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  #81  
Old 09-25-2010, 01:54 PM
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can't wait!
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  #82  
Old 09-27-2010, 07:52 PM
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New Updates:

Redone some of the OW levels to fit the 'Zelda' Style. I've left the forest area the same though.
Working on 'Targetting system' similar to OoT, for the range weapon such as the sling and Bow. With 360 attack range, the gani I set up rotate the bow image arrow to the proper way so it looks flowingly
Begun work on our hookshot, with it the player can jump to higher elevations, working with our custom Z value. Again the hookshot works with the targetting system

An as a side not, the targetting system is just not with baddies, it's also works with NPC, good use of this is targetting people sitting on roof tops to talk to them.,

Edit:
BOMB PLANTS!!

They're completed and working smoothly. Here's a vid.

Does anyone think anything should be changed about them though?



EDIT:

Here's an example of what the plant can do



The Shattering script of the rock is courtesy of Yen.
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  #83  
Old 09-27-2010, 07:58 PM
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  #84  
Old 09-27-2010, 10:35 PM
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Its awesome but maybe change the bomb explosion so it fits in more with the server. Also is there any way to make the gani to pick up the bush a little smoother? Other than that its awesome, I'm so excited for this server
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  #85  
Old 09-28-2010, 04:57 PM
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Looks great!
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  #86  
Old 09-29-2010, 01:51 AM
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I played briefly, there are a quite a few things I like, some stuff I don't.

I really like the swimming system, with the air bubble showing your remaining oxygen.

I love the swamp grass slowing the player down, I hope you make all sorts of terrain that effect the player's movement (like snow slowing the player down, ice making the player slide). It really makes paths important.

My biggest complaint is the use of the A key. You use A for all interactions, from reading signs to lifting bushes. I don't like how if you hold down A when you're lifting a bush you will automatically throw it. I would much rather it worked like default. When you're reading signs and you press A, it will reread the sign when I expect it to exit the sign. Opening doors and whatnot is frustrating because it seems to me that doors don't open as soon as you press A on them.

I also don't like spin, or rather the infinite spin when holding down S. I would rather you do one spin, maybe make it do area damage like in Zelda and then a cool down after its use. I would also like for there to be a charge up animation, similar to Zelda's.

I don't like the colors used for sign text, the colors are too close and makes the signs harder to read.

I don't like how you limit player's name length. I play as maximus_asinus in game and according to your server I can't go by my own alias. This will drive a lot of people away.

I don't like how not having a weapon makes me completely defenseless. I think a player should be able to punch if they do not have a weapon.
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  #87  
Old 09-29-2010, 04:41 AM
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Quote:
Originally Posted by maximus_asinus View Post
My biggest complaint is the use of the A key. You use A for all interactions, from reading signs to lifting bushes. I don't like how if you hold down A when you're lifting a bush you will automatically throw it. I would much rather it worked like default. When you're reading signs and you press A, it will reread the sign when I expect it to exit the sign. Opening doors and whatnot is frustrating because it seems to me that doors don't open as soon as you press A on them.
A is the action key so it controls all interactions. I think I have a remedy that will ease your issue, though.

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Originally Posted by maximus_asinus View Post
I also don't like spin, or rather the infinite spin when holding down S. I would rather you do one spin, maybe make it do area damage like in Zelda and then a cool down after its use. I would also like for there to be a charge up animation, similar to Zelda's.
The updated spin system, which needs to be added to the player, is different from the currently used one. It does has a charge up, and you spin around, with a fairy upgrade you spin crazily like in four swords. Reason I haven't added this to all players is cause I'm having issues with a gani script currently, my apologies.

Quote:
Originally Posted by maximus_asinus View Post
I don't like the colors used for sign text, the colors are too close and makes the signs harder to read.
the sky blue and light grey? I can see that being an issue, will change the text color to something more contrasting.

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I don't like how you limit player's name length. I play as maximus_asinus in game and according to your server I can't go by my own alias. This will drive a lot of people away.
I'm going to change it to 16 characters, that should be more than enough for players, the reason for the limit is the using of player names in NPC say2() chat and such

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Originally Posted by maximus_asinus View Post
I don't like how not having a weapon makes me completely defenseless. I think a player should be able to punch if they do not have a weapon.
You shouldn't be defensless before facing any actual baddie, you must get the sword before you can proceed into any combat. I do need though to create a 'Server Helper' similar to Navi in OoT to help the player go to the correct place.

Thank for your input.

Note: Terrain speed is big time incorporated in the server, it goes beyond swamp/sand/ice. Climbing up mountains is slower and going down is a little faster.
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  #88  
Old 09-29-2010, 05:27 AM
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I'm going to change it to 16 characters, that should be more than enough for players, the reason for the limit is the using of player names in NPC say2() chat and such
Urkblopdottlepop, cuttin' it close
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  #89  
Old 09-30-2010, 07:14 AM
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Ok, about 3/4ths done with the dungeon, only have finish the miniboss, "home stretch" and the big boss. After that I'll finish all the systems ( like the spin) and do some 'touch up' then I feel comfortable to apply for hosted.
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  #90  
Old 10-01-2010, 08:10 AM
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Woot, dungeon is nearing completion. Just finished the mini boss so you now can get the 'weapon' to finish the dungeon. I'll upload a vid tomorrow demonstrating the miniboss. I would like to brag about (but please complain any issues/suggestions) of how I handle the online battle. When a player enters the room a countdown is started (30secs for this miniboss) giving time for any one else to enter the minibosses domain when the time runs out the doors lock, no more players in or out, if a player logs out, when they log back in they are warped to the room before. Once the boss is beaten the players all have 2 mins to get the weapon and leave. Otherwise they're warped out and if they don't collect they must fight the boss all over again. As with our dunegons players can not normally save in them, if they die or log out they'll be warped to the beginning. If they have gotten passed the mid warp point, then they can use that get pass the dungeon somewhat, anywho, the levels before the miniboss and big boss the player can save in. So players don't have to go through the hassle of going through some 30 odd number of levels.


In short the dungeon should be completed sometime next week, then followed by the modifications of some system and levels, then hopefully onto Hosted I go.
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  #91  
Old 10-01-2010, 03:32 PM
fowlplay4 fowlplay4 is offline
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Does the difficulty scale with the amount of players in the room?
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  #92  
Old 10-01-2010, 05:41 PM
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Quote:
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Does the difficulty scale with the amount of players in the room?
Yes, for the mini boss is just more hp per player, however for the big boss, it does get more hp, but it's attack and movement depends on all the players location. One cool thing I like about the big boss, ( i've only tested this with myself on my other account, not with four players) is that if a player gets to close to where it's coming up from the sand, it will swallow the player and spit him/her out at the next closest player, ( or for 1 player at the wall). There's more, but you'll just have to play when It's fully released. :P
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  #93  
Old 10-03-2010, 02:26 AM
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Well, Redid some of the initial logging in, to cope with v5.3 (v6 Beta) as well to grab new players attention

Opinons?
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  #94  
Old 10-03-2010, 03:23 AM
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well, redid some of the initial logging in, to cope with v5.3 (v6 beta) as well to grab new players attention

opinons?
Legendary Pictures presents... Varia!
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  #95  
Old 10-03-2010, 07:30 AM
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My apologies to anyone logging on currently, I'm in process of updating the initial log in. I'll finish it tomorrow, here's my to do list.

-on creation window, make it show color boxes instead of names (hovering over will show the name)
-adjust images
-better staff menu
-add torches to the sides of the top logo to give creative depth
-create and overall better loading window x.x (any advice on how to make it look better?)
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  #96  
Old 10-03-2010, 02:37 PM
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How did you manage to post the same thing twice with 30 minutes in between?
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  #97  
Old 10-03-2010, 04:00 PM
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How did you manage to post the same thing twice with 30 minutes in between?
He's good like that.
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  #98  
Old 10-03-2010, 04:51 PM
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My apolgies, my phone does that sometimes, I'll delete it when I get on my comp later today.
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  #99  
Old 10-03-2010, 05:02 PM
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Why do you need a loading window?
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  #100  
Old 10-03-2010, 05:10 PM
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An area to show what character the player is loading, although it could be bypassed altogether. Anyone else in favor of this?
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  #101  
Old 10-05-2010, 04:09 AM
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Ok intro is updated, comments/suggestions?
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  #102  
Old 10-07-2010, 04:40 PM
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Castle sequence has been updated and made to work with V6. Just one bug I can't figure out, but it's not vital to game play. Just the story line... >.<
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  #103  
Old 10-07-2010, 11:50 PM
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I just downloaded Graal to check out your server, I died in the water and then graal crashed and it crashes every time I try to log back on.
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  #104  
Old 10-08-2010, 12:25 AM
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I just downloaded Graal to check out your server, I died in the water and then graal crashed and it crashes every time I try to log back on.
Hm, very strange, first time this has happened, that I heard about. Which version are you using?
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  #105  
Old 10-08-2010, 12:28 AM
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v6
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  #106  
Old 10-08-2010, 12:38 AM
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That may be why, try v5.1 and tell me if the same thing happens?
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  #107  
Old 10-08-2010, 05:37 PM
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New Qmenu

Well, I finally got around to doing the Qmenu to replace the temp one I set up. Tell me what you think

Description.
Single click either to equip/unequip item
Drag outside qmenu window to drop item for other players.
Move your mouse over any object to Get a detailed descript about the item.
Instant update on any action done with the qmenu, without using a timeout. (Lagless pretty much)

Also, since a new qmenu is done, I went ahead and redid the shop system somewhat. There is now a sell button, intergrates better with the gameplay than the previous way to sell items.

On a sidenote, I have gone through and updated all of Varia to work/look good when using v5.3. I've played through my entire content, (took roughly hour and 15 mins) and it worked flawless for me. I would like some players to do the same and tell me if they run into any bugs/issues. Thank you.

Dungeon Update: Dungeon is nearing completion, I have to guesstimate about another week of work, and it will be done. Currently, player can get the items Stick, Bomb, Boomerrang in this dungeon. The Bomb Devil (Miniboss) is working completely automated and seems to run fine. The chest after beating him is working correctly, when it gives the players the bomb bag. "Broken Walls" are working correctly when exploded and are saved when you reconnect.*

*Sometimes after blowing up a wall going to left or right, it draws completely over player and looks very anti-astetic. Working on this.
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  #108  
Old 10-09-2010, 03:35 AM
MattKan MattKan is offline
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Varia is very nice. I really like the levels, and I like the HUDs...It's also nice to hear music, which is something that is overlooked by most servers this way. I can't wait to see more!
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  #109  
Old 10-09-2010, 03:57 PM
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I believe I already told you that the ganis lag/are unresponsive and the enemy combat is very "annoying". Perhaps because they are serverside? Well maybe keep that off until you get a bigger playercount or expiriment with it a bit.
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Old 10-09-2010, 08:25 PM
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Can you explain the gani issue a bit more, maybe take a video? And I'm working on a new baddie system that should fix the current ones problem.
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Old 10-09-2010, 09:30 PM
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The ganis- lifting up bushes and rocks mostly- I will make a video today showing.
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Old 10-09-2010, 10:17 PM
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I redid the lift gani a little, any better?
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  #113  
Old 10-10-2010, 01:40 AM
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I'll check it out
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  #114  
Old 10-10-2010, 01:43 AM
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The ****? My account reset

Anyway the gani is improved greatly minus I sometimes grab into air
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  #115  
Old 10-10-2010, 01:56 AM
maximus_asinus maximus_asinus is offline
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Lift gani is so much better but the issues with the A button I have been talking about still annoy the hell out of me, and I feel that it needs to be changed to behave like the default system. If I hold the A button for slightly longer then I should, I throw the bush. How I feel like it should act is A picks it up, holding it will keep you in your position (allowing you to maybe turn), and releasing it tosses it, or maybe even pressing A again tosses it.
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Old 10-10-2010, 04:22 AM
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Sorry, added some new features so accounts needed to be reset for everything to function properly


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Originally Posted by maximus_asinus View Post
Lift gani is so much better but the issues with the A button I have been talking about still annoy the hell out of me, and I feel that it needs to be changed to behave like the default system. If I hold the A button for slightly longer then I should, I throw the bush. How I feel like it should act is A picks it up, holding it will keep you in your position (allowing you to maybe turn), and releasing it tosses it, or maybe even pressing A again tosses it.
Can be done, I'll work on this right now. What were the other issues with A?
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  #117  
Old 10-10-2010, 04:29 AM
maximus_asinus maximus_asinus is offline
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Sorry, added some new features so accounts needed to be reset for everything to function properly




Can be done, I'll work on this right now. What were the other issues with A?
I don't like it for opening doors, since server delay can cause it to open seconds after you try to open it.
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  #118  
Old 10-10-2010, 04:38 AM
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I don't like it for opening doors, since server delay can cause it to open seconds after you try to open it.
ok, fixed the grabbing and throwing thing, you now have to release A and push it again to throw whatever you're holding. I think I know a fix for the door thing.

edit: Fixed the doors
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Last edited by MrOmega; 10-10-2010 at 05:10 AM..
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  #119  
Old 10-10-2010, 12:08 PM
Deas_Voice Deas_Voice is offline
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the doors seems sorta sensitive about how you grab them.. sometimes when you grab it, it doesn't open

e: i noticed that smoke etc was on, even thought i disabled them on F3, perhaps you could add that?
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Old 10-10-2010, 01:07 PM
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e: i noticed that smoke etc was on, even thought i disabled them on F3, perhaps you could add that?
^ Why 95% of all servers suck.
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