Jibble

Author Topic: Tales of Jayvin  (Read 1986 times)

RetroJay

  • Frankly, my dear, I'm a Kerbal and Proud of it.
    • RetroJay worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #20 on: 10 Jun 2019, 17:53 »
Hi, There, Mandle.

I am disappointed. I thought that you would be up to the challenge. (laugh)
However... I would hate to be the cause of you pulling your hair out, if you've got any. (laugh)
Spoiler: ShowHide
Start the puzzle with the eyes in the top right corner... The foot in the top left corner.

That's all I'll give you for now. See how you go. :-D

Looks like we may have to open a "Hints and Tips" thread. ;-D

Yours.
Jay and Vincent.
« Last Edit: 10 Jun 2019, 17:55 by RetroJay »

Re: Tales of Jayvin
« Reply #21 on: 10 Jun 2019, 20:36 »
There has to be a distinction here: when particular driver does not work well on some systems (which can happen ofcourse, this is why we have expanded driver selection with OpenGL later), but in your case situation is stranger because game fails with an obvious scripting error.
I would be happy to help find out how this is related to driver selection of course.

Thank you very much Crimson Wizard for all your support. We had some time to investigate about this and basically we had some lines of code that worked as a warning messages if the game was not played with the default graphic driver. Essentially it was an obvious scripting error, we are sorry for the trouble but we have fix it right now. However, the game will be aviable only for Direct Draw 5 because you can experience too much weirdness regarding walkbehinds and baselines when using Direct3D 9. You can still download this update from the main link.

Yours.
Vincent and Jay
 

Re: Tales of Jayvin
« Reply #22 on: 10 Jun 2019, 21:56 »
However, the game will be aviable only for Direct Draw 5 because you can experience too much weirdness regarding walkbehinds and baselines when using Direct3D 9. You can still download this update from the main link.

Oh no, are you using "IgnoreWalkbehind" mode for characters or objects? :/

In the past we were even considering removing this property from the editor, because it breaks drawing logic.

Well, there's a ticket opened for supporting it in Direct3D too, maybe it will get fixed in the future, but it's very low priority for us:
https://github.com/adventuregamestudio/ags/issues/745
« Last Edit: 10 Jun 2019, 21:57 by Crimson Wizard »

Re: Tales of Jayvin
« Reply #23 on: 10 Jun 2019, 23:09 »
Oh no, are you using "IgnoreWalkbehind" mode for characters or objects? :/

In the past we were even considering removing this property from the editor, because it breaks drawing logic.

Well, there's a ticket opened for supporting it in Direct3D too, maybe it will get fixed in the future, but it's very low priority for us:
https://github.com/adventuregamestudio/ags/issues/745

Yes, we are using "IgnoreWalkbehind" throughout our game and also in other projects which I am working on. I cannot change all of the graphic aspects now related to this property, which in my opinion, it should be removed as soon as possible.

Yours.
Vincent and Jay.
 

Mandle

  • NO PIXEL LEFT BEHIND!!!
    • Mandle worked on one or more games that won an AGS Award!
    •  
    • Mandle worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #24 on: 11 Jun 2019, 05:19 »
Hi, There, Mandle.

I am disappointed. I thought that you would be up to the challenge. (laugh)
However... I would hate to be the cause of you pulling your hair out, if you've got any. (laugh)
Spoiler: ShowHide
Start the puzzle with the eyes in the top right corner... The foot in the top left corner.

That's all I'll give you for now. See how you go. :-D

Looks like we may have to open a "Hints and Tips" thread. ;-D

Yours.
Jay and Vincent.

I doubt anyone could solve this puzzle in-game to be honest without a starting point like you have given in the hint above.

The slow rate the pieces can be moved at plus the fatal flaw of not being able to take off wrongly placed pieces and having to start all over again will either force players to give up or to cut the pieces out of paper and try again and again out-of-game until they get it right.

There are just too many possible combinations for it to be realistically solved in-game IMO.

Just feedback, remember, I'm still absolutely loving the game but IMO this puzzle is just way too frustrating as it is.

I would suggest to either hide the above hint somewhere in the game, or allow wrongly placed pieces to be removed.

The starting all over again thing is just rage-quit bait.

RetroJay

  • Frankly, my dear, I'm a Kerbal and Proud of it.
    • RetroJay worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #25 on: 11 Jun 2019, 07:12 »
Hi, Mandle.

Thank you very much for continuing to struggle on with our game.
I suppose, on reflection, Polly's Chest Puzzle is rather difficult.
Please carry on playing because your feedback is most helpful.
We will look into any concerns you have and try to rectify any annoyances that you might find.

Yours.
Jay and Vincent.

Mandle

  • NO PIXEL LEFT BEHIND!!!
    • Mandle worked on one or more games that won an AGS Award!
    •  
    • Mandle worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #26 on: 11 Jun 2019, 09:09 »
Guys, I'm pretty sure that you didn't mean to set the...

Spoiler: ShowHide
Odds of 35 to 1 on the roulette table in the casino for evens/odds and red/black. This is an infinite money generator. On a roll of 50/50 you can win 35x your bet!!!. I now have over 10,000 coins and feel like I have cheated the game and should start all over once it's fixed... But I've already put about 7 hours into the game so I'm a bit conflicted about if I would start all over or not.

Or, was this infinite money generator an intended part of the game?


RetroJay

  • Frankly, my dear, I'm a Kerbal and Proud of it.
    • RetroJay worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #27 on: 11 Jun 2019, 10:02 »
Hi, Mandle.

I am going to send you a PM.

Yours.
Jay.

Mandle

  • NO PIXEL LEFT BEHIND!!!
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Re: Tales of Jayvin
« Reply #28 on: 11 Jun 2019, 10:18 »
Hi, Mandle.

I am going to send you a PM.

Yours.
Jay.

Cheers!

Mandle

  • NO PIXEL LEFT BEHIND!!!
    • Mandle worked on one or more games that won an AGS Award!
    •  
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Re: Tales of Jayvin
« Reply #29 on: 11 Jun 2019, 16:47 »
I'm up to the

Spoiler: ShowHide
 Final Boss Battle on top of the mountain!!!

But my creature is way too weak to beat it, so I will just spam battles until it levels up enough.

Re: Tales of Jayvin
« Reply #30 on: 11 Jun 2019, 20:39 »
I'm up to the

Spoiler: ShowHide
 Final Boss Battle on top of the mountain!!!

But my creature is way too weak to beat it, so I will just spam battles until it levels up enough.


 :-D

Spoiler: ShowHide
Mandle you are simply fantastic!!!  :-D

What is your percentage reached in the game? You can see it through the statistics menu. It sound like you didn't complete it 100%!  (laugh)




Guys, I'm pretty sure that you didn't mean to set the...

Spoiler: ShowHide
Odds of 35 to 1 on the roulette table in the casino for evens/odds and red/black. This is an infinite money generator. On a roll of 50/50 you can win 35x your bet!!!. I now have over 10,000 coins and feel like I have cheated the game and should start all over once it's fixed... But I've already put about 7 hours into the game so I'm a bit conflicted about if I would start all over or not.

Or, was this infinite money generator an intended part of the game?



 ;)

Spoiler: ShowHide
Yes, this was intended to be like an easy money generator. It's actually working everything okay with it. If you bet 35 and you win then you earn 35 chips * max amount of chips which is 35. If you bet 35 and you win, then you earn 35*35 = 1225 chips on a roll.
« Last Edit: 12 Jun 2019, 18:33 by Vincent »
 

Re: Tales of Jayvin
« Reply #31 on: 13 Jun 2019, 03:18 »
Thanks everyone for playing! I had an absolute blast writing the music for this game, and it was a pleasure working with the team on this project. I usually write a lot of dark, brooding music, so writing some Final Fantasy/Zelda/Chrono Trigger/Cross type tracks was a breath of fresh air.


I just released the soundtrack at:

Bandcamp:
https://dankoby.bandcamp.com/album/tales-of-jayvin-original-soundtrack
Spotify:
https://open.spotify.com/album/5o6ReS3P3VEdIeb6GVccgY?si=oQnqFgTvQ6GJEKacKc-BSA

And all of the other streaming services.

Durq

    • Durq worked on one or more games that won an AGS Award!
    •  
    • Durq worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #32 on: 13 Jun 2019, 03:56 »
Thanks everyone for playing! I had an absolute blast writing the music for this game, and it was a pleasure working with the team on this project. I usually write a lot of dark, brooding music, so writing some Final Fantasy/Zelda/Chrono Trigger/Cross type tracks was a breath of fresh air.


I just released the soundtrack at:

Bandcamp:
https://dankoby.bandcamp.com/album/tales-of-jayvin-original-soundtrack
Spotify:
https://open.spotify.com/album/5o6ReS3P3VEdIeb6GVccgY?si=oQnqFgTvQ6GJEKacKc-BSA

And all of the other streaming services.

"Island Caves" is a tight track!

Mandle

  • NO PIXEL LEFT BEHIND!!!
    • Mandle worked on one or more games that won an AGS Award!
    •  
    • Mandle worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #33 on: 13 Jun 2019, 12:54 »
Well, I've

Spoiler: ShowHide
 completed 65% of the game and have unlocked the final boss...

I'm confused as to how the game flow is supposed to go.

Is the player supposed to unlock the other creatures other than the starting one and train them all the way up again to level 10-20+???

I have seem no reason to train another creature except for my starting one. It's nice to meet a creature that is the exact opposite, even though this happens very little, because it is an easy win.

Apart from that I would almost never use a Skill in a fight against a creature who was not my opposite, and then it's just a gamble of which gets the best hits in.

I have tried the strategy of going to the Thunder Island (I started with Water creature) and just spamming encounters in the caves there to get EXP but it takes a looooong time to get an encounter there.

That's probably still the best strat I have so far to get EXP, but it is boring. I know I can win every fight and I know I can go right back outside and recharge my MP and HP whenever I want. It still takes about 10 minutes to get to a fight that might gain me the same 1-5 EXP as every other fight in the game, apart from the one-time portal bosses.

The game seems very out-of-balance to me in regard to gaining EXP. No matter what enemy I meet it is always adjusted up to my own level (or a level either way).

I have rarely felt that special feeling that RPGs should provide that I have advanced in power and things that I previously feared are no longer a threat.

Every time I meet an enemy it's around my level and hard to beat, pretty much a 50/50 chance. I never feel like I'm getting better than any enemies. They just rank up along side me and every fight is as hard as the first ones.


All that being said... the game is awesome! And could get even more so with some sensible tweaking of enemy levels I feel.

RetroLee

  • There's light, and there's darkness.
    • RetroLee worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #34 on: 13 Jun 2019, 14:58 »
Hi Mandle

Firstly, I agree that this game is awesome. I think how you play the game is influenced by whether you prefer the adventure side or the battling. Of course to get a score of 100% you have to do both. Personally, I prefer adventure. You have missed out on some really good, amusing, quests that you would have enjoyed. There is no right or wrong way to play the game.
Master Decorator

Re: Tales of Jayvin
« Reply #35 on: 13 Jun 2019, 16:20 »


Spoiler: ShowHide


The game seems very out-of-balance to me in regard to gaining EXP. No matter what enemy I meet it is always adjusted up to my own level (or a level either way).

I have rarely felt that special feeling that RPGs should provide that I have advanced in power and things that I previously feared are no longer a threat.


I've noticed this too. It's almost like leveling up doesn't feel like you are advancing; it doesn't have that same rush. Leveling up SHOULD open doors to go to new places or expand what you can do in the game.

Quote
Spoiler: ShowHide

Every time I meet an enemy it's around my level and hard to beat, pretty much a 50/50 chance. I never feel like I'm getting better than any enemies. They just rank up along side me and every fight is as hard as the first ones.



My problem is that unless I stock shields or potions (assuming I know which altered state I'll be in), I end up in an altered state pretty quickly and the fight is pretty much over. Shields last for 3 hits and at 50 coins each, fighting gets pretty pricey....


Mandle

  • NO PIXEL LEFT BEHIND!!!
    • Mandle worked on one or more games that won an AGS Award!
    •  
    • Mandle worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #36 on: 13 Jun 2019, 16:31 »
Well, I just finished the game...and it was an absolute obsession for me to do so...

Spoiler: ShowHide
It was a wonderful ride and a lovely story!

I hope the game didn't delete my save files when it ended as I still want to go back and live in that land a bit more, mainly to complete the fishing quest (I only got up to spring).

But, yeah... The game needs some areas for players to grind that aren't all based on current level...

There need to be some enemies that you can meet that are way below your level just so you can feel that you have gotten stronger.

Also... The roulette table needs to be fixed... A 35 to 1 payout is fine for picking a single number but maybe go 5 to 1 for picking odd/even or red/black if you want a money generator...

It feels really strange the way it is at the moment as it gives all the money you could ever want with no risk at all...

What an amazing game, though!!!


Best of health and happiness back to the creators!


Re: Tales of Jayvin
« Reply #37 on: 13 Jun 2019, 17:40 »
Just to add to my previous: my character has 70 HP now, so the enemies have 70 HP now. To kill an enemy can take 2 shields by the time I get through all those hit points. That's 100 coins to kill a single enemy. Considering that the quests for the mayor pay 50 coins, it's a losing deal...

Mandle

  • NO PIXEL LEFT BEHIND!!!
    • Mandle worked on one or more games that won an AGS Award!
    •  
    • Mandle worked on one or more games that was nominated for an AGS Award!
Re: Tales of Jayvin
« Reply #38 on: 14 Jun 2019, 00:24 »
Just to add to my previous: my character has 70 HP now, so the enemies have 70 HP now. To kill an enemy can take 2 shields by the time I get through all those hit points. That's 100 coins to kill a single enemy. Considering that the quests for the mayor pay 50 coins, it's a losing deal...

Yes, as well as the fact that

Spoiler: ShowHide
the quest is always for the same creature type that you have which means no "easy" fight now and then against an opposite creature. I must wonder why the quest wasn't randomized.


Also

Spoiler: ShowHide
When the player beats a portal guardian (which is also always about the same level as the owned creature) and receives the creature as a new "pet", why does it start off at level one instead of the real level it was? It's so long and hard to train up a creature as it is, and I never saw the point in training anything except my starting creature. Which is a shame because it made the whole opposite creature system a bit pointless for me, when it's such a vital part of games like Pokemon.
Also no ability to choose a different creature at the start of each battle? Not a huge issue as you pretty much always know what kind of enemy you are going to be facing except perhaps the first time you enter the dark cave.
It's also a bit strange that the player must remember to equip a new card every time they get one even though there is no way to run out of slots for cards or vary your deck.
Having the player leave the house every time he sleeps is a bit troublesome too as almost every time I slept I wanted to save right after.
Another thing is the unskippable and rather long scenes when using the cable-car, the ship, and when sleeping. I realize the game is mostly in real time and things should use up time but I think it might be better to make these skippable and just add the time to the timer, which is done when you sleep anyway.
Also, the game keeps track of many of the player's statistics but doesn't show them at the end of the game.
Oh, one last point: The star-drawing puzzle. Maybe it's just my computer but, even though everything else in the game ran perfectly smoothly, the tracing puzzle slowed my system noticeably after I had drawn about 1/3 of the shape and brought it almost to its knees by the time I'd finished 3/4. It was moving so slow that the entire puzzle took me about 20 minutes to trace plus the slowness of the controls caused me to fail it once when I was about 3/4 done. I'm guessing AGS is drawing every one of the lines every frame? Is that necessary? Can't you just draw each line once?


Sorry if these sound like complaints. They aren't. I just want to see the game become the greatest game of its type of all time, which I feel, with a few simple changes, it very well could be.
« Last Edit: 14 Jun 2019, 00:34 by Mandle »

Re: Tales of Jayvin
« Reply #39 on: 14 Jun 2019, 02:55 »
Just to add to my previous: my character has 70 HP now, so the enemies have 70 HP now. To kill an enemy can take 2 shields by the time I get through all those hit points. That's 100 coins to kill a single enemy. Considering that the quests for the mayor pay 50 coins, it's a losing deal...

Yes, as well as the fact that

Spoiler: ShowHide
the quest is always for the same creature type that you have which means no "easy" fight now and then against an opposite creature. I must wonder why the quest wasn't randomized.


Also

Spoiler: ShowHide
When the player beats a portal guardian (which is also always about the same level as the owned creature) and receives the creature as a new "pet", why does it start off at level one instead of the real level it was? It's so long and hard to train up a creature as it is, and I never saw the point in training anything except my starting creature. Which is a shame because it made the whole opposite creature system a bit pointless for me, when it's such a vital part of games like Pokemon.

I did NOT realize that! I don't know how you figured that one out. Either way, I'm not too worried about leveling up, because as we said, a higher level just means stronger enemies..

Quote
Spoiler: ShowHide

Also no ability to choose a different creature at the start of each battle? Not a huge issue as you pretty much always know what kind of enemy you are going to be facing except perhaps the first time you enter the dark cave.
It's also a bit strange that the player must remember to equip a new card every time they get one even though there is no way to run out of slots for cards or vary your deck.
Having the player leave the house every time he sleeps is a bit troublesome too as almost every time I slept I wanted to save right after.
Another thing is the unskippable and rather long scenes when using the cable-car, the ship, and when sleeping. I realize the game is mostly in real time and things should use up time but I think it might be better to make these skippable and just add the time to the timer, which is done when you sleep anyway.
Also, the game keeps track of many of the player's statistics but doesn't show them at the end of the game.
Oh, one last point: The star-drawing puzzle. Maybe it's just my computer but, even though everything else in the game ran perfectly smoothly, the tracing puzzle slowed my system noticeably after I had drawn about 1/3 of the shape and brought it almost to its knees by the time I'd finished 3/4. It was moving so slow that the entire puzzle took me about 20 minutes to trace plus the slowness of the controls caused me to fail it once when I was about 3/4 done. I'm guessing AGS is drawing every one of the lines every frame? Is that necessary? Can't you just draw each line once?



I agree with all these points. My only difference is that the star puzzle was pretty smooth for me. My computer is circa 2012 so not new by any means.
Quote
Sorry if these sound like complaints. They aren't. I just want to see the game become the greatest game of its type of all time, which I feel, with a few simple changes, it very well could be.

This is really important. I haven't said anything nice about the game but actually, I absolutely ADORE this! I can go on about it but I was hoping to finish before saying anything. Honestly, other than the points I've made it is SO awesome. There is SO MUCH to do and the game just keeps getting better and better. I'm 35% complete and I do look forward to completing it and then making more detailed comments.