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Powerstick Man Update Center
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Pepsi Ranger
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PostPosted: Fri Nov 07, 2008 8:43 pm    Post subject: Powerstick Man Update Center Reply with quote

Well, the impossible's been happening for the last year and a half. Ever since I announced in my journal topic called "Chronicles of a Second Wind" that I'd re-launched production on my 2000 cult classic The Adventures of Powerstick Man, I expected to burn out and shelf it within two weeks every day thereafter.

That, of course, was in March 2007, and so far I haven't shelved it.

And since I don't intend to kill production before the official release sometime in 2009 (or at some point close to 2009), I thought I'd go ahead and start the official journal on progress.

Now, this journal won't be the public version of the weekly progress report I've been keeping for myself and my playtesters for the last 61 weeks. That's something I use to keep myself motivated to work on the game, something I use to allow my playtesters ample room for effective feedback (which I rarely get--hint hint, playtesters). It isn't something I intend to share, mainly because it reveals a BUNCH of spoilers. As of now, I want to keep the surprises to a maximum. So this journal won't be the extended edition of my development notes.

I will, on occasion, use this journal to report new breakthroughs or anything cool in the game that I just want to share ahead of release (which is what I'll be doing in a moment once I get through the explanation, so stick with the present narration). For an example of what that means, consult the links to my older articles detailing new advancements below.

For reference, here are links to those previous articles and files that chronicled the latest updates (as recent as September 2008):

HamsterSpeak Article 1: The Official Preview

http://superwalrusland.com/ohr/issue9/index.html

Forum Preview: A Battle Graphics World Premier

http://www.castleparadox.com/ohr/viewtopic.php?t=5740

HamsterSpeak Article 2: Nostalgia Rewind: A Tour of the Hotel Primex

http://superwalrusland.com/ohr/issue19/index.html

Powerstick Man Trailer (featuring a music video of the song that Jimmy Knightly--Powerstick Man's alter ego--uses to enter tennis tournaments and rile the fans)

Note: You're better off right-clicking the trailer's link as a "Save Target As" if you want to save yourself some buffer stream trouble.

http://castleparadox.com/trailers/powerstick%20man%20trailer.wmv

I probably won't be revealing any spoilers in this thread--and there are things worth spoiling this time around (as in I've been punching up the plot since the 2000 release). I will say that most of the new stuff ties in with the events in the novel I finished a few weeks ago, so the story is not quite as wild as the original version was. But there are still a number of inconsistencies to iron out or do away with to adequately update the game to the new story, so there are still things to spoil. As an aside to development, I'll probably work on those inconsistencies once the original game's presentation is fully updated.

Now, I'm not writing this journal as a promise to keep frequent updates posted here. But I would like to speak my intention to use it as a source for announcing new features and for sharing elements I'm proud of.

Having said that, I'd like to present to you, for the first time, the latest game footage involving the addition of midi music and sound effects. I could explain it all in detail here, but I'd rather let the videos speak for themselves.

I'm including "before" and "after" videos to show you the difference. Each block will reference the original version and the work-in-progress extended edition.

Please note that some of the footage in the Extended Edition videos may change as there are still features I'm adding as I go. You'll notice, for example, the inclusion of special text borders that weren't revealed in earlier screenshots or the trailer. I expect that sooner or later, while they're not implemented presently, that the game will also have those cool new portraits from Xocolatl to help enhance the story.

So think of these as outlines for the future.

Footage from the Fire and Ice battle of Primex (and some surrounding action):

The Original Game:



The Extended Edition:



Footage from Sandy Smack Island:

The Original Game:



The Extended Edition:



Footage from Cannonball City:

The Original Game:



The Extended Edition:



So, as you can see, the game has gone far into production since the "Chronicles of a Second Wind" post, and has vastly outdone the original's quality. It's not a game I want to take too lightly, so I hope to keep pushing its boundaries as far as I can take them without making it excessive. I can't say for sure when I'll actually bring it to a stopping point, but now that the original version is almost fully updated, I think it's safe to say that the downhill battle is coming soon.

Well, that's it for now. I'll post new treats here from time to time, so keep checking back.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Newbie_Power




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PostPosted: Sat Nov 08, 2008 11:48 am    Post subject: Reply with quote

You have an awesome use of ambient sounds, sound effects, and animated backgrounds. Cannonball City is amazing.
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Pepsi Ranger
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PostPosted: Sat Nov 08, 2008 5:14 pm    Post subject: Reply with quote

Oh yes!!! The original commercial that inspired the comic, which inspired the game, which inspired the novel (and in all things inspired the character) is on Youtube! I just saw it linked to my own video. Scroll to the second page and look for the old guy with the tennis racket. For all you kids who don't remember the 90s, THAT'S THE COMMERCIAL that started this madness!!! Go watch it and laugh.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Tue Nov 11, 2008 3:45 am    Post subject: Reply with quote

Cool, having you do this is so much easier than me doing it manually ;) I also see I forgot to look the second HS article.

Were you going to redraw Jack Ice and Cloak Combustion? The smoke for the fires for that battle also lets down the otherwise great backdrop, but I guess it's not possible to do better in Paint. Also, watching that battle makes me think that we should let you add (optionally animated) graphics to battle formations, to create layers.

I (of course) spotted a typo: receptionist at the police station: "splitting at the seems"

Ah ha, I finally found the video you were talking about:
http://www.youtube.com/watch?v=HSQURA37uVI
Not easy to tell from the thumbnail. It doesn't look old to me.

Now I'm going back to you-know-what.
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Pepsi Ranger
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PostPosted: Tue Nov 11, 2008 1:14 pm    Post subject: Reply with quote

I think for now I'm done redrawing those characters. I'm sure I'll do another cosmetic sweep near the end of production (on this version), looking for those last minute graphic updates I missed the first time around. I could, feasibly, touch them up one more time. But I don't know yet. I'm fairly content at the moment.

That may change when animated enemies are implemented, though.

I actually worked and reworked the smoke as much as I could, but it was the one thing I couldn't get to translate to CUSTOM well enough under the current color depth.

A layer feature in battle backdrops would be awesome, though. One of the biggest aesthetic disappointments about Halloween Quest 3, in my opinion, was that the rain in that one rainy town fell behind the heroes in battle when it should've fell over them. Wasn't RMZ's fault, of course. He used what he had. But layered backgrounds and transparent backgrounds (or foregrounds) would be awesome. I suppose the new slice feature will make that possible?

I noticed that typo, too. And I still have yet to fix it. Maybe I could do that now.

I actually need to get something done today. I have a feeling it's gonna be another dry week if I don't.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Pepsi Ranger
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PostPosted: Thu Dec 11, 2008 7:37 pm    Post subject: Reply with quote

Many times a game will be criticized for its cliches. Castles, knights, blue-haired anime fighters. Little farm boys rising up from obscurity, twarting plots to destroy the world. It seems creativity is exhausted when the same old same old resurfaces.

And yet, we seem to permit certain elements of the same old presentation over and over again without much say. True, graphics can change and we're happy. A story may forsake the castle for something more conventional--like a convention center--and get noticed. And of course we'll spice up that tired old expositional dialogue to something that feels more natural and it'll sit well with us. But is it enough? Do the threads of "been there, done that" still linger?

There are many ways to spice up the gaming experience to prevent the same old same old from happening. One such way is to give NPCs more to do than just to wander around like aimless drones.

Awhile back I wrote some articles that mentioned automated NPCs, but they only discussed the idea at surface level, and showed, at best, a couple screenshots. With this update, however, I thought I'd show one in action.

Meet Buck. I drew him last night. He may be a cowboy who's a little misunderstood by his female observer, but he's also a dedicaded pool player. And nothing breaks his concentration.

Watch him as he goes about his business.



Buck isn't the only automated member of the Cannonball Strip. Throughout the region, the player may stumble across NPCs who have better things to do than to wander around aimlessly. Some perform on a loop (as Buck does). Others react to objects they wander into (like the housekeeper in the Hotel Primex). But each automated NPC does one important thing: they go against the OHR NPC grain.

I share this as inspiration to anyone who wants to do more with their characters than to make NPC cliches.

The entire sequence took only a couple hours to draw and plotscript. And now Big Daddy's is more interesting than it was a few nights ago.

Give NPC automations a try.

And the last two seconds of the video reveal why we need a "kill (specific) script" command in plotscript, rather than killing one internally at specific time intervals if a condition isn't met (which is the case here).
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2


Last edited by Pepsi Ranger on Thu Dec 11, 2008 7:54 pm; edited 1 time in total
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Uncommon
His legend will never die




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PostPosted: Thu Dec 11, 2008 7:49 pm    Post subject: Reply with quote

Good on you, man. I want to see more of this. Hell, I want to see some kind of game that works solely around NPC automation now. Would that end up something like Majora's Mask, come to think of it?
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TMC
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PostPosted: Fri Dec 12, 2008 3:37 am    Post subject: Reply with quote

Awesome possum!
You are the only person who meets my high demands for NPCs!
And how I delight at all the bugs I might potentially find with that pool table!

My aim for the next couple OHR versions is to make things like this as easy (and bug free) as possible.
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Moogle1
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PostPosted: Fri Dec 12, 2008 6:30 pm    Post subject: Reply with quote

That is great.

As I watched that, I imagined scripting up a working model of pool for him to play, with a limited physics engine and everything -- then I realized you probably just had a looping animation. Much less trouble that way Happy
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Pepsi Ranger
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PostPosted: Fri Dec 12, 2008 9:34 pm    Post subject: Reply with quote

Moogle wrote:
That is great.

As I watched that, I imagined scripting up a working model of pool for him to play, with a limited physics engine and everything -- then I realized you probably just had a looping animation. Much less trouble that way Happy


I actually like the idea of a working model, but yeah, in the interest of keeping things simple (and moving) I made it into a loop.

Uncommon wrote:
Good on you, man. I want to see more of this.


Fair enough.

I'll show you the other type of NPC animation: "The Wandering Hybrid."

The wandering hybrid is noticeably more trouble to use, as they tend to misalign notoriously (which is why loops are better until script multitasking and alignment adjustments are implemented), but they're more realistic and fun to watch when they work.

I'll show you one of the simpler hybrids. His name is Adley and he wanders the northeastern corners of a new area called "Squatter Village." I drew him about four months ago, and he's the subject of that unanswered plotscripting question in the thread called "Strange Happenings."



The wandering hybrid relies on a couple timers. The first runs every five ticks to see if he's standing on the right spot and facing the right direction. If he is, the script that sends him into the swamp will run. Then a second timer will launch, running a "bathing" script every ten seconds that he's still in the water. The first script, meanwhile, will check for exit conditions (where the misalignment problems are most prevalent) and walk him out if he's on the right shore.

Both are easy to implement and only take a couple hours or less to make (including all the drawing). The looping NPCs are more reliable, of course, but both add dimension to the game.

TMC wrote:
Awesome possum!
You are the only person who meets my high demands for NPCs!
And how I delight at all the bugs I might potentially find with that pool table!


The latest update (with the pool tables) should be available for playtesting tomorrow night if you're feeling ambitious (though I think you'll have more fun finding the bugs in Adley's scripting).

TMC wrote:
My aim for the next couple OHR versions is to make things like this as easy (and bug free) as possible.


I can't wait for that. I'm sure more of these guys will show up as development continues.

Uncommon wrote:
Hell, I want to see some kind of game that works solely around NPC automation now. Would that end up something like Majora's Mask, come to think of it?


Maybe, but that's definitely pushing boundaries of the OHR.

My other dream (which can't happen until script multitasking is available--at least not smoothly) is to develop an extended wandering type, which randomizes the distance an NPC will walk before turning from 5 to 20 tiles a pop. This allows a security-type NPC to cover much more ground in caper-type games. Where NPC automations come into play (and why script multitasking is needed) is that whenever the security NPC touches a door, the script will know to transport him to the linking door, where he can randomly cover another large distance.

I have a security agent who walks through doors in the Hotel Primex already, but he travels such small distances at a time that he isn't very effective at the moment. I've yet to get him to travel to more than two areas.

He's also a victim of the misalignment problem, which means sometimes he won't properly return, and sometimes he walks into dead space (which is annoying).

So my dream is to have a bug-free simultaneous scripting system that would prevent such agents of security from vanishing into thin air, or keep them pinned within 20 steps of their origin.

So that's the future of Powerstick Man's NPC automations. It might be a little like Majora's Mask, but then Majora's Mask is on a such a higher plateau that a little similarity is all that's likely to happen here. A smaller game with grander ideas might pull that off better.

But I still like the physics engine idea for the pool table.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Camdog




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PostPosted: Mon Dec 15, 2008 7:30 am    Post subject: Reply with quote

I think you could probably implement the custom NPC movement now. Why not just call a plotscript with a for loop that goes through each NPC of an id of your choosing, making it move however you want, and nest it in a while loop that executes as long as you are in the appropriate map?

Or, if you already have a looping plotscript you don't want to interfere with, you could use timers.

The pool playing cowboy looks great by the way. I found it strange that the woman recommended the bar on having the strongest drinks around, though. What bar won't serve you strong liquor when you order it?
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Pepsi Ranger
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PostPosted: Fri Jan 23, 2009 12:55 am    Post subject: Reply with quote

Have some new info, videos, and related stuff to show, but I need to respond to an old comment first:

camdog wrote:
I think you could probably implement the custom NPC movement now. Why not just call a plotscript with a for loop that goes through each NPC of an id of your choosing, making it move however you want, and nest it in a while loop that executes as long as you are in the appropriate map?


That would almost work, except that all other scripts would have to wait until the NPC finished walking, which would leave some automated NPCs frozen for a few seconds between animations. No, the custom movements need to wait until script multitasking is implemented. I already have stalled and sluggish animations in other places because of the single-script limitation. Don't want to make it worse.

Okay, now for some features.

One thing I set out to do early on in the revision process was to reform the gameplay to cut down the need for random battles. I know how boring it can be to wander around maps all day trying to level bust, just so you can kill off that boss monster and advance the plot. And The Adventures of Powerstick Man: Extended Edition is no different. Sure, the battles are there in case you like to level bust (some people do enjoy that sort of thing). But what if you had enough?

Well, here are some options for you.

The Aura Scent:

A pricey device that requires a special item to unlock. But once it's activated, it scares all random enemies into hiding. As long as it's turned on, random enemies won't attack. You must be stocked up on batteries to use it effectively, as it consumes one battery every minute. Can be switched on and off at will.

The Lottery Ticket:

Didn't make any money during the Aura Scent's rampage? Go buy some lottery tickets at your local items shop and win what you couldn't earn. Costs $20 a ticket, but the reward can be anything. Odds are in favor of losses and low-yield winnings. $1000 jackpots are possible.

The Restaurant Permanent Stat Gain:

Need more than just a health boost? Boost your stats, as well. Dine at a restaurant, read the menu, search for your favorite meal and enjoy the rewards. Meals can be pricey, but the 2-3 point jump in selected stats are permanent.

The Cocktail Limited Enhancement:

Want something more powerful and immediate? Select a cocktail from your local bar. Each cocktail offers something different, from flirtations with the opposite sex to massive boosts in battle stats. Some cocktails will affect other gameplay elements like faster walking speed or halved enemy HP (a boost in intelligence to find that Achilles' Heel). Cocktails can only be consumed one at a time and effects last for five minutes.

The Experience Converter:

The coup de grace of the random battle shunt--this thing will make you ready for that boss battle in no time. Have extra cash lying around that you're sure you don't need? Take it to the Foxberry Experience Converter and drop in as many coins as you want. After a short video, your hard-earned (or won) dollars will transform into not-so-hard-earned experience. Just type in however much you want to convert and the machine takes over. Conversions can only happen to one hero at a time, so choose whomever you want to go in and sit back and watch as the magic happens.

(Thanks to James for implementing the "number from string" plotscript to help me make this thing work easy.)

The Field Stat Counter/Climber (unrecorded):

This feature has been publicized before, but for those who missed its old description, here's the rundown: It adds stat increases to heroes whenever certain actions have been taken in the field a set number of times. Agility points climb for every time the hero changes direction. Strength points climb whenever the hero moves up or down a ladder, swims, or tries to cut down a tree (special instance only). Defense points climb whenever the hero takes a hit on the field or in battle (this will become more effective when global variables in battles are implemented). And precision points (aim) climb whenever the hero makes a shot in basketball (subject to additional options later in the game). Stats increase whenever the climber reaches 1000 points. 2-point gains are standard, 3-point gains are given to heroes with specialties in the stat they're gaining (the dog gets a 3-point boost in agility, for example).

And that covers the Random Battle Evasion Techniques, which are now complete thanks to the inclusion of the Experience Converter.

Here's a video demonstration of how each one (minus the Field Stat Counter) works. Enjoy.



The Adventures of Powerstick Man: Extended Edition is due out sometime this year if all goes well.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Newbie_Power




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PostPosted: Fri Jan 23, 2009 1:25 am    Post subject: Reply with quote

Quote:
That would almost work, except that all other scripts would have to wait until the NPC finished walking, which would leave some automated NPCs frozen for a few seconds between animations. No, the custom movements need to wait until script multitasking is implemented. I already have stalled and sluggish animations in other places because of the single-script limitation. Don't want to make it worse.
I thought being able to run multiple scripts at once was already possible by setting the "Permit double-triggering of scripts" to on?

I dunno. Maybe some of the more savvy plotscripts would likely correct me on this one.

Quote:
Stuff
Sounds pretty complex, but extremely speed run friendly. Balancing this sounds like it'll be a pain, especially shown in the video where your Defense was in the triple digits, towering over all other stats. The plotscripting for these all are really impressive, though, especially the waiter scene and the door and the awesome use of sound effects. I like how watching Napoleon Dynamite gives EXP.
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Pepsi Ranger
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PostPosted: Mon Jan 26, 2009 4:07 pm    Post subject: Reply with quote

Quote:
I thought being able to run multiple scripts at once was already possible by setting the "Permit double-triggering of scripts" to on?


No, double-triggering of scripts means that you can relaunch a script that's already running (I believe). James made it clear that only one script can run at a time (otherwise we'd have battlescripting by now). The script-multitasking is a feature they have to implement before they can start work on battlescripting among other things.

Quote:
Sounds pretty complex, but extremely speed run friendly. Balancing this sounds like it'll be a pain, especially shown in the video where your Defense was in the triple digits, towering over all other stats.


Well, don't forget that those triple-digit stats are the effects of a five-minute cocktail buzz and will return to normal after five minutes. Also figure that since you drink these things in big cities, you'll use up at least one of those minutes trying to get back to the battlefield. I think it'll be a fun slap in the face when a battle begins and the stats are no longer giant.

Quote:
The plotscripting for these all are really impressive, though, especially the waiter scene and the door and the awesome use of sound effects.


There are many places like these, which is the main reason why it's taking me so long to update this. I haven't even reached the new areas yet (at least not the ones that go beyond the original game's ending).

Quote:
I like how watching Napoleon Dynamite gives EXP.


Yep, that's my favorite, too. The video capture didn't record everything, but you also gain EXP watching Rambo. But yeah, I saw that on one of those pages I was searching and thought, "Heck yeah I'm putting this in there."

You can thank James for that, by the way. The booth scene reminded him of A Clockwork Orange and he suggested that I put in some war stills to parody it.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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Pepsi Ranger
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PostPosted: Tue Apr 14, 2009 3:19 am    Post subject: Reply with quote

So today marks the arrival of one of my greatest nightmares since I started updating this game, something that has lingered in my subconscious as an impossible feat. I knew this day was coming for a long time, and for the longest time I didn't know how I was gonna handle it. But now it's here and now I'm facing true game design terror.

(I'm over-exaggerating, of course. It's not really that bad.)

Today, I am updating the great Tidal Wave of Treasure Cove Cave.

If anyone played the original demo to the end, you'll remember that just before fighting the last available boss, there was an underground earthquake and subsequent tidal wave. You may also remember that the tidal wave was nothing more than a single airbrushed animated tile repeated in several columns that washed over the land bridge and made it impassible.

Well, the whole point in updating this game was to make everything look and play nicer, and so my mission was to redraw the wave to actually resemble a tidal wave.

So far I think I got it.

The next step is to rewrite the plotscript. And this signifies my true dread because it's one of the messiest plotscripts in the whole 870K file. And it only manipulates one set of animating tiles. The new tidal wave uses nine sets of animating tiles.

This is gonna be a pain, I just know it.

But I will be showing a video of it once I get it looking nice (though, it may not reflect the cave's final look because each level is gonna have a new color set). I'll need the reminder that the impossible isn't always so aptly named when it comes to design.

But yeah, after today, the rest is downhill.

Oh, and for those who are interested, the original game is about 90% updated now (not including extended areas).

I'm still toying with the idea of issuing a very limited special release of the original game with its new grand overhaul. There's no guarantee of this actually happening, but I am interested in knowing how many people out there would want to see the original game in revamped form.

Until then, I'll be posting a video once I finish reworking the tidal wave.

EDIT: Just to show you the disaster I'm facing, here's the original script, which includes the earthquake.

And no, I have no idea what I was thinking when I wrote it this way. It was well over eight years ago and I didn't have a clue (but I got it working, at least).

Enjoy the train wreck.

Code:
script,Tidal Wave,begin
suspend player
variable (e)
variable (f)
variable (g)
variable (j)
variable (k)
variable (n)
variable (o)
variable (z)
variable (v)
variable (t)
variable (s)
variable (r)
variable (u)
variable (q)
variable (p)
variable (w)
variable (l)
variable (m)
variable (a)
variable (b)
variable (c)
variable (d)
variable (h)
variable (i)
pan camera (west,1,10)
wait for camera
for (e,1,10)
do(
set tag (320,OFF)
set variable (j,random (103,127))
set variable (k,random (60,71))
set tag (318,ON)
set npc position (18,j,k)
walk npc (18,south,2)
wait for npc (19)
set npc frame (22,1)
if (n<=109), then(
set variable (v,o+2)
set tag (320,ON)
set npc position (20,n,v)
set tag (319,OFF)
set npc direction
set npc frame (20,0)
)
if (n>=119), then(
set variable (v,o+2)
set tag (320,ON)
set npc position (20,n,v)
set tag (319,OFF)
set npc direction (20,north)
set npc frame (20,0)
)
pan camera (east,2,10)
wait for camera
set tag (322,OFF)
set variable (n,random (103,127))
set variable (o,random (60,71))
set tag (319,ON)
set npc position (19,n,o)
walk npc (19,south,2)
pan camera (west,2,10)
wait for camera
wait for npc (18)
set npc frame (20,1)
if (j<=109), then(
set variable (z,k+2)
set tag (322,ON)
set npc position (22,j,z)
set tag (318,OFF)
set npc direction (22,north)
set npc frame (22,0)
)
if (j>=119), then(
set variable (z,k+2)
set tag (322,ON)
set npc position (22,j,z)
set tag (318,OFF)
set npc direction (22,north)
set npc frame (22,0)
))
set tag (318,OFF)
set tag (319,OFF)
set tag (321,ON)
camera follows hero (0)
set variable (f,hero x (0))
set variable (g,hero y (0))
show text box (1614)
wait for text box
set variable (s,19)
set variable (r,79)
for (u,1,6)
do(
for (t,1,52)
do(
write map block (r,s,253)
increment (s,1)
)
set variable (s,19)
increment (r,1)
)
suspend catapillar
set hero position (0,86,60)
set variable (s,19)
set variable (q,79)
walk npc (11,east,7)
for (u,1,7)
do(
for (t,1,52)
do(
write map block (q,s,208)
write map block (r,s,253)
increment (s,1)
)
set variable (s,19)
increment (r,1)
increment (q,1)
wait (5)
)
wait for npc (11)
set hero position (0,f,g)
resume catapillar
show text box (1616)
wait for text box
resume player
set hero speed (0,5)
set hero speed (1,5)
set hero speed (2,5)
set hero speed (3,5)
set variable (s,19)
set variable (q,79)
set npc position (11,81,58)
wait (90)
if (check tag (174)), then(
set tag (327,ON))
walk npc (11,east,54)
for (u,1,23)
do(
for (t,1,52)
do(
write map block (q,s,208)
write map block (r,s,253)
increment (s,1)
)
set variable (s,19)
increment (r,1)
increment (q,1)
wait (5)
)
suspend npc walls
write map block (108,70,250)
write map block (104,66,250)
write map block (107,63,247)
write map block (107,58,250)
write map block (103,56,250)
write map block (108,52,250)
write map block (102,51,250)
write map block (95,49,247)
write map block (105,47,247)
write map block (101,45,250)
write map block (100,42,247)
write map block (105,41,250)
write map block (103,37,250)
write map block (108,37,250)
write map block (105,33,247)
write map block (102,31,250)
write map block (97,29,247)
write map block (105,27,247)
write map block (108,25,250)
write map block (106,22,250)
write map block (101,21,250)
set variable (p,110)
set variable (w,northwall+eastwall+southwall+westwall)
for (u,1,8)
do(
for (t,1,52)
do(
write map block (q,s,208)
write map block (r,s,253)
increment (s,1)
)
set variable (s,19)
increment (r,1)
increment (q,1)
wait (5)
set variable (l,hero x (0))
set variable (m,hero y (0))
if (m>=19) then(
if (m<=70) then(
if (r>=l) then(
suspend player
suspend catapillar
suspend npc walls
set variable (l,hero x (0))
set variable (m,hero y (0))
set variable (a,hero x (1))
set variable (b,hero y (1))
set variable (c,hero x (2))
set variable (d,hero y (2))
set variable (h,hero x (3))
set variable (i,hero y (3))
focus camera (l,m,4)
wait for camera
set hero position (0,3,3)
set hero position (1,4,4)
set hero position (2,5,5)
set hero position (3,6,6)
set tag (315,ON)
set npc position (12,l,m)
set npc position (13,a,b)
set npc position (14,c,d)
set npc position (15,h,i)
camera follows npc (12)
walk npc (12,east,1)
walk npc (13,east,1)
walk npc (14,east,1)
walk npc (15,east,1)
set tag (317,ON)
)))
if (check tag (317)), then(
walk npc (12,east,8)
walk npc (13,east,8)
walk npc (14,east,8)
walk npc (15,east,8)
))
for (u,1,8)
do(
for (t,1,52)
do(
write map block (q,s,250)
write map block (r,s,253)
write pass block (q,s,64)
increment (s,1)
)
write map block (p,18,6)
write map block (p,71,9)
write pass block (p,19,w)
write pass block (p,70,w)
set variable (s,19)
increment (r,1)
increment (q,1)
increment (p,1)
wait (5)
)
resume npc walls
set npc position (17,115,85)
if (check tag (317)), then(
wait for npc (12)
wait for npc (13)
wait for npc (14)
wait for npc (15)
)
write map block (110,18,11)
write map block (117,18,10)
write map block (110,71,13)
write map block (117,71,12)
if (check tag (317)), then(
walk npc (12,east,7)
walk npc (13,east,7)
walk npc (14,east,7)
walk npc (15,east,7)
)
for (u,1,7)
do(
for (t,1,52)
do(
write map block (q,s,208)
write map block (r,s,253)
increment (s,1)
)
set variable (s,19)
increment (r,1)
increment (q,1)
wait (5)
)
if (check tag (317))
then, begin(
wait for npc (12)
wait for npc (13)
wait for npc (14)
wait for npc (15)
set variable (l,npc x (12))
set variable (m,npc y (12))
set variable (a,npc x (13))
set variable (b,npc y (13))
set variable (c,npc x (14))
set variable (d,npc y (14))
set variable (h,npc x (15))
set variable (i,npc y (15))
set tag (315,OFF)
set hero position (0,l,m)
set hero position (1,a,b)
set hero position (2,c,d)
set hero position (3,h,i)
camera follows hero (0)
Losing Battle
)
end
else,begin(
for (u,1,9)
do(
for (t,1,52)
do(
write map block (q,s,208)
write map block (r,s,253)
increment (s,1)
)
set variable (s,19)
increment (r,1)
increment (q,1)
wait (5)
)
write map block (120,70,250)
write map block (124,70,247)
write map block (128,67,250)
write map block (121,66,247)
write map block (120,62,250)
write map block (124,62,250)
write map block (129,62,247)
write map block (129,59,250)
write map block (122,58,250)
write map block (124,57,247)
write map block (125,53,250)
write map block (121,53,250)
write map block (128,50,247)
write map block (123,48,250)
write map block (121,46,250)
write map block (128,44,250)
write map block (123,43,247)
write map block (120,41,250)
write map block (129,39,247)
write map block (124,38,250)
write map block (121,38,250)
write map block (124,34,247)
write map block (121,32,250)
write map block (127,30,250)
write map block (122,27,250)
write map block (127,25,247)
write map block (129,23,250)
write map block (120,23,250)
write map block (122,21,247)
write map block (126,20,250)
wait for npc (11)
resume npc walls
)
end
end

_________________
Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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