I am pleased to announce a new game, Flux World, is now ready for beta testing.
Flux World is based on the game Flux Warrior, which is still under development. Flux Warrior will be the first game of a new genre of games that I have created, called Flux-Based Computer Gaming. Flux World has much of the same story as Flux Warrior, but with an adventure-game interface.
Anyone who is interested in beta-testing Flux World should go to the Flux World website (http://www.replinemeadowsoftware.com/fluxworld) to download the game and manual.
The graphics in Flux World are my own. If any graphic artist who enjoyed the game would like to produce enhanced graphics for the release version, please contact me at fluxmaster@replinemeadowsoftware.com to discuss.
(http://www.replinemeadowsoftware.com/screenshots/Screenshot1.jpg)
(http://www.replinemeadowsoftware.com/screenshots/Screenshot2.jpg)
Here, basically, is what the game is about: You are alone in your home when, suddenly, you are taken away to a strange place. You are constantly attacked by beasts. You have a weapon to fight the beasts, but, much to your horror, the laws of physics in this world are different from what you are accustomed to. You fire a missle at one of the beasts, but it veers off to one side.
You come to learn that there is an everpresent Flux that alters the way things behave in this world. As you progress in the game, you come to learn the nature of the Flux and to use it to your advantage. The object of the game is to escape from this world and return home.
Although the game does contain combat, completing the game is accomplished primarily through problem solving.
Great game! I hope you can get great artist to make this game look better. ;D
I am pleased to announce that Fribbi has voluntered to be that "great artist" and is now at work on the enhanced graphics for the game.
Here is a view of the new main character sprite:
(http://www.replinemeadowsoftware.com/screenshots/frontview2.jpg)
Here is what a screenshot would look like with the main character (with red suspenders added) in various positions:
(http://images.hugi.is/blog/121645.jpg)
Beta testers are still welcome to join. And don't let the alternate "laws of physics" discourage you. You don't have to know anything about physics to play this game. Physics is just an analogy for something else, which you have to figure out to complete the game.
Here are updated background image from the game Flux World.
(http://images.hugi.is/blog/121858.png)
You may want to clean that up, but still, the graphics seem to be improving!
A new version of the game incorporating the new background and sprites is now available for download on the Flux World website (http://www.replinemeadowsoftware.com/fluxworld). The 16-bit color version incorporates the new graphics; the 8-bit color version remains unchanged for comparison purposes.
Fluxmaster
When I was testing the sprite of the main character with the new background I had him 100% scaled not 150% or above that. He is too big in your game. It is easy to change that size you know.
I can't wait to play this game! Good luck in completing it! OwO
vertigoaddict:
You can play the beta version right now. If you have any questions about how to play the game, or any bugs to report, you may post them right here.
Fribbi:
I have changed the scale of the main character in the room that you provided a background for, and I have adjusted the horizon in that room as well.
What I meant was, I can't wait to play the absolute complete version. This way it would be more fun than if I had played the beta version.
I figured it out how to catch the beast with that tornado thing. How many times do I have to catch the first beast ? But I thought I had to do it only once. :P
Over and over again. Rather annoying, isn't it? That's why you're trying to escape from this place: You're sick and tired of hunting down these beasts, and no sooner do you hunt one down and offer it up to one of the gods, then another beasts appears! But the gods are watching you and taking note of your labors.
If you click on the '?' icon on the menu bar, it will bring up a bar graph showing your approval rating from each of the gods. It might take a while for the progress bars to advance, but you should notice your approval rating rise as you become more skilled at hunting down the beasts. When your approval rating for any one god reaches 100%, that god will construct for you a tower from atop which you will be able to see the beasts approach from a distance. Once you have a tower in any given precinct, you will no longer have to hunt the beasts in that precinct.
When you have both the stone tower and the wooden tower, you will advance to the second level of the game. In the second level, there will still be beasts to hunt, but you will have much more interesting tasks to accomplish. When you've satisfied all the gods in the second level, you will be permitted to return home and complete the game.
The "tornadoes" that you are talking about are the vortices. The Flux manifests itself in the form of vortices, which are what cause your arrows to veer off course. As you have figured out, when you shoot an arrow, it is sucked into a vortex, but, at the same time, the arrow causes the vortex to move in the direction that you have shot the arrow.
I'm glad to see that you are making progress in the game.
WTF! >:(
I just saved that game when I had finally killed that beast. And suddenly another beast came and grabbed me so quickly. I used restore button but the game always put me in the big area with the skeletor so I had no other option to escape. I had to restart the game. And like I told you. The character are then frozen in the first room area. So I Quit the game and had to play the game from the beginning.
Sometimes those beasts are too fast to grab me. When I am trying to shot on those vortices things. I can't run and shoot in same time as you know.
I think you should change the big area with the skeletor and make it smaller and just let the skeletor grab you. I mean since I have no option to hide from it or kill it it makes no sense letting me run in such huge area. And they run so slow but I can understand why. ;)
Quote from: Fribbi on Sun 19/08/2007 18:49:13
WTF! >:(
I just saved that game when I had finally killed that beast. And suddenly another beast came and grabbed me so quickly.
When a new beast appears, you should have two minutes to travel to the proper precinct, then about 20 seconds to dispatch the beast once you arrive in the proper precinct. This gets shortened to about 15 seconds as you gain more experience. If you are already in the proper precinct when the new beast appears, you have about 15-20 seconds to dispatch it. But in that case it should be easier, as the vortex that you use to dispatch the beast is already in the right position, so it should only take one mouse-click to dispatch the beast, in the southwest (lower left) corner of the screen. That is because the game repositions the vortex to the northeast of the beast when the same beast reappears, and you always fire in the opposite direction of the vortex with respect to the beast.
See also my comment below about saving the game and the 20-second timer.
Quote from: Fribbi on Sun 19/08/2007 18:49:13I used restore button but the game always put me in the big area with the skeleton . . .
Once the skeleton appears, it is too late to do anything. You are a dead man walking (or running). The skeleton will always catch you. So you must save your game before the skeleton appears.
Note that if you save your game right when when the new beast appears, the 20-second timer is still running while you are saving your game. So I think that is the reason that the skeleton seems to appear so quickly. You should save the game as soon as the god accepts your offering of the previous beast. Then you will have the full 20 seconds to dispatch the next beast.
Quote from: Fribbi on Sun 19/08/2007 18:49:13. . . so I had no other option to escape. I had to restart the game. And like I told you. The character are then frozen in the first room area. So I Quit the game and had to play the game from the beginning.
This is a bug that I will fix in the next beta version. Thank you for reporting the first bug. In the meantime, here is the workaround: After you press the F9 key, the cursor will be invisible, but the mouse will still work. Move the mouse to the top of the screen and click on the '?' icon on the menu bar. Remember, the mouse cursor will be invisible, but it will still work. Next, click on the "Help" button. You can then resume the game normally.
Quote from: Fribbi on Sun 19/08/2007 18:49:13Sometimes those beasts are too fast to grab me. When I am trying to shot on those vortices things. I can't run and shoot in same time as you know.
Actually, there is no need to run and shoot at the same time. Running from the beast does you no good. You must emulate a good bullfighter: A good bullfighter always remains completely still while the bull is charging him. If you are in the wrong precinct, then proceed quickly to the proper precinct--Troforia for the Narulung, Carfurgia for the Shultung. Once you are in the right precinct, simply stand still and shoot. The beast will not hurt you until the 20-second timer has expired. Then the death-skeleton will emerge from the beast. At this point, it is too late; you must restore or restart the game.
Quote from: Fribbi on Sun 19/08/2007 18:49:13I think you should change the big area with the skeletor and make it smaller and just let the skeletor grab you. I mean since I have no option to hide from it or kill it it makes no sense letting me run in such huge area. And they run so slow but I can understand why. ;)
As I have said, once you are in the close-up view with the skeleton, you have reached a dead-end. But you have already figured that out, and I think that any player would be able to figure that out as well. A game such as this is about figuring things out, and this is not difficult to figure out. Plus, the death message says that you should have killed the beast more quickly, so I think that the game makes it clear that the close-up view with the skeleton is merely an extended death scene.
when is this game going to be out? It's already been beta-tested right?
Unfortunately, I cannot specify a release date as this is a part-time enterprise. Beta testing is still in progress. I would like to have the enhanced graphics completed before releasing a final version. The enhanced graphics will likely take longer to do than the beta testing.
The beta version is highly playable if you want to give it a try. I don't think that it contains too many bugs.
Oh, just a quick thing before I forget it again... I tried that game a lot of a while ago, and I found it pretty difficult to remember the names of the locations, beasts and gods. You might want to make them less... random-seeming.
Actually, although they may seem random, quite a lot of thought went into choosing the names.
As I've said previously, the game is one huge analogy, and everything in the game is symbolic of something else. The names in the game are actually hints to what they represent. The names are based on Greek, Latin, and Norse roots, with the spellings changed slightly so as not to make them too obvious. It is not necessary to decode the names in order to figure out the game, but to those with a knowledge of ancient languages it could be a slight help.
Take, for instance, the precinct of Skefalia. The one soldier that you've met so far in that precinct is called the Skeftist. Can you think of any Greek, Latin, or Norse word that these words resemble? This is the easiest one to figure out.
Note that, after I came up with the names, I didn't keep my notes to where the names came from, so, for some of the names, I can't remember how I came up with them.
EDIT: If you don't know Greek, Latin, or Norse, can you think of any English word that resembles Skefalia or Skeftist?
Quote from: fluxmaster on Tue 18/09/2007 05:06:29
The names are based on Greek, Latin, and Norse roots, with the spellings changed slightly so as not to make them too obvious.
Perhaps you've overdone the slight changes a bit.
QuoteCan you think of any Greek, Latin, or Norse word that these words resemble?
Frankly, no.
Quote
EDIT: If you don't know Greek, Latin, or Norse, can you think of any English word that resembles Skefalia or Skeftist?
Not particularly. Skeleton? Screw? Scientist? Skittish? Skates?
Quote from: Radiant on Mon 24/09/2007 08:10:26Skeleton? Screw? Scientist? Skittish? Skates?
None of these. The actual word I had in mind is much closer than any of these guesses. Think of an English word of Greek origin that is a philosophical term but that is frequently used in everyday speach.
Quote from: fluxmaster on Mon 24/09/2007 15:34:04
Quote from: Radiant on Mon 24/09/2007 08:10:26Skeleton? Screw? Scientist? Skittish? Skates?
None of these. The actual word I had in mind is much closer than any of these guesses. Think of an English word of Greek origin that is a philosophical term but that is frequently used in everyday speach.
Skeptic?
Yes. Skeptic is derived from the Greek word σκέπτομαι, meaning consider, think about. The precinct of Skefalia deals with thought.
Each of the six precincts in Flux World, and each of the eight precincts in the 3-D version Flux Warrior, represents one important human activity. Skefalia represents thought. Note the differences between Skefalia and the other precincts. In Skefalia the beast does not chase you, it helps you. That is because thinking is something one does during leisure time, when one is not burdened by other pressing concerns. Note also that you cannot die in Skefalia, whereas you can die in the other two precincts that you have encountered so far. That is because thinking cannot kill you, whereas the activities represented by the other two precincts can kill you, or, rather, failing to preform them can kill you.
... you put a lot of thought in this, didn't you?
About ten years, actually. I spent nine years working on the 3-D version, but I couldn't find an artist to do the graphics, and my 3-D graphics aren't that great. I spent about a year on the 2-D version.
Speaking of thought, here is another important difference between Skefalia and the other precincts. You may have noticed that the other precincts that you have encountered so far each have their own vortices, but there is no particular vortex assigned to Skefalia. That is because, when we are thinking, we are not usually thinking about thought itself; rather, we are thinking about one of the activities represented by the other precincts.
I'll look forward to see more of this game too. I'm still haven't finish this game but when will we see the next beta of this game?
Sorry for the delay, but the Fluxmistress recently had a baby, so I've been a bit busy.
I've just posted a new beta version on my website. This version fixes all the bugs that have been reported so far and upgrades one of the backgrounds. Only the 16-bit color version has been upgraded.
I think it will also be great you write a walkthrough for this difficult game because I think people are getting so confused how to play this weird game. BTW you should make people understand they can not enter in the house again once they get out in first time.
Error report-
When I go out of the house I appear on the middle of the background wich is wrong. I think people will also feel confused where to go once they get out. This game are too hard to play for beginners.
One of the purposes of beta testing, for this game, anyway, is not simply to find bugs but to test the game for playability. If the game is too difficult, then, rather than write a walkthrough, I would prefer to make the game more intuitive so that a walkthrough is not needed.
Quote from: Fribbi on Tue 04/12/2007 18:08:47you should make people understand they can not enter in the house again once they get out in first time.
Actually, this is not true. You can go back into the house at any time by clicking on the question mark icon, then clicking on the help button. In fact, if you click on the door to the house, a message will come up telling you to do just that.
My intention is for the game to have a very good help system, at least in the first part of the game. Whenever you're at a loss as to what to do, you can always click on the question mark icon and then the help button, and it will bring you back to the room with the man behind the desk. You can then ask him questions. The questions will change depending upon what part of the game you're in at the time. In the second half of the game, clicking on the help button will bring up a message telling you which NPC you should talk to for more information. I think that this is a lot better than providing a walkthrough at this point, although eventually one may be provided.
If you have time for some more testing, try using the help system whenever you're at a loss as to what to do. If you don't find the help system very helpful, tell me what questions you'd like to ask, and I'll add them to the help system in the next beta. (And I'll give you the answer in the meantime.)
I'll also try to improve the positioning of the main character when entering a room in the next beta.
I hope you like this new edited image. It should make it easier for people to find their way now.
New edited image nr 1 (http://images.hugi.is/blog/129533.jpg)
I made this larger now and added a door so it can help people wich way to go out of the house.
New edited image nr 2 (http://images.hugi.is/blog/129535.jpg)
Thanks, Fribbi.
In the first image, there is a road leading southbound. Where is that supposed to lead? Troforia is to the north, and there is no path leading there. In the second half of the game you will be able to travel south from that screen, but not until then.
Also, roads, like everything else in this game, have a specific symbolism, so I don't want then constructed everywhere.
You made the second image two screens long, but there is nothing to do in the right half of the image. But adding the doorway was a good idea--I'll definitely use that.
Thanks for providing the images.
You can always change the way where Trofia are. But my friend found it difficult in wich way he should go when he played that game. I thougth this could be easier now for the player to think what way they should go. And you can also cut the second room screen in half. I made that door because my friend didn't know where to go out. But this will make it easy now to find where to go now. I think I need to add more road so this can look better out soon.
Thanks, Fribbi.
EDIT: Since paved roads have a special significance in this game, could you please add dirt paths instead of roads. Thanks.
Can you use this?
Outside hut with dirt path (http://images.hugi.is/blog/130199.png)
more dirt road (http://images.hugi.is/blog/130200.png)
The new image is suppose to be on the place where when you walk left from the hut/house. That will explain why I added those two signs in the first image. This should now make it easier for the player to find his way now.
BtW I wish you and your family happy new year buddy!
Ando to all people here who is reading this "Happy new year!" ;D
The first image is good, but could you add some texture to the road to make it look more like a dirt path? Also, since the player will not be able to travel south from that screen in the first half of the game, it would be better not to include the path leading south, or, at least, to make it very vague.
The second image adds a new room to the game, which makes for a lot more walking. In the game, it is necessary to walk from one precinct to another many times. By the time you get to the end of the game, you'll wish you didn't have to do so much walking. So I don't think that adding an extra screen to walk through is a good idea. In fact, if I could reduce the amount of walking in the game without breaking the overall concept, I would do it.
I hope your new year went well. The Fluxmistress and Fluxmaiden are both doing well.
Outside house re-edited (http://images.hugi.is/blog/130700.jpg)
Well I don't know if you still want this road path but re-edit that too.
Road (http://images.hugi.is/blog/130702.png)
I hope you like it now.
The first one's better, but I don't want that path going south (unless you can make it very indistinct).
Well, it's nice to see the visuals are getting better at least. Still, you might want to clean them up a little, add more consistent outlines, shapes and perspectives and probably do something about the textures that makes them look less, well, repetitive. Get GIMP, for instance; it's got an own function for filling things with textures, gradients and whatnot. Also, please don't save the images as .JPG files... .PNG will do them much, much more justice, trust me. Seems like there's a game with lots of deep, philosophical meaning in production here... but you still want people to play it, don't you? ;)
Well I can always edit that image 2 somehow. Glad you like the house image. I have re-edited that house image once again. I added more realistic gras on it now. I will send you the image on your e-mail the .png image file if you like it. But I can't upload png image where I upload them because of the mb size is to much for it.
The final Hut image with much better gras and path texture (http://images.hugi.is/blog/130958.jpg)
About that white shiny window, we could add a window there as a object. You also could add a door on this hut too.
I've taken a look at your game, and I have a couple of questions for you.
In the intro to the game, the man behind the table speaks of the "ever present flux," and says that "the flux contains many vortices." This suggests to me that the flux is supposed to be everywhere, and that the vortices are merely part of the flux. Yet in this thread you state that "the flux manifests itself in the form of vortices," which suggests that the vortices themselves are the flux. So are the vortices merely part of the flux, is the flux nothing more than the vortices?
You state that everything in the game is symbolic of something else. Since one of the meanings of "flux" is "change," is the flux symbolic of change?
Quote from: Fribbi on Sun 13/01/2008 03:16:08
The final Hut image with much better gras and path texture
The textures on the grass and dirt path are much better. But what are those things behind the house that look like wooden planks? And what is that dark area right above them?
Quote from: egamer on Thu 17/01/2008 04:41:31
I've taken a look at your game, and I have a couple of questions for you.
In the intro to the game, the man behind the table speaks of the "ever present flux," and says that "the flux contains many vortices." This suggests to me that the flux is supposed to be everywhere, and that the vortices are merely part of the flux. Yet in this thread you state that "the flux manifests itself in the form of vortices," which suggests that the vortices themselves are the flux. So are the vortices merely part of the flux, [or] is the flux nothing more than the vortices?
The Flux is everywhere, but it would be difficult to draw the Flux everywhere, since it would cover up everything else. The vortices are part of the Flux--they are the places where the Flux is strongest, and its effects most noticeable.
Think of gravity. Gravity is everywhere in the universe, but it is strongest near the surface of planets and stars. The areas where gravity is the strongest we call gravity wells. The area where the Flux is the strongest we call vortices.
Quote from: egamer on Thu 17/01/2008 04:41:31
You state that everything in the game is symbolic of something else. Since one of the meanings of "flux" is "change," is the flux symbolic of change?
No, but that is a good guess. The Flux is symbolic of something more concrete than that. In fact, every vortex is symbolic of something very specific.
I came up with the name Flux after magnetic flux. The Flux permiates the Parallel Flux Universe like an electromagnetic field or a gravitational field, changing the way objects behave. But remember, you don't have to know (or care) anything about physics to play this game.
Excellent questions, by the way.
No offense but that's the most broken perspective I've ever seen. I'd advise you to redo it completely rather than (what seems to be) partial paintovers.
But what are those things behind the house that look like wooden planks? And what is that dark area right above them?
About the planks? They are just part of the house. I don't understand the other question.
Is it too late to register as a beta tester for this game? If not, how do I go about registering?
Quote from: Fribbi on Sat 19/01/2008 04:54:41
And what is that dark area right above them?
I'm referring to the dark rectangle above the planks. It's hard to tell whether it's dark green or dark brown. Is that supposed to be a shadow? It looks as if there's moss growing on the side of the building.
Quote from: egamer on Sat 19/01/2008 05:18:18
Is it too late to register as a beta tester for this game? If not, how do I go about registering?
No, it's not too late. No special registration is required. Just start testing and post your bug reports on this thread.
I'm referring to the dark rectangle above the planks. It's hard to tell whether it's dark green or dark brown. Is that supposed to be a shadow? It looks as if there's moss growing on the side of the building.
I hope you like it but I have fixed the hut image once more now.
Hopefully the final test (http://images.hugi.is/blog/131302.jpg)
I feel it's my duty to inform you that Flux World is looking a lot better than Flux Warriors, and much more fun to play.
I feel my duty to inform that i just noticed that instead of PM's you contact your beta testers here and viceversa... Darth never there when you want him to.. ::) Anyway, good job editing that pic. Game looks 6/10 according to me so that means style is considered to be made by pros but still remains unique and makes me wanna play as well.
Quote from: Fribbi on Mon 21/01/2008 22:33:35I hope you like it but I have fixed the hut image once more now.
That's much better.
Quote from: Rui "Trovatore" Pires on Tue 22/01/2008 00:13:47I feel it's my duty to inform you that Flux World is looking a lot better than Flux Warrior, . . .
Flux Warrior will eventually look as good as or better than Flux World, but that will take a lot more work.
Quote from: Rui "Trovatore" Pires on Tue 22/01/2008 00:13:47. . . and much more fun to play.
So how far have you gotten into the game?
Quote from: Dualnames on Tue 22/01/2008 11:09:31. . . remains unique and makes me wanna play as well.
Glad to hear that!
QuoteSo how far have you gotten into the game?
Not very far at all, which makes my point rather than detracting it. What I meant in a sort of veiled way is, Flux World is more fun to play, more fun to handle, than that extremely odd thing which is the Flux Warior tech demo - and I can tell it from a superficial breeze over the game. Make of this info what you will.
Okay, I've started testing the game, and here is my first bug report:
The NPC's are very small and difficult to click on.
After certain game events, messages come up that appear to be responses to player actions, even though no player action occured. For example, the message "You wish you could spread your wings . . . " comes up when you click on the sky, but it may also come up after one of the NPC's transports an animal to the temple, which seems inappropriate.
Sometimes the wrong cursor is displayed over a particular barracks, and I have to move the mouse a bit to get the correct cursor to display.
Sometimes a message is displayed for only a fraction of a second and then disappears, before I've had the chance to read it.
When the Hagorian pushes the cart to the left, the Narulung disappears.
The lumberjack changes color slightly when he is cutting down trees to build new barracks.
A few other comments or questions:
Everytime the Narulung is killed, a new one arises. Is the Narulung like the Phoenix, with only one existing at a time?
The Apoforian inspects the Narulung to see whether it is suitable for offering. The Apoforian also carries a pistol. Is the pistol somehow used to check the suitibility of the offering? This doesn't make a lot of sense.
There are two versions, an 8-bit color version and a 16-bit color version, but most of the graphics are the same. Except for a few rooms, there is little difference between the graphics of the two versions. What is the point of this?
In the 8-bit color version, the river flows much too quickly. In the 16-bit color version, it flows at a more appropriate speed.
A strange bug occurs in the 8-bit color version. If I press F9 and then walk south, I am in a hardware store. If I talk to the man behind the counter, I get the exact same dialog as I do at the beginning of the game with the man behind the desk. I assume that this is a bug, and that this scene is supposed to occur later in the game, perhaps with a different dialog.
Is the man behind the desk at the beginning of the game supposed to be symbolic of a hardware clerk? Is the room that he is in supposed to be symbolic of a hardware store? In the game, do you destroy the flux, and, when you do, do you see things for what they really are, in this instance, a hardware clerk in a hardware store?
Quote from: egamer on Thu 24/01/2008 06:05:32
Okay, I've started testing the game, and here is my first bug report:
The NPC's are very small and difficult to click on.
I agree. My artist is redoing the graphics, so eventually this should be fixed.
Quote from: egamer on Thu 24/01/2008 06:05:32
After certain game events, messages come up that appear to be responses to player actions, even though no player action occured. For example, the message "You wish you could spread your wings . . . " comes up when you click on the sky, but it may also come up after one of the NPC's transports an animal to the temple, which seems inappropriate.
I'm still working on this one.
Quote from: egamer on Thu 24/01/2008 06:05:32
Sometimes the wrong cursor is displayed over a particular barracks, and I have to move the mouse a bit to get the correct cursor to display.
I suppose I should fix that one, too.
Quote from: egamer on Thu 24/01/2008 06:05:32
Sometimes a message is displayed for only a fraction of a second and then disappears, before I've had the chance to read it.
I'll work on that one some more. In the meantime, simply repeat the same action and you will get the same message again. You won't loose anything.
Quote from: egamer on Thu 24/01/2008 06:05:32
When the Hagorian pushes the cart to the left, the Narulung disappears.
I hadn't notices that before. That should be easy to fix.
Quote from: egamer on Thu 24/01/2008 06:05:32
The lumberjack changes color slightly when he is cutting down trees to build new barracks.
That's because, after I put in the lumberjack sequence, I made changes to the pallate and then modified some of the frames in the sequence. That will be taken care of when the graphics are redone.
Quote from: egamer on Thu 24/01/2008 06:05:32
A few other comments or questions:
Everytime the Narulung is killed, a new one arises. Is the Narulung like the Phoenix, with only one existing at a time?
Something like that, except that there is not always a Narulung. There will always be one beast, however, and when that beast is killed and offered to one of the gods, another beast will arise. If there is no beast that wants to kill you, then the Gonthanten (the "practice beast") will come along and help you practice your skills or show you something new. That's in the first half of the game. In the second half, things change slightly.
Quote from: egamer on Thu 24/01/2008 06:05:32
The Apoforian inspects the Narulung to see whether it is suitable for offering. The Apoforian also carries a pistol. Is the pistol somehow used to check the suitibility of the offering? This doesn't make a lot of sense.
I got tired of thinking up new names for weapons, so I simply called the Apoforian's weapon the "pistol." I really should have come up with a better name. It is, in fact, used to inspect the offering to determine its suitability.
Quote from: egamer on Thu 24/01/2008 06:05:32
There are two versions, an 8-bit color version and a 16-bit color version, but most of the graphics are the same. Except for a few rooms, there is little difference between the graphics of the two versions. What is the point of this?
I produced two versions because I wasn't sure which my artist would prefer. Since Fribbi has been producing graphics for the 16-bit color version, that is the one that I'll most likely use.
The two versions do use different programming techinques for certain effects. For example, pallate cycling is used in the 8-bit color version to produce the flowing river and ligntning flashes. In the 16-bit color version, I had to use different techniques to produce these same effects.
Quote from: egamer on Thu 24/01/2008 06:05:32
In the 8-bit color version, the river flows much too quickly. In the 16-bit color version, it flows at a more appropriate speed.
Yes, but as I'll probably be going with the 16-bit color version, I probably won't do anything about that.
Quote from: egamer on Thu 24/01/2008 06:05:32
A strange bug occurs in the 8-bit color version. If I press F9 and then walk south, I am in a hardware store. If I talk to the man behind the counter, I get the exact same dialog as I do at the beginning of the game with the man behind the desk. I assume that this is a bug, and that this scene is supposed to occur later in the game, perhaps with a different dialog.
This is a bug. The scene in the hardware store is actually the final scene of the game.
Quote from: egamer on Thu 24/01/2008 06:05:32
Is the man behind the desk at the beginning of the game supposed to be symbolic of a hardware clerk? Is the room that he is in supposed to be symbolic of a hardware store? In the game, do you destroy the flux, and, when you do, do you see things for what they really are, in this instance, a hardware clerk in a hardware store?
You do not destroy the Flux in the game. In fact, when you learn what the Flux represents, you will see why it would be neither possible nor desirable to destroy the Flux. I will not answer the remainder of this question, as you were not supposed to get to this scene until the end of the game, and you only got there by accident by exploiting a bug.
Thank you for reporting thses bugs. When I get a few more bug reports I will release an updated beta version.
Thanks for letting me know that you liked that hut image. I will now start to redo more of those backgrounds. I think we need a music artist too for this game for the next beta version
Fribbi. before you redo any more backgrounds, could you please play the game first. If you don't understand what the game is about, you won't be able to do the backgrounds properly. If you don't have time to play the game, I can explain the symbolisms in a private e-mail so that you will know how to do the backgrounds appropriately.
Here is my latest bug report:
When the lumberjack is cutting down trees and constructing barracks, the wood also changes color slightly, as well as the lumberjack.
When the Narulung appears in the screen with the fork in the road, it sometimes walks above the horizon.
If you walk one screen north of the fork in the road, it takes a few seconds for the Narulung to appear. If you start to fire your weapon before the Narunlun appears, the game hangs up.
When I click on the enemy Trogorian, I get the message "This is the Enemy Trogorian. He has taken the sacrifice . . . " even when he has not done so.
I assume that the Telmorg weapon cursor should appear over the Diachorian's barracks, since the Diachorian is the soldier that uses the Telmorg. However, the cursor instead appears over the fork in the road. I think that you need to move the hot spot.
When the Narulung has been taken to the temple, the look message still says "The Narulung has been taken down by the Troforian vortex." I think it should say, "The Narulung has been taken to the temple."
Message "The Trogorian has removed the heart from the Narulung and presented it as an offering to the god of Troforia," even when the enemy steals our sacrifice before it can be presented to the god.
When the gold mirror is the selected inventory item, a pair of blue elipses appear in the icon bar instead of a gold mirror.
In the screen with the big building ("hut"), the protagonist scales with distance, but the Gonthanten does not, so when they are close, the Gonthanten appears about half the height of the protagonist, but when they are near the horizon, the Gonthanten appears taller than the protagonist.
The message says, "The Gonthanten would like you to follow him . . . ," but, in fact, he follows you.
After "following" the Gonthanten to Skefalia, firing my weapon, and seeing the Reflective Vortex, when I try to go south I get the message "Please collect a piece of the vortex before leaving Skefalia." What vortex am I supposed to collect a piece of, and how do I do it? Clicking on either of the two visible vortices has no effect.
You have written of the "Parallel Flux Universe." So is there a one-to-one correspondence between entities in our universe and the parallel flux universe? In other words, is everything in the PFU symbolic of something in our universe, and is everything in our universe symbolized by something in the PFU? So does the man behind the table at the beginning of the game in the PFU correspond to a shopkeeper in a hardware store in our universe?
Quote from: egamer on Sat 26/01/2008 05:41:44
Here is my latest bug report:
When the lumberjack is cutting down trees and constructing barracks, the wood also changes color slightly, as well as the lumberjack.
This is the same issue as before, and will be fixed when the graphics are updated.
Quote from: egamer on Sat 26/01/2008 05:41:44
When the Narulung appears in the screen with the fork in the road, it sometimes walks above the horizon.
Noted. I will work on this one.
Quote from: egamer on Sat 26/01/2008 05:41:44
If you walk one screen north of the fork in the road, it takes a few seconds for the Narulung to appear. If you start to fire your weapon before the Narunlun appears, the game hangs up.
Another problem for me to work on. In the meantime, please wait for the beast to appear before firing your weapon.
Quote from: egamer on Sat 26/01/2008 05:41:44
When I click on the enemy Trogorian, I get the message "This is the Enemy Trogorian. He has taken the sacrifice . . . " even when he has not done so.
This one should be easy to fix.
Quote from: egamer on Sat 26/01/2008 05:41:44
I assume that the Telmorg weapon cursor should appear over the Diachorian's barracks, since the Diachorian is the soldier that uses the Telmorg. However, the cursor instead appears over the fork in the road. I think that you need to move the hot spot.
I'll have to tweak that a bit.
Quote from: egamer on Sat 26/01/2008 05:41:44
When the Narulung has been taken to the temple, the look message still says "The Narulung has been taken down by the Troforian vortex." I think it should say, "The Narulung has been taken to the temple."
Another easy one to fix.
Quote from: egamer on Sat 26/01/2008 05:41:44
Message "The Trogorian has removed the heart from the Narulung and presented it as an offering to the god of Troforia," even when the enemy steals our sacrifice before it can be presented to the god.
Likewise. (See why I need beta testers!)
Quote from: egamer on Sat 26/01/2008 05:41:44
When the gold mirror is the selected inventory item, a pair of blue elipses appear in the icon bar instead of a gold mirror.
I've noticed that too, and I don't know what's causing it. I'll look into it some more.
Quote from: egamer on Sat 26/01/2008 05:41:44
In the screen with the big building ("hut"), the protagonist scales with distance, but the Gonthanten does not, so when they are close, the Gonthanten appears about half the height of the protagonist, but when they are near the horizon, the Gonthanten appears taller than the protagonist.
This is another one of those graphics issues that will be fixed when all the graphics have been redone.
Quote from: egamer on Sat 26/01/2008 05:41:44
The message says, "The Gonthanten would like you to follow him . . . ," but, in fact, he follows you.
In the 3-D game Flux Warrior, the Gonthanten (as well as the Narulung) chases you to your destination. He always gets on the opposite side of you that he wants you to go, and by simply running away from him you are taken to your destination. It took me months to write the code to do that, as it requites taking several turns to go from one precinct to another, and, at every turn, the beast has to move to a new position in order to chase you in the right direction. Furthermore, if at any time you go off course, the beast must reposition himself again to try to get you on course. I didn't want to spend months rewriting this code for AGS, so I simply used the build-in FollowCharacter() method to have the beast follow you instead. So, when you get the message that a beast wants you to follow him to a particular precinct, simply go there yourself and he will follow you. And pretend he is chasing you and you are running away.
Quote from: egamer on Sat 26/01/2008 05:41:44
After "following" the Gonthanten to Skefalia, firing my weapon, and seeing the Reflective Vortex, when I try to go south I get the message "Please collect a piece of the vortex before leaving Skefalia." What vortex am I supposed to collect a piece of, and how do I do it? Clicking on either of the two visible vortices has no effect.
That message is not supposed to come up until later in the game. There is another vortex that you haven't encountered yet that you will need to collect a piece of. This is a fatal bug, preventing the player from getting any further in the game. So please suspend beta-testing until I can get this fixed and upload a new version.
Quote from: egamer on Sat 26/01/2008 05:41:44
You have written of the "Parallel Flux Universe." So is there a one-to-one correspondence between entities in our universe and the parallel flux universe? In other words, is everything in the PFU symbolic of something in our universe, and is everything in our universe symbolized by something in the PFU? So does the man behind the table at the beginning of the game in the PFU correspond to a shopkeeper in a hardware store in our universe?
Yes, there is a one-to-one correspondence between everything in our universe and in the Parallel Flux Universe. I won't answer the rest of this question because, as I've said before, you are not supposed to encounter the scene in the hardware store until the very end of the game.
I will start playing the game once again soon. I made a mistake when I saved the game in last time when I was playing the game. But the monster are always killing me when I load the game. I just have to start this game again. I think you should upload a new beta even I haven't redo all of the images. That monster bug wich has now be mentioned has to be fixed so I can play it again. I wonder, has anybody here finish the game here without any trouble?
Here is a new image for the game. It is the bedroom wich appear in the intro.
(http://images.hugi.is/blog/131535.png)
Strange..
I'm falling in sleep when I watch that image..to late .....ZZZzzzzz!
(http://images.hugi.is/blog/131538.png)
Hehe just kidding. I hope you like it.
Those latest images are excellent! They're the best I've seen you do so far.
I'll upload a new beta version as soon as I can, but it won't be for a few days at the earliest. I want to fix as many bugs as possible, including the fatal bug that egamer reported.
EDIT: I've uploaded new versions of both the 8-bit color version and the 16-bit color version. I've fixed most of the major bugs reported, including the fatal one. In addition, the 16-bit color version includes Fribbi's latest graphics. I modified one of the backgrounds slightly to add an extra path leading north and to make the signpost more legible.
I am still unable to fix the problem with restarting the game using the F9 key. Until I do so, you can still use the following workaround: After pressing F9, move the mouse to the top of the screen and press the '?' button. The mouse cursor will be invisible, but as the button is near the top of the screen, you can still figure out where to position the mouse. Then press the Help button. The mouse cursor will still be invisible, but the button is near the bottom of the screen, so you can again figure out where to position the mouse. I fill fix this problem as soon as I can.
Here is my latest bug report:
When I click the eye icon on the Hagorian, I get the message "THe Hagorian carries no weapon," even when he is carrying the cart. Although I'm not that the cart can be considered a weapon, I think that the message should indicate that he is carrying the cart.
When I am shooting at the Narulung, in some situations where the crosshairs icon with the arrow pointing left should appear, I get the Telnorg icon instead.
Here are some questions and observations:
The Telnorg weapon always seems to work, provided that we use it in conjunction with the gold mirror and the Atlenort weapon. The Telmorg, on the other hand, sometimes works and sometimes doesn't. So the Telnorg appears to be the superior weapon. Is this observation correct? So far, I have used the Telnorg in preference to the Telmorg nearly all the time. The only reason I can't use it all the time is that a waste heap accumulates whenever I use the Telnorg, and if the waste heap gets too big I can die from it.
The vortices all seem to move in sync with each other and with whatever beast is chasing me beast. I'm sure there's some significance to this, but I don't know what to make of it.
I notice that whenever I use the Telmorg weapon I loose the cart, but I gain it back whenever I use the Telnorg/Atlenort/Gold Mirror combination. Also, when I use the T/A/GM combination, we make the sacrifices of both tribes, not just of our own tribe. But it's not clear exactly how we get the cart back. Does the other tribe give us the cart back? Does that have something to do with the dual offering's flattering the other tribe?
I've made it to the second half of the game, and the second half looks to be a lot more interesting than the first. Whereas in the first half you use the flux to knock over animals, in the second half you can actually shape the flux.
Is it possible to die in the second half of the game? I haven't encountered any death scenes in that half so far.
The Ergaltist carries the workbench. There is also a workbench in the armory. I assume that these represent different things. If that is the case, shouldn't they have different names?
The Latorian carries the cart and so has the Cart cursor. The Hagorian sometimes carries the cart. Shouldn't he have the cart cursor in those instances when he is carring the cart? Do those two carts represent the same thing? They do look identical, so I assume they are the same.
A couple of bugs to report in the second half:
In the armory there are paintings on the wall that represent your memories. But two of them were out of order. The painting of the Regulung is shown before the painting of the attack in Melloria, even though the attack in Melloria came first.
At a later point in the game there is a blank space on the wall of the armory. Should there be a painting there?
Quote from: egamer on Sat 02/02/2008 05:29:48
Here is my latest bug report:
When I click the eye icon on the Hagorian, I get the message "THe Hagorian carries no weapon," even when he is carrying the cart. Although I'm not that the cart can be considered a weapon, I think that the message should indicate that he is carrying the cart.
Good idea. I'll add a message for that.
Quote from: egamer on Sat 02/02/2008 05:29:48
When I am shooting at the Narulung, in some situations where the crosshairs icon with the arrow pointing left should appear, I get the Telnorg icon instead.
I'll have to fix that.
Quote from: egamer on Sat 02/02/2008 05:29:48
Here are some questions and observations:
The Telnorg weapon always seems to work, provided that we use it in conjunction with the gold mirror and the Atlenort weapon.
Correct.
Quote from: egamer on Sat 02/02/2008 05:29:48The Telmorg, on the other hand, sometimes works and sometimes doesn't.
It works fifty percent of the time.
Quote from: egamer on Sat 02/02/2008 05:29:48So the Telnorg appears to be the superior weapon. Is this observation correct?
Superior? Well, you can't use the Telnorg
all the time, as you've noted below. If you do, you die. To complete the game, you must use the Telmorg at least once. It's also possible to complete the game using mostly the Telmorg. Note that each successful use of the Telmorg increases your approval rating twice as much as each use of the Telnorg. As for which weapon is superior, that is a value judgement. When the symbolism of the weapons is understood, some will argue vehamently for the Telnorg being superior, others for the Telmorg. Are you a Democrat or a Republican? Labor or Torry? Christian Democrat or Social Democrat? This game is not about politics, but your political party may certainly influence your opinion of which weapon is superior.
Quote from: egamer on Sat 02/02/2008 05:29:48So far, I have used the Telnorg in preference to the Telmorg nearly all the time. The only reason I can't use it all the time is that a waste heap accumulates whenever I use the Telnorg, and if the waste heap gets too big I can die from it.
Ah, yes, there's the rub. You can also die if you try to use the Telmorg exclusively. It's gun discharge can be toxic.
Quote from: egamer on Sat 02/02/2008 05:29:48
The vortices all seem to move in sync with each other and with whatever beast is chasing me beast. I'm sure there's some significance to this, but I don't know what to make of it.
Yes, that is significant.
Quote from: egamer on Sat 02/02/2008 05:29:48
I notice that whenever I use the Telmorg weapon I loose the cart, but I gain it back whenever I use the Telnorg/Atlenort/Gold Mirror combination. Also, when I use the T/A/GM combination, we make the sacrifices of both tribes, not just of our own tribe. But it's not clear exactly how we get the cart back. Does the other tribe give us the cart back?
Yes.
Quote from: egamer on Sat 02/02/2008 05:29:48Does that have something to do with the dual offering's flattering the other tribe?
I'm not sure that flattering is the exact word that I would use, but that is the general idea.
Quote from: egamer on Sat 02/02/2008 05:29:48
I've made it to the second half of the game, and the second half looks to be a lot more interesting than the first. Whereas in the first half you use the flux to knock over animals, in the second half you can actually shape the flux.
Is it possible to die in the second half of the game? I haven't encountered any death scenes in that half so far.
No, once you obtain both the stone and wooded towers, you can see the deadly beasts approach from a distance, so there are no deaths in the second half.
Quote from: egamer on Sat 02/02/2008 05:29:48
The Ergaltist carries the workbench. There is also a workbench in the armory. I assume that these represent different things. If that is the case, shouldn't they have different names?
Probably. See my previous response about the "Pistol."
Quote from: egamer on Sat 02/02/2008 05:29:48
The Latorian carries the cart and so has the Cart cursor. The Hagorian sometimes carries the cart. Shouldn't he have the cart cursor in those instances when he is carring the cart? Do those two carts represent the same thing? They do look identical, so I assume they are the same.
Yes, they are the same. However, the Latorian permanently carries the Cart, so he is represented by the Cart cursor. SInce the Hagorian only carries the cart when we are on good terms with the other tribe, I decided not to use the cart cursor to represent him.
Quote from: egamer on Sat 02/02/2008 05:29:48
A couple of bugs to report in the second half:
In the armory there are paintings on the wall that represent your memories. But two of them were out of order. The painting of the Regulung is shown before the painting of the attack in Melloria, even though the attack in Melloria came first.
I'll have to fix that.
Quote from: egamer on Sat 02/02/2008 05:29:48
At a later point in the game there is a blank space on the wall of the armory. Should there be a painting there?
Yes. I'll fix that, too.
Here is my latest bug report:
When trees are cut down in Melloria to construct new barracks, the trees and the barracks shift in place.
In the first half of the game, whenever new barracks are built, a road is built to the barracks if the barracks are not already on a road. But in the second half, when the Vortex Builder barracks are built, there is no road there already, yet no road is built out to them. I don't know whether this is a bug or not, but it is an inconsistency.
The Vortex Builder constructs a new vortex in Melloria, but when I click the eye icon on it to find out the name of the vortex, no message comes up.
The second time that the Samgiang takes me to Koinotia, after I have obtained the gift basket, upon entering Koinotia I get the following error message:
An error has occured. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 2.72.920)
in Lumberjack (line 6)
from Room 16 script (line 63)
Error: SetObjectFrame: invalid object number specified
Quote from: egamer on Thu 07/02/2008 04:01:05
Here is my latest bug report:
When trees are cut down in Melloria to construct new barracks, the trees and the barracks shift in place.
I'll fix this when the graphics are finalized. This particular animation is very tedious to get right, and any fix I did now would have to be redone later if and when the background and sprites change.
Quote from: egamer on Thu 07/02/2008 04:01:05
In the first half of the game, whenever new barracks are built, a road is built to the barracks if the barracks are not already on a road. But in the second half, when the Vortex Builder barracks are built, there is no road there already, yet no road is built out to them. I don't know whether this is a bug or not, but it is an inconsistency.
That's a bug. I'll fix it.
Quote from: egamer on Thu 07/02/2008 04:01:05
The Vortex Builder constructs a new vortex in Melloria, but when I click the eye icon on it to find out the name of the vortex, no message comes up.
I'll add a message.
Quote from: egamer on Thu 07/02/2008 04:01:05
The second time that the Samgiang takes me to Koinotia, after I have obtained the gift basket, upon entering Koinotia I get the following error message:
An error has occured. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 2.72.920)
in Lumberjack (line 6)
from Room 16 script (line 63)
Error: SetObjectFrame: invalid object number specified
Could you please e-mail me a saved game file from the point right before this happens and tell me exactly what you did after saving the game to make this happen. Thank you.
I'm really not sure if you like this. But I know the trees are objects so I didn't want to add them on this. And I really don't know how the temple should look like but I think this is a good start right? ::)
(http://images.hugi.is/blog/132124.jpg)
Yes, that's a good start.
I've just sent you an e-mail explaining some of the secret symbolisms of the game so that you can draw the remaining backgrounds correctly. You need this information to do the remaining graphics for the game. Remember, everything in that e-mail is secret, so don't repeat it on this forum or discuss it with anyone who has not yet completed the game.
From the e-mail you may notice that the names Narulung and Shultung are very similar to the Icelandic words for what their respective precincts symbolize.
As explained in the e-mail, all buildings in Troforia must be made of wood, and all buildings in Carfurgia must be made of stone. I would also put just a bit more space between the barracks. Otherwise, it's looking good.
If you could send me in the e-mail all of the background images (Bakgrunnamyndir) from the game I would be happy to work more on them. I will then work on the objects (hlutunum) and the animations. (hreyfimyndunum).
Of course I will be veru silent with that secret of yours. :-X
PS. Why does this always happen when I write "u"? But "you" appear always instead
I have uploaded new versions of both the 8-bit color and 16-bit color versions of the game that fix most of the reported bugs. In particular, the fatal error in egamer's last bug report has been fixed.
I am still working on the F9 problem. I have put in a fix, but now pressing F9 restarts the game in the room with the man behind the desk. I had wanted it to restart the game in the bedroom. I have posted a question about this in the Technical Forums to see if there is a way to get it to work the way I want it. In the meantime, the F9 key does work, just not the way I intended it to. I have only put this fix in the 16-bit color version; in the 8-bit color version, you must still use the workaround (click on '?' then click on Help) if you use the F9 key.
Fribbi, I have created a special version just for you where you can start the game at any point, not just at the beginning. This will enable you to look at parts later in the game without having to play the game through. I have sent you an e-mail telling you where to get this version. In your version, if you use this feature, pressing F9 will restart the game at the title screen, not in the room with the man behind the desk. If you do not use this feature, pressing F9 will work as in the normal 16-bit color version.
Quote from: Fribbi on Sat 09/02/2008 03:15:21
PS. Why does this always happen when I write "u"? But "you" appear always instead
This forum automatically converts certain abreviations to their full spellings to discourage their use.
in my opinion original flux world graphic was better than the revisited one, btw I only saw this few screenshots, so I can be in error with myself
Here's my latest bug report:
The Prokatameric Vortex starts out transparent, but, after it knocks down the Gonthanten, it becomes opaque. Was that intended?
In the dialog with weaponsmaster, a sentence ends with a comma ("worbench,") instead of a period.
In the first part of the game every precinct has a distinguishing background, but in the second half all the backgrounds are the same. This makes it difficult to remember where you are at any given time.
The Katameric Vortex is not transparent, ever. All the other vortices are transparent all or most of the time. Was that intended?
According to the game, the Latorian carries the cart. However, the graphic of the Latorian doesn't show him using the cart; it shows him carrying the elephant-sized Regulung in his arms.
The weapon cursor for the Donatist does not appear. The walk cursor appears instead, and it functions like a walk cursor, not a weapon cursor, so it's not simply a graphics problem.
The third time that I enter Koinotia, the god of that precinct tells me (as I'm ready to leave) "The next time you enter my precinct, you must provide a soldier to make offerings to the red tribe," even though I have already done so.
When the player enters the armory, shouldn't he leave his horse, er, I mean the Zunkanten, outside?
In Melloria I keep getting attacked, no matter what I do. I have the the Flux Zapper, the Flugorg, and the Lanvorst. What else do I need?
I think I've figured out the symbolism of the Telnorg and Telmorg weapons. First, note that the Telnorg requires you to make two offerings, both your offering and that of the other tribe. Second, note that the Telnorg works all the time, but is only half as effective as the Telmorg, which only works half the time but is twice as effective when it does work. So I think that the Telnorg represents cooperating or sharing, since when you coorperate or share you always get something, but not as much as you want. The Telmorg represents fighting, because when you fight you sometimes win and sometimes loose, but when you win you get more than when you share. Am I right?
Can I get a copy of that special version you made for Fribbi so that I don't have to replay the game from the beginning every time you release a new beta version?
Quote from: egamer on Sat 16/02/2008 04:46:16
Here's my latest bug report:
The Prokatameric Vortex starts out transparent, but, after it knocks down the Gonthanten, it becomes opaque. Was that intended?
No, that was an oversight. I'll fix that.
Quote from: egamer on Sat 16/02/2008 04:46:16
In the dialog with weaponsmaster, a sentence ends with a comma ("worbench,") instead of a period.
You have sharp eyes. Either that, or you're playing the game in full-screen mode. My monitor doesn't support full-screen mode, so I miss typos like these.
Quote from: egamer on Sat 16/02/2008 04:46:16
In the first part of the game every precinct has a distinguishing background, but in the second half all the backgrounds are the same. This makes it difficult to remember where you are at any given time.
Each precinct has its own building material. For example, the building material for Troforia is wood; for Carfurgia it is stone. I haven't decided what the building materials should be for the second half of the game; that's why all the backgrounds in the second half look the same. When Fribbi and I decide what building materials to use for the second part, then Fribbi will draw unique backgrounds for each of the precincts in the second part.
Quote from: Fribbi on Sat 09/02/2008 03:15:21
If you could send me in the e-mail all of the background images (Bakgrunnamyndir) from the game I would be happy to work more on them. I will then work on the objects (hlutunum) and the animations. (hreyfimyndunum).
That's the reason that I only sent you the backgrounds from the first half; the backgrounds from the second half all look the same. If you play that special version of the game that I made for you and start the game in the second half, you will see what I mean.
Quote from: egamer on Sat 16/02/2008 04:46:16
The Katameric Vortex is not transparent, ever. All the other vortices are transparent all or most of the time. Was that intended?
No, it was just laziness. I'll make that one transparent, too.
Quote from: egamer on Sat 16/02/2008 04:46:16
According to the game, the Latorian carries the cart. However, the graphic of the Latorian doesn't show him using the cart; it shows him carrying the elephant-sized Regulung in his arms.
I'll fix that.
Quote from: egamer on Sat 16/02/2008 04:46:16
The weapon cursor for the Donatist does not appear. The walk cursor appears instead, and it functions like a walk cursor, not a weapon cursor, so it's not simply a graphics problem.
I'll take a look.
Quote from: egamer on Sat 16/02/2008 04:46:16
The third time that I enter Koinotia, the god of that precinct tells me (as I'm ready to leave) "The next time you enter my precinct, you must provide a soldier to make offerings to the red tribe," even though I have already done so.
Since the Donatist is the soldier who makes the offering to the other tribe, this is probably related to the problem above.
Quote from: egamer on Sat 16/02/2008 04:46:16
When the player enters the armory, shouldn't he leave his horse, er, I mean the Zunkanten, outside?
I was planning to do this. Fribbi, when you get to this background, perhaps you could put a corall outside the armory to put the Zunkanten in when the player is riding the Zunkanten and enters the armory.
Quote from: egamer on Sat 16/02/2008 04:46:16
In Melloria I keep getting attacked, no matter what I do. I have the the Flux Zapper, the Flugorg, and the Lanvorst. What else do I need?
Have you tried starting your own business? Go to the armory and see what weapon you can create for starting your own business.
Quote from: egamer on Sat 16/02/2008 04:46:16
I think I've figured out the symbolism of the Telnorg and Telmorg weapons. First, note that the Telnorg requires you to make two offerings, both your offering and that of the other tribe. Second, note that the Telnorg works all the time, but is only half as effective as the Telmorg, which only works half the time but is twice as effective when it does work. So I think that the Telnorg represents cooperating or sharing, since when you coorperate or share you always get something, but not as much as you want. The Telmorg represents fighting, because when you fight you sometimes win and sometimes loose, but when you win you get more than when you share. Am I right?
You are on the right track. Your analysis is basically correct, although the exact symbolism is not what you have said. But it is very close.
Quote from: egamer on Sat 16/02/2008 04:46:16
Can I get a copy of that special version you made for Fribbi so that I don't have to replay the game from the beginning every time you release a new beta version?
No, I want you to test each beta version from the beginning. After the first half of the game has been thoroughly tested, I'll consider it. You might not catch all the bugs playing the special version I made for Fribbi.
Quote from: fluxmaster on Sat 16/02/2008 16:25:31[Y]ou're playing the game in full-screen mode.
Is there any other way?
Quote from: fluxmaster on Sat 16/02/2008 16:25:31
Have you tried starting your own business? Go to the armory and see what weapon you can create for starting your own business.
I have tried every possible permutation of memories and workbench, but I cannot create any new weapons. And why would I need a weapon to start a busines, anyway? What kind of weapon would you use to start a business? A hostile takeover bid?
Quote from: egamer on Mon 18/02/2008 05:25:02
Quote from: fluxmaster on Sat 16/02/2008 16:25:31
Have you tried starting your own business? Go to the armory and see what weapon you can create for starting your own business.
I have tried every possible permutation of memories and workbench, but I cannot create any new weapons.
You have to drop the hotspot of the memory on the foreground of the target memory or workbench, not on the background. The hotspots are not marked, but wherever the hotspot of the hand touches the memory (i.e. the painting), that is the hotspot of the memory. It's a bit tricky, so you may have to try it several times to get it to work. I'll try to get the hotspots marked to make it easier.
Quote from: egamer on Mon 18/02/2008 05:25:02
And why would I need a weapon to start a busines, anyway? What kind of weapon would you use to start a business? A hostile takeover bid?
Don't forget, everything in this game is symbolic, so weapons are symbolic of something else.
Quote from: fluxmaster on Mon 18/02/2008 14:48:52
You have to drop the hotspot of the memory on the foreground of the target memory or workbench, not on the background. The hotspots are not marked, but wherever the hotspot of the hand touches the memory (i.e. the painting), that is the hotspot of the memory. It's a bit tricky, so you may have to try it several times to get it to work. I'll try to get the hotspots marked to make it easier.
I've tried this repeatedly, and it still doesn't work.
There's one other thing that I've just noticed. If you talk to a NPC and then talk to him later in the game, there are additional topics you can ask about. So I talked to one of the soldiers (the Phylotist, if I remember correctly) and asked about using the Lanvorst. He said that to use the Lanvorst I must also use the Silver Mirror. But I have no silver mirror in my inventoy, only a Gold Mirror and some flux jars. So where do I get the Silver Mirror?
Quote from: egamer on Tue 19/02/2008 22:20:31
. . . I talked to one of the soldiers (the Phylotist, if I remember correctly) and asked about using the Lanvorst. He said that to use the Lanvorst I must also use the Silver Mirror. But I have no silver mirror in my inventoy, only a Gold Mirror and some flux jars. So where do I get the Silver Mirror?
That's exactly the reason that I don't want to give you a copy of the special version I made for Fribbi. That version is based on a testing version that I made for myself so that I wouldn't have to test the game from the beginning everytime I made a change.
The reason that you don't have the Silver Mirror in your inventory is that the code to put it in your inventory is only found in one of those special versions that I made. You can't get it if you play the game from the beginning. This is also the reason that you cannot get the weapon to start your own business. I will fix this promptly. Please discontinue beta testing until I fix this. It will probably be done by tomorrow.
EDIT: I have uploaded a new beta and updated all versions. This update corrects the punctuation error in the armory and fixes the problems with the Donatist cursor and the Silver Mirror. In addition, the F9 key now works as I intended it to in all versions.
Here's my latest bug report:
In Skefalia, after I encounter some new vortex that looks like a heart beating, I get the following error message:
An error has occured. Please contact the gam author for support, as this is likely to be a scripting error and not a bug in
AGS.
(ACI version 2.72.920)
In FluxWorldView (line 384)
from Global Script (line 279)
Error: DisplayMessage: Invalid message number to display
Quote from: thebaddie on Thu 14/02/2008 11:46:42
in my opinion original flux world graphic was better than the revisited one, btw I only saw this few screenshots, so I can be in error with myself
You may prefer the simple style of my original graphics over Fribbi's style. However, I would like the backgrounds to give subtle hints to the nature of the symbolism of the game. When Fribbi understands the game thoroughly, I think that he will be able to add those hints to the background much better than I could.
Quote from: egamer on Thu 21/02/2008 05:03:12
Here's my latest bug report:
In Skefalia, after I encounter some new vortex that looks like a heart beating, I get the following error message:
An error has occured. Please contact the gam author for support, as this is likely to be a scripting error and not a bug in
AGS.
(ACI version 2.72.920)
In FluxWorldView (line 384)
from Global Script (line 279)
Error: DisplayMessage: Invalid message number to display
That message was triggered by a timer, so I assume you left the room before the timer went off. I have changed it to a global message and updated all versions.
Here's my latest bug report:
When the Hagorian isn't carrying the cart, he will walk off the path to get the Narulung, but when he is carrying the cart he will not. Was that intentional?
The man at the beginning of the game says that the Gonthanten will roll over and play dead, but he never does that.
According to the Phylotist, the Kratameric Vortex must first be created before a piece of Flux can be added to it. Yet the first time that the player commands the Phylotist, the Kratameric VOrtex appears out of nowhere, and a message appears saying that the piece of Flux could not be added to it. Then the Arotist says that he will reshape the vortex, but there is still no indication of how the vortex got there in the first place. In the dialog with the Arotist, he says that when there is no Kratameric Vortex he will reshape the Flux in the area where the Vortex will be created. So it appears that the vortex should not be there yet, that it must be created first.
When I click on Help, the message says to try using the Silver Mirror before making a Flux Attack, but I don't have the Silver Mirror yet.
You have added the graphics of the Latorian carrying the Regulung on the Cart. Yet after he has made the offering at the temple, he returns to his barracks still carrying the Latorian on the Cart. He should return with the Cart empty.
When we encounter the Purple Tribe, the eye cursor does not appear when I cycle through the cursors, but it does appear on the menu bar. When I click the eye icon on the members of the Purple Tribe I get important information, so I think it should be included in the cursor cycle. The walk cursor is also missing from the cycle, so I had to go to the menu bar to get to the walk cursor so that I could leave the room. When I then proceed to the armory, when I try to grab a painting off the wall, instead of the cursor changing to the painting, as it has done in the past, the cursor changes to the prohibition cursor, but the action still works.
When I return to SKefalia, new barracks are built for a new soldier. After speaking to the new soldier, I walk south and then north again, and the barracks are built all over again.
The basket cursor remains in the cursor cycle long after we have left Koinotia.
After traveling to Skefalia, visiting the home of the Purple Tribe, and returning to Melloria, the Gonthanten again wants me to travel to Melloria. But I cannot get there; I am stuck in the room with the four trees lined up in a row and cannot leave the room.
I am still unable to get the Silver Mirror, so I cannot start my own business or finish the game. I think that I am almost finished, though, since my approval ratings are either at 100% or close thereto.
It appears that very little testing was done on the second half of the game, compared to the first half.
After consultation with my graphic artist Fribbi, we have decided that Flux World will utilize 32-bit colors when it is released, so all further development and testing will be with a 32-bit color depth.
Supporting an 8-bit color version, a 16-bit color version, and a special version for Fribbi was causing problems keeping all three versions in sync. In particular, the code to add the silver mirror to the players inventory was added to the 8-bit color version and the Fribbi version but not to the 16-bit color version. I have added this code to the 16-bit color version and have uploaded it to the server. The 8-bit color version and 16-bit color version will still be available to download, at least for a while, but they will not be further updated or supported. From now on, only the 32-bit color version will be updated. The 32-bit color version is now available for download on my website and contains several bug fixes not found in either of the unsupported versions. Fribbi's version will be updated with the new backgrounds as he draws them, but, to avoid syncronization problems, most bug fixes will not be made to his version unless they are crucial ones.
Utilizing 32-bit color depth, as well as higher resolution, will allow Fribbi to add significant details to the backgrounds. Several people have commented that the game looks interesting but difficult to understand. The new high-resolution backgrounds will provide important clues to playing the game and understanding its symbolism that will make the game more playable and enjoyable.
Quote from: egamer on Thu 21/02/2008 22:01:16
It appears that very little testing was done on the second half of the game, compared to the first half.
Well, if you thing about it, you can't get to the second half without going through the first half, so, of course, the first half had to be played through thoroughly before I could do any testing at all on the second half. That's why I made the special test version, but that version had its limitations, as you have seen.
I made a two version of this new screenshot. But I really don't know wich of it you would like for your game.
(http://images.hugi.is/blog/132918.png)
(http://images.hugi.is/blog/132919.png)
I will of course add something to animate the river and fix the picture once more but I don't know if I should add that pink berries bushes thing on that landscape image.
The second image is very good. The scene must have a lot of plants, vines, and fruit, but they don't all have to be the same. I just used the spray paint tool to paint those violet dots on the lanscape to look like grapes in my graphics, but it would be better if there were more variety of plants.
The background that you drew is about 75-80% sky. The sky is important because in one scene there is thunder and lightning, and then the sky turns dark. But the sky should be no more than 25% of the background.
Because the sky takes up so much of the background, the buildings are very small. Small buildings mean small people. As I stated in my private e-mail, each of the NPC's must have a distinct uniform so that players can tell them apart. In my graphics, all the NPC's look the same, but that makes it difficult for the player to understand what is going on. In order for the NPC's to have distinct uniforms, they must be larger, and so the buildings must be larger. That means more ground and less sky. If you need to make the room scrolling in order to make the buildings large enough, that is fine, provided that at least five buildings can be visible at the same time.
So, in short, the second image is good, but (1) the plants should have more variety, (2) there should be more ground and less sky, and (3) the buildings should be larger.
Okay, I finally got the Silver Mirror and that thing that I needed to start my own business, but now I'm stuck in Melloria and the game won't progress any further. I can trade with the other tribe over and over again, but nothing else happens.
Have you made the offering to the god of Melloria? Making the offering to the god of any precinct generally triggers the next sequence.
Okay, that took care of that problem, but I still cannot finish the game. After visiting the home of the Purple Tribe, I am still stuck in the room with the four trees lined up in a row and cannot leave the room.
I have corrected this problem and uploaded the new version. You should now be able to finish the game. There are no more difficult problems to solve after this point, so you should be able to finish it in a couple of minutes. (Of course, you still have to play the game from the beginning!)
Here is my latest bug report:
In the first half of the game, at one point the Telmorg cursor came up instead of the right crosshairs cursor.
In the second half of the game, there were several instances where a paticular sprite appeared twice in the same scene where one would expect to see it only once. This occured in various scenes and with various sprites. It looks like some clean-up code is missing.
At what appears to be the end of the game, a message comes up telling me that I have satisfied all the gods and asking me whether I want to go home. When I answer yes, the game returns to the original scene, with the player in bed in his room, perhaps waking up from a dream. If I hadn't read your comments posted on this thread, I would think that that was the end of the game, since it seems like a reasonable way to end the game, with the player returning home. Perhaps the whole thing was nothing but a dream. But since I had discovered that bug that prematurely allows the player to walk south from the bedroom to the hardware store, and you confirmed that the game ends in the hardware store, I'm assuming that the player is supposed to be able to walk south from that scene, but that that functionality was broken by some other change to the code.
Quote from: egamer on Thu 28/02/2008 05:17:48
In the first half of the game, at one point the Telmorg cursor came up instead of the right crosshairs cursor.
You see why it's important to keep testing the first half of the game.
Quote from: egamer on Thu 28/02/2008 05:17:48
In the second half of the game, there were several instances where a paticular sprite appeared twice in the same scene where one would expect to see it only once. This occured in various scenes and with various sprites. It looks like some clean-up code is missing.
I'll look into it.
Quote from: egamer on Thu 28/02/2008 05:17:48
At what appears to be the end of the game, a message comes up telling me that I have satisfied all the gods and asking me whether I want to go home. When I answer yes, the game returns to the original scene, . . . . If I hadn't read your comments posted on this thread, I would think that that was the end of the game, since it seems like a reasonable way to end the game, with the player returning home.
Yes, but there is one more thing to do.
Quote from: egamer on Thu 28/02/2008 05:17:48Perhaps the whole thing was nothing but a dream.
NO!!!Quote from: egamer on Thu 28/02/2008 05:17:48But since I had discovered that bug that prematurely allows the player to walk south from the bedroom to the hardware store, and you confirmed that the game ends in the hardware store, I'm assuming that the player is supposed to be able to walk south from that scene, but that that functionality was broken by some other change to the code.
I have just put in a quick fix and uploaded the new version so that you can finish the game. I only had to change one of the room scripts. Since I didn't change the global script, you will not have to start the game from the beginning. You can simply download the new version, load one of your saved games near the end, right before it asks you whether you want to return home, and play the final scene. Good job!
The rest of the bugs I'll put on my to-do list. I have also made a few more bug fixes to the 8-bit color and 16-bit color versions (even though I said that I wouldn't) and uploaded them to the server so that these two versions can be played through to the end by anyone who wishes to. But these two versions will not be getting a complete set of bug fixes; they are for comparison purposes only.
Okay, I've finished the game. Very interesting and original. I've never played anything quite like it before.
After seeing the ending scene in context (and talking to the shopkeeper), I think that I have an idea about what the symbolism of the game is. Should I mention it here or in a private e-mail?
At the end (and I'm assuming that this is the end this time, although there was one false ending before), the game asks me whether I want to quit or keep playing. If I choose to keep playing, I can't leave the hardware store or do anything else. So is that really the ending, or is there more stuff to do in this game?
Quote from: egamer on Thu 28/02/2008 19:51:56
Okay, I've finished the game. Very interesting and original. I've never played anything quite like it before.
Thank you!
Quote from: egamer on Thu 28/02/2008 19:51:56
After seeing the ending scene in context (and talking to the shopkeeper), I think that I have an idea about what the symbolism of the game is. Should I mention it here or in a private e-mail?
Please use private e-mail.
EDIT: Your interpretation of the symbolism of the game is correct. There is much more to it than you wrote in your e-mail, but your interpretation is correct as far as it goes.
Quote from: egamer on Thu 28/02/2008 19:51:56
At the end (and I'm assuming that this is the end this time, although there was one false ending before), the game asks me whether I want to quit or keep playing. If I choose to keep playing, I can't leave the hardware store or do anything else. So is that really the ending, or is there more stuff to do in this game?
That's the end. The option to keep playing is for those who really want to return to Flux World and play some more, but there's nothing new to do, so it would just be repeating the same stuff over again. I doubt that very many players would actually want to do that. I'll add that functionality when I get around to it.
Beta testing is still open, and new beta testers are welcome to join. Each beta tester plays the game a little differently and tries out different things, so the more beta testers I can get the better the game will be in the end.
(http://a142.ac-images.myspacecdn.com/images01/20/l_e800f40871c6b59215acfe9cb6072385.png)
This is not 100% done. But I''m just trying to compare the screenshot I have aldready made to use it as some kind of map so I can see how the landscape should look like. I will of course add some more on this and make this map bigger. After that I will cut this in pieces. There is no need to update your game with this picture. But you may try if you want.
That's basically right, but there are a few things I'd like you to correct. First, could you start up that special version of the game that I made for you and start the game at the point named "Making Progress." Watch what happens. You will see the lumberjack cut down a tree to construct barracks. Then walk one screen south. You will see a lot more construction in that scene. Several trees will be cut down, several buildings will be constructed, both military barracks and civilian residences, and roads will be constructed.
Ther are a couple of things you should notice. First, when trees are cut down to construct barracks or other buildings, there is an "opening up" of the scene. In other words, parts of the scene that were previously blocked from view by the trees are now visible. There is space in between the barracks, so they are not so close together. The second thing to notice is that the newly constructed roads form a 'Y' shape, not a straight line.
So there are a couple of things to correct in the map. First, the barracks are too close together; there should be visible space in between them Second, there should not be a straight road that runs all the way through Troforia. The road should go only as far as there are buildings. When new buildings are constructed, then new roads will be built, but in Troforia they will be in the shape of the letter 'Y', not a straight line.
If you don't know how to start the game in the middle, let me know. It only works in your special version.
If you like, I can draw you a rough map of the entire game, if that would help. Please let me know if you need that.
Yes send me that map.
Like I said this map is not 100% done. I will of course change this after I have worked on more screenshots images.
(http://a410.ac-images.myspacecdn.com/images01/35/l_ad8c18e21bf85d7e197572a88233a2a9.png)
Once again I re-edited that image. In this time I removed the road and some houses. This image are not supposed to be in the game it is just a map so I can figure it out how things should look like.
(http://a731.ac-images.myspacecdn.com/images01/122/l_cec631ab46079eaef34d88e966babe62.png)
The third image is just a screenshot I toke from my test hehe.
(http://a128.ac-images.myspacecdn.com/images01/62/l_95c0596c641653b01d49c76730af340f.jpg)
I made a little change on the map as you can see.
That is good, but I have a couple of comments. First, you understand that some of the roads and buildings will not be built until later in the game, so they will not be part of the background but will be objects. Also, each building except for the one in the intro should be right up against one of the roads. Finally, the river looks good, but I want to make sure that it is visible in both of the "rooms" in Troforia. There doesn't have to be only one river; you can have several rivers if you can fit them in, or one main river with several small brooks or streams.
See also the map that I e-mailed you.
I want to beta test this game. Send me a copy of this game to willcaleb@yahoo.com. Thanks. Do good work on it and the updated background kicks butt. It rocks the house and makes it come tumbling down.
Thank you for offering to beta test my game. I have sent you a copy of the latest beta to your e-mail address. In the future, you can always download the latest beta at
www.replinemeadowsoftware.com/fluxworld/FluxWorld.zip
I'm glad that you like Fribbi's backgrounds. Wait till you see the new ones that he's working on; they're going to be really good.
Right now I am working on two backgrounds and I talking animation and for the new GUI and of course the mouse pointer. I will send you the test game when it will be ready. So you can see how things would look like. I hope I can finish that workk on the weekend. I know the last background image is like it is from one of those Final Fantasy games hehe.
Here is my latest screenshot. It is a close-up image from one of the barrack.
(http://a555.ac-images.myspacecdn.com/images01/106/l_f6973957445586770d20740b55f0360a.jpg)
I forgot this.
(http://a936.ac-images.myspacecdn.com/images01/122/l_be5cb406eeb75343b3333527a1cb51af.png)
This is a background for the barrack.
We could skip that part letting the player knock on the house to get the soldier out. Instead we should let the player just talk to the guy who is standing outside.
Here is sprite for the soldier with talking animation sprite
(http://images.hugi.is/blog/133360.png)
(http://images.hugi.is/blog/133362.png)
I just sent you an e-mail explaining some more secrets of the game. This should help you with the map. Please remember to keep everything in that e-mail secret.
Your close-ups of the barracks are a lot more than I expected. How will that work? Will the player click on the barracks on the long view to see the close-up image?
I want to offer this game for sale (and you're getting half the take, remember), so all the graphics in the game must be free of copyright restrictions.
I can't wait to see your test game.
Excuse me for butting in like this, but wouldn't it be more appropriate and waaaaay more comfortable for you if you created a forum, or dealt with your artists and beta-testers in PMs?
I do plan to start my own forum, but I want to wait until there is enough interest in the game that there will be enough people reading the forum and posting to it. Perhaps I'll look into that next week. As of the moment, this thread has been read over 6700 times, so maybe this would be a good time.
I just looked over the forum rules, and it said that this is the forum to promote one's game. It didn't specifically address the issues of bug reports and such. I thought that giving readers the chance to read these things would help promote the game. If I start my own forum, then I can move bug reports and detailed communications with my artist there and only post new completed backgrounds and sprites here as they become available.
Could the mods comment on this. Is this forum okay for posting bug reports and communicating with my artist? I was only trying to stir up interest in the game, but if that's objectionable, then we can limit this thread to new completed backgrounds and sprites and comments from forum members on the progress of the game.
Heh, I took a long look at the rules myself before posting. It's not against the rules, but look at it like this - you're simultaneously advertising your product AND communicating with beta-testers, who need a lot of detail, publicly. You're exposing the backbones of an unfinished game. Can't be good for the game.
The problem actually lies in promoting. You're doing your game a disservice if anyone can see the amount of bugs beta-testers find, and their thoughts on the game's philosphy, and your own replies... the latter are BIG spoilers, and the former may make one wary, even though it's *obvious* every big game will have many bugs and finding a lot of them is actually GOOD as it means less will make it to the final version.
He is right. I should use the e-mail contact instead for now on and post the next screenshot and the other things on e-mail. Btw I am not expert in artist and it takes a lots of time and efforf to this for you. But I use my extra free time working on this when I have time to do this. I'm also working on my game so actually I'm working on two game in same time plus my normal job. So I really hope you can find more artists who can help you with this game..wich is getting really confusing to me ...but I will see what I can do. I have never finish the game because it is really too hard for me to understand it. And I don't know what weapon I'm suppose to write in the text box.
My friend have also be complaining about this game how confusing this game really are.
Sorry I have to delay my demogame. You will get it when it is ready ..sorry.
I have started my own forum for the game. You can find it here:
http://fluxwarrior.bplaced.net/phpBB3
Bug reports and speculation about the meaning of the game can be posted there. Of course, you can still post comments about the game on this thread.
I have also uploaded a new version with more bug fixes.
Fluxmaster are now looking for a new background artist and sprite artist. I'm no longer working in his team. I'm too busy in my other jobs. I wish fluxmaster and his new team a good luck with his game.
I am still recruiting one or more background/sprite artists for my game, as Fribbi is no longer on the team. All team members will be paid based on a percentage of sales.
I would also like the opinion of some of those who have tried the beta version and/or posted on this thread before. I have basically two possibilities here. I can recruit artists to provide better backgrounds and sprites, or I can release the game with its current backgrounds and sprites. Some posters here have said that they prefer my current backgrounds and sprites. Since there is a lot of symbolism to the game, and enhanced backgrounds and sprites will be able to bring out that symbolism better by adding subtle hints that do not appear in my graphics, I would perfer to recruit some artists who could do that for me. Howerver, I do believe that the game is playable with its current graphics. So we have
Choice 1: Finish testing the game, do the remaining bug fixes, and release the game as shareware with the current graphics. Ask for monetary contributions from those who have liked the game.
Choice 2: Recruit one or more artists (and possibly a composer), improve the graphics, and then offer the game for sale for around $20 or so.
Choice 2 will add at least another year to the development cycle. Note that if I cannot recruit any new artists, I will be limited to choice 1.
Could I have some opinions from those who have posted here before and/or have tried the game (or even from those who have done neither) as to whether you would prefer choice 1 or choice 2. Thank you.
Hi fluxmaster,
I downloaded the game and played it for a while and I think that the concept is interesting.
As to answer your question, you should go for Choice 1. Get it all fixed and see what happens. You can always go back to the game and improve on the art.
The part on Choice 1 about asking money should not be a big thing (IMO), most games here are free and I believe it's the way they should stay.
Again, it's easy to see that your game has potential and originality and I wish you the best.
I'll spend more time on the game and try to beat it. Report later.
:)
It's actually a bad thing to start a game and swap it to commercial when it's ready.. for many reasons.
Do something in between:
choice 1<->2: Keep the game as shareware, try and get someone to polish the art a bit, fix all bugs and release it. Ask for monetary contributions from those who have liked the game.
There is many people out there willing to help on a game for free if the idea and such is good enough!
And if you got well written documents to show.
Maybe post a post in the recruitment thread with a link to your game documents!
Peder.
Personally I prefer option 2.
As someone who has played through the game with the original graphics, I can say that playing the game felt like trying to solve a puzzle where I was never really sure why I was doing it. Don't get me wrong--the game was very interesting to play. I think I have figured out some of the symbolism--at least Fluxmaster tells me I have. But there were a lot of times where I figured out by trial and error what to do without really understanding why I did it. If better graphics could make the game more understandable, then the game would be a lot more enjoyable to play.
The game definitely is playable the way it is now. But in its current form, it's more of a puzzle to solve than a story to experience. So option 1 is definitely okay, but option 2 is better.
After much deliberation, I have decided to go with choice number 1½. I shall fix the remaining bugs and offer the game as shareware. However, new artists are still welcome to apply. If and when a commercial release with enanced graphics is available, those who have paid for the shareware version will be able to apply the amount that they have paid to the cost of the commercial version.
Quote from: Peder Johnsen on Wed 07/05/2008 23:50:04Maybe post a post in the recruitment thread with a link to your game documents!
Where can I find the recruitment thread?
EDIT: Although I intend to fix all the logic errors before releasing the game, I will be unable to make changes to the original graphics because the original graphics were drawn at low resolution, and I have converted the game to high resolution. In particular, there are two bugs that must remain unfixed:
1. The Lumberjack changes color slightly after he has cut down a tree. You may, if you wish, think of that as being due to prespiration.
2. Twice in the second half of the game, one of the barracks shifts by one pixel while under construction.
For a more detailed discussion of this issue, see the following thread:
http://fluxwarrior.bplaced.net/phpBB3/viewtopic.php?f=3=9
EDIT: Actually, I just discovered this morning that AGS has an option to import a sprite at the original resolution, so I was able to correct the problem of the barracks shifting by one pixel. I think that I will leave the color of the Lumberjack as is, as it gives the effect of prespiration, and it would be a lot of trouble to fix it.
Quote from: fluxmaster on Thu 08/05/2008 23:20:52
Where can I find the recruitment thread?
Here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=30347.0 (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=30347.0)
Thanks, I missed that. I was looking for a recruiting category. I hope it is okay to post in both places.