well, maybe in Voxhumana ;) |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sat Aug 25, 2007 6:44 pm Post subject: |
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Oh, the "tweak" part means that I'm working on the acquiring of more song/sound-fxs right now.
-Actually, there is one problem that always seems to pop up.
I'm not sure what causes it, but occasionally when transitioning from one midi song to the next, a single instrument from the previous track will just continue into the next song, making for a very unpleasant sound.
The skill counter is actually a pretty cheap trick.
Each "special" skill sets off a tag when it is used and a script checks for them after the battle. Then it does a bit of math and determines how the percentage of your progress.
I actually need to clean this a bit, because you get rewarded at random chunks right now (Like 12% and then 28%, I believe).
Quote: | The golem clobbered me. The shield just regenerated too fast for me. |
What is it with OHR golems being really hard? :p
It sounds like I might have to stretch out that interval of shieldlessness, then.
It's times like this when I wish I had a play tester.
Quote: | Does anybody remember the meters in Breath of Fire that just appear when you hit? |
Yes Please :3 |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Aug 25, 2007 7:11 pm Post subject: |
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James Paige wrote: | Playing this also made me crave HP meters for the enemies, so i could see how much progress i was making. Does anybody remember the meters in Breath of Fire that just appear when you hit? |
If you did this, I'd have even more motivation to make an OHR clone of 7th Saga. _________________
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Sun Aug 26, 2007 12:32 pm Post subject: |
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Is this a bug?
The golem likes to summon 2 shields, which made killing him pretty much impossible. _________________ Calehay |
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Battleblaze Warrior Thread Monk

Joined: 19 Dec 2003 Posts: 782 Location: IndY OHR
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Posted: Sun Aug 26, 2007 1:34 pm Post subject: |
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Count this for contest u want? _________________ Indy OHR! and National OHR Month Contest going on now!
"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
-squall |
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Artimus Bena Admiral

Joined: 17 Aug 2004 Posts: 637 Location: Dreamland.
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Posted: Sun Aug 26, 2007 2:23 pm Post subject: |
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Quote: | -Actually, there is one problem that always seems to pop up.
I'm not sure what causes it, but occasionally when transitioning from one midi song to the next, a single instrument from the previous track will just continue into the next song, making for a very unpleasant sound.
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I'd really like to get to the bottom of this, too. Also, any kind of special effects, like pitch bending, will literally slow the songs down. _________________ SACRE BLEU!
|||Compositions!
|||Eldardeen Soundtrack!
|||Red Mercury! |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sun Aug 26, 2007 2:44 pm Post subject: |
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Calehay wrote: | Is this a bug?
The golem likes to summon 2 shields, which made killing him pretty much impossible. |
Yes, that does look like a bug.
I seriously thought I finally fixed irregular spawning :/
Besides, you shouldn't be attacking the Golem directly in the first place.
Quote: | Count this for contest u want? |
Go ahead. |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Sun Aug 26, 2007 5:58 pm Post subject: |
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TwinHamster wrote: | Calehay wrote: | Is this a bug?
The golem likes to summon 2 shields, which made killing him pretty much impossible. |
Yes, that does look like a bug.
I seriously thought I finally fixed irregular spawning :/ |
I was playing on the version of Game included, if it's any help. It happened after I had killed the bottom part of the triangle (and, the triangle had respawned normally before that when I destroyed all three balls, if that's any help.)
Quote: | Besides, you shouldn't be attacking the Golem directly in the first place. |
Really? There's more to this battle than I thought. _________________ Calehay |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sun Aug 26, 2007 6:58 pm Post subject: |
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Quote: | Really? There's more to this battle than I thought. |
The inability to do more than 1 damage wasn't enough to help you figure that out? :p
The golem's spawning pattern is really a series of element manipulations, so it looks like I might've accidentally given the heroes a skill that has an element that might cause the golem to spawn something.
Or from what you are saying, you didn't kill the golem the first time his shield ran out, so I might want to experiment a bit more with that.
Thanks! |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Sun Aug 26, 2007 10:58 pm Post subject: |
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TwinHamster wrote: | Quote: | Really? There's more to this battle than I thought. |
The inability to do more than 1 damage wasn't enough to help you figure that out? :p
The golem's spawning pattern is really a series of element manipulations, so it looks like I might've accidentally given the heroes a skill that has an element that might cause the golem to spawn something.
Or from what you are saying, you didn't kill the golem the first time his shield ran out, so I might want to experiment a bit more with that.
Thanks! |
What I did was take out the 3 shields, then waited for the golem's defense to reset. Then I hit him with Jonah's Powder and Den's Lotus. I was getting a decent attack rate. Maybe it's Powder? I do remember that it took about 70 the first time I did it, and subsequent times, it took 1.
So, that's not what I'm supposed to do? I want to figure it out myself, so don't spoil it. _________________ Calehay |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Sun Aug 26, 2007 11:30 pm Post subject: |
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Quote: | The skill counter is actually a pretty cheap trick.
Each "special" skill sets off a tag when it is used and a script checks for them after the battle. Then it does a bit of math and determines how the percentage of your progress. |
So are you counting the number of times the hero uses a skill, or are you actually counting the number of battles in which the hero uses the skill? _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Mon Aug 27, 2007 5:43 am Post subject: |
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The post-battle script only checks to see if a tag is on, so it's how many battles a hero uses a skill. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Tue Aug 28, 2007 5:30 am Post subject: |
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Alright! Been more interested in Deltamane than other OHR games.
Oh, and did you know that Lotus and Wild Rush seem to ignore the defense boosts the Golem gets? =P
And I love your angled tiles. They look so cool and you did a pretty good job pixeling them too. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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