pseudografx #101 Posted July 9, 2007 marvelous! can not wait to integrate them... have you considered that the bar gfx (red/blue) are PMs while rest is in charmode? Yes, I did. We could discuss that on skype if you can come there. Quote Share this post Link to post Share on other sites
Heaven/TQA #102 Posted July 9, 2007 yup. i am on. Quote Share this post Link to post Share on other sites
Goochman #103 Posted July 9, 2007 Ok did a quick run through and here are my thoughts: 1. Graphics look spiffy 2. Still like the music 3. Movement is slow and a bit chunky 4. Need some sort of visual that I 'hit' the monster (change the background color as a red flash) - the noise arent doing it for me - and vice versa if the monster hits me Id like some sort of indication. 5. It could just be me but the door routine is a bit too picky - see attached pic. I cannot exit left from where I am standing - I need go down 1 more step to use that door! 6. Another door issue - I had a treasure near the door at the top of the screen, I didnt actually go through the door but when I hit the treasure it sent me through it losing my treasure! 7. When I gained a level and the stat screen showed up I got a dark grey line - see pic as it didnt go away 8. Might just be me but I cant seem to pick anything up - see pic Quote Share this post Link to post Share on other sites
Heaven/TQA #104 Posted July 9, 2007 PG did a marvelous job... the new status bar looks far better than my old one... Quote Share this post Link to post Share on other sites
miker #105 Posted July 9, 2007 Hmm... seems there is some room for some stats at the bottom... Quote Share this post Link to post Share on other sites
Heaven/TQA #106 Posted July 9, 2007 Ok did a quick run through and here are my thoughts: 1. Graphics look spiffy 2. Still like the music 3. Movement is slow and a bit chunky 4. Need some sort of visual that I 'hit' the monster (change the background color as a red flash) - the noise arent doing it for me - and vice versa if the monster hits me Id like some sort of indication. 5. It could just be me but the door routine is a bit too picky - see attached pic. I cannot exit left from where I am standing - I need go down 1 more step to use that door! 6. Another door issue - I had a treasure near the door at the top of the screen, I didnt actually go through the door but when I hit the treasure it sent me through it losing my treasure! 7. When I gained a level and the stat screen showed up I got a dark grey line - see pic as it didnt go away 8. Might just be me but I cant seem to pick anything up - see pic 1. what is spiffy? if you like it credits to Espire8 and PG! it wasnt me... 2. really? wait for the final tune... you are too "ultima"-dedicated... 3. well...my polish tqa friends keep kicking my but for the same reason...but it will be like it is... at the moment...first let me finish this version finally...and then we can improve in the sequel.... 4. aarg...i kicked the hit indicators and now you need some visual hint... anybody else? flashing of the screen? (but then i need a epilepsi warning...) 5. its not picky...its my fault...i increased the size of the player sprite...and at the end it checks only char lines 1+2 and not 2+3 f.e. could be adjusted and is on my list...but maybe i will have 3 chars doors anyway... so this will be fixed. 6. i know the issue with the item drop routine...it does not check if its put on something else like door, walls, etc... 7. ah... i love "pm garbage"... no prob... will be fixed. 8. simply because there is nothing to pick up? the garbage is not for picking up... should i pick up the stuff and clear from screen even when there is nothing in the pile? Quote Share this post Link to post Share on other sites
Heaven/TQA #107 Posted July 9, 2007 Hmm... seems there is some room for some stats at the bottom... nope....not on NTSC... so dont touch this area... Quote Share this post Link to post Share on other sites
Heaven/TQA #108 Posted July 9, 2007 never understimate the dark side.... espire...is it just me or does it looks like i have a laser sabre in my hand? just kidding... Quote Share this post Link to post Share on other sites
urborg #109 Posted July 10, 2007 (edited) I played the 14 build and here is what I think: 1. For now no possibility to escape from the room before killing all monsters don't change enything, because when you runing out of energy escape don't do anything. There is no place to escape, because there is no place to rest gain more energy, etc. But in my opinion it is good even if there will be some place to escape, because if you can escape at any time there will be no challenge. 2. Hero is now taller and now it is really problem for him to come through the door. I think it should be fixed. 3. I wonder if hero movement speed has decreased in this version, or it is just a feeling caused by the fact that hero is not animated during the movement? 4. Indications of the hitting is not a problem for me. I think flashing screen is not a good idea, because during longer plays it can be tiring for eyes. 5. I discover some gfx glitches. Hero loose his armour for a while when coming through horizontaly placed doors. A "shadow" of the hero is visible on the stat and equipment screen. Probably you konw about it, ro maybe it is even fixed for now. Edited July 10, 2007 by urborg Quote Share this post Link to post Share on other sites
Heaven/TQA #110 Posted July 10, 2007 thanks uborg... re: 1. i personally found it challenging enough. as you must be careful with your potions... would it be a good solution to gain little bit health every few seconds? Quote Share this post Link to post Share on other sites
pseudografx #111 Posted July 10, 2007 thanks uborg... re: 1. i personally found it challenging enough. as you must be careful with your potions... would it be a good solution to gain little bit health every few seconds? Well, this could be based on your hero's class/level or perhaps finding some magical item or fulfilling a quest. Quote Share this post Link to post Share on other sites
Heaven/TQA #112 Posted July 10, 2007 stay tuned... PG did some nice extra work...but i will not tell you what it is at the moment... but if you look close on the screen and compare with older ones...you might guess... it looks cool in motion... Quote Share this post Link to post Share on other sites
miker #113 Posted July 10, 2007 turning face on panel? Quote Share this post Link to post Share on other sites
Heaven/TQA #114 Posted July 11, 2007 slowly it seems i reach my own expectations... multiple monsters... Quote Share this post Link to post Share on other sites
Heaven/TQA #115 Posted July 11, 2007 and the door bug is fixed... Quote Share this post Link to post Share on other sites
Heaven/TQA #116 Posted July 11, 2007 and now with health bar counter in the main panel... PGs gfx rock! sorry. i can not post yet any binary as there is still some PM gfx glitches which i have to sort out first... (and i promise you...the shots are not mockups done in photoshop...they are atari800win screen grabs...) Quote Share this post Link to post Share on other sites
Goochman #117 Posted July 11, 2007 Nice! Ok Im going to take 1 more stab at some sort of 'hit' indicator - or maybe a much stronger sound Any way to color the background of the play/enemy sprite with a color to indicate a hit? Maybe the face picture on the bottom bar - Smile/Frown Quote Share this post Link to post Share on other sites
Heaven/TQA #118 Posted July 11, 2007 PG? can you make our Hero smile? like in Doom? or some "angry" face...? what do the other think? Quote Share this post Link to post Share on other sites
Heaven/TQA #119 Posted July 11, 2007 or...some "blood"...i have the missles free for such fx... Quote Share this post Link to post Share on other sites
pseudografx #120 Posted July 11, 2007 or...some "blood"...i have the missles free for such fx... Well, not unless he has a helmet :-) Tomorrow I will try something. Quote Share this post Link to post Share on other sites
+Philsan #121 Posted July 13, 2007 I have read all the interesting posts regarding this project from the beginning and now I only want to say that you, programmer and designers, are doing a great job! Quote Share this post Link to post Share on other sites
Heaven/TQA #122 Posted July 13, 2007 Thanks Philsan, Kudos to PG, Espire8, Miker, Sal, MK, TMR, Cybernoid, Uborg, Ghost, Goochman, Tezz, Wrathchild, MEtalGuy, Rybags, Gury, Allas, and all the others not mentioned who participated in a way or another. did you followed the old thread as well? http://www.atariage.com/forums/index.php?showtopic=88809 and sorry if i forgot somebody in the credits list... Quote Share this post Link to post Share on other sites
Gury #123 Posted July 13, 2007 Hello there, This project is looking great. Keep up the good work Heaven. Quote Share this post Link to post Share on other sites
Heaven/TQA #124 Posted July 15, 2007 just doing some testing on my real 130xe and it looks quite good on TV set... not as sharp as on monitor... but looks good imho. Quote Share this post Link to post Share on other sites
Heaven/TQA #125 Posted July 15, 2007 ok. small progress to report. multiple monster attacks do not cause any gfx glitches anymore as the monsters are not allowed to overlap each others anymore. right now there are max. 4 monsters attacking the player. maybe i will add more but we have to see how it looks at the end... with multiple monsters it really gets harder to play and to win. esp. with the rule that you can enter next room only when all are killed... so stay tuned. Quote Share this post Link to post Share on other sites