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Detelamane has been released (Sortof)
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
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PostPosted: Sat Aug 25, 2007 1:02 pm    Post subject: Detelamane has been released (Sortof) Reply with quote

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)

PostPosted: Sat Aug 25, 2007 6:35 pm    Post subject: Reply with quote

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
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PostPosted: Sat Aug 25, 2007 6:44 pm    Post subject: Reply with quote

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
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PostPosted: Sat Aug 25, 2007 7:11 pm    Post subject: Reply with quote

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
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PostPosted: Sun Aug 26, 2007 12:32 pm    Post subject: Reply with quote

Is this a bug?



The golem likes to summon 2 shields, which made killing him pretty much impossible.
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Battleblaze
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PostPosted: Sun Aug 26, 2007 1:34 pm    Post subject: Reply with quote

Count this for contest u want?
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Artimus Bena
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PostPosted: Sun Aug 26, 2007 2:23 pm    Post subject: Reply with quote

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.




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.
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TwinHamster
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PostPosted: Sun Aug 26, 2007 2:44 pm    Post subject: Reply with quote

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
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PostPosted: Sun Aug 26, 2007 5:58 pm    Post subject: Reply with quote

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.
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TwinHamster
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PostPosted: Sun Aug 26, 2007 6:58 pm    Post subject: Reply with quote

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
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PostPosted: Sun Aug 26, 2007 10:58 pm    Post subject: Reply with quote

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.
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The Drizzle
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PostPosted: Sun Aug 26, 2007 11:30 pm    Post subject: Reply with quote

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?
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TwinHamster
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PostPosted: Mon Aug 27, 2007 5:43 am    Post subject: Reply with quote

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
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PostPosted: Mon Aug 27, 2007 7:53 am    Post subject: Reply with quote

'' . bug_title('154') . ''
'' . bug_title('243') . ''
'' . bug_title('244') . ''

These bugs are probably backend-dependent, so be sure to test with both the -fb-native and -fb-sdl nightly builds.
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Newbie_Power




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PostPosted: Tue Aug 28, 2007 5:30 am    Post subject: Reply with quote

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.
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