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Posted: Wed Mar 25, 2009 11:07 pm
by maxnick
Profile sent

Posted: Wed Mar 25, 2009 11:39 pm
by jdl
WA:CP Review!
1. I've only gotten to the underground area in the Hub where you walk down the stair like path so here is what I have to say:
Excellent game so far I'm really enjoying it! Can't wait for the full version!
2. There are a few concerns I must point out though:
Some levels are pretty hard and should be moved to the middle of the game. And by hard I mean the fast reflexes parts.
Is there anyway you could possibly take the boldness off the text? It is a little annoying at times because all the Menu buttons look really pixely.
3. Other then those two things I have pointed out, it is looking great so far!

Posted: Wed Mar 25, 2009 11:44 pm
by mqdar
Qloof234 wrote:@mqdar; That's what worked for me too, opening one gate then running back a bit, then going again and opening the others.
Pay more attention. I said that that
didn't work for me, because I always got burnt.
Tutorial (The Basics): What do you guys think of this? Not detailed enough, too detailed, needs moar tutorial stuff?
The tutorial is really good.

You forgot to say that Grow spells don't last forever, and that you can make icicles on ice. You did it with Floing, but not Grow. But, wow... we can use the new magic.

You can also walk past some of tiles that activate a dialog. You could fix this by:
1. Adding more walls or water to force the player to walk on the right tiles, or
2. Put in more command buttons so that the player has to step on one of them, and deactivate the others in the dialog.
Posted: Wed Mar 25, 2009 11:51 pm
by Nobody
Profile sent.
Qloof234 wrote:@ Nobody (The user) & John; Maybe we could combine both of those into one story... What do you guys think?
Sound good.
Posted: Wed Mar 25, 2009 11:53 pm
by Qloof234
@mqdar; Yes, I'm aware it didn't work for you. I'm stating that it worked for me, however. I said "That's what worked for me too", because you said you had used cbloopy's method, which made me think it had eventually worked.
As for the tutorial, I'll be sure yo update it with those settings soon.
@maxnick; Yep, got it.
@jdl; I'm working on the adventure difficulty issue, it's something that can be fixed, with minor side effects.
As for the text, I'm working on it ATM. Looks good so far, I must say.

Posted: Thu Mar 26, 2009 12:33 am
by Qloof234
Double-post, but I got the text in - however, there are some letters that mysteriously got their sides cut off a bit. I dunno why, so I'll do my best to fix it.
Posted: Thu Mar 26, 2009 12:43 am
by jdl
What file did you change to get it bold? Maybe one of us can send you the unmodified file.
Posted: Thu Mar 26, 2009 12:47 am
by Qloof234
The font file itself, but I already got it fixed. It's not bold, but some letters are somewhat warped. Only two problematic letters are Q and W.

Posted: Thu Mar 26, 2009 1:13 am
by Nobody
Did you get my Profile Level?

Posted: Thu Mar 26, 2009 1:20 am
by Qloof234
Yeah.
Also, forgot to mention this, the second half of Chasm Chamber (The insane part) has been redone - instead of dodging wayward fireballs, you have to time you way past fireballs that aren't aiming at you.
As for the text, I'm going to try and fix it, or I might have to find another font to use.
Posted: Thu Mar 26, 2009 1:08 pm
by sewel5
Qloof234 wrote:
Tutorial (The Basics): What do you guys think of this? Not detailed enough, too detailed, needs moar tutorial stuff?
The tutorial was good! I like how you briefly explained all the magic powers. People don't have to read too much.
I'd like a better texture though. Something like the wonderfalls texture. The hills texture is a bit
lame.
Posted: Thu Mar 26, 2009 2:45 pm
by Qloof234
sewel5 wrote:Qloof234 wrote:
Tutorial (The Basics): What do you guys think of this? Not detailed enough, too detailed, needs moar tutorial stuff?
The tutorial was good! I like how you briefly explained all the magic powers. People don't have to read too much.
I'd like a better texture though. Something like the wonderfalls texture. The hills texture is a bit
lame.
I wouldn't go as far as to say it's lame, just... too generic. I can replace it with the WonderFalls texture, though.
Posted: Fri Mar 27, 2009 4:37 pm
by Nobody
Am I level designer or not?
I still don't know.
If I'm not maybe I'll release that level separately.
Posted: Fri Mar 27, 2009 10:10 pm
by Qloof234
Ack! This is what I get for being unobservant.
If you still want to, then yes, you can be a designer.
EDIT: AGH WHAT'S WRONG WITH ME

Posted: Fri Mar 27, 2009 11:35 pm
by Nobody
Okay then I'll be a designer.

well
Posted: Sat Mar 28, 2009 6:32 am
by JohnEmmanuel143
Qloof234 wrote:Ack! This is what I get for being unobservant.
If you still want to, then yes, you can be a designer.
EDIT: AGH WHAT'S WRONG WITH ME

Must be hard days....

Posted: Sun Mar 29, 2009 9:28 am
by AJQZC
Okay, the game is fun

, but there is a lack of storyline. In fact, I have to admit that the levels are merely scattered all over the place with different backgrounds, without a specific idea on how one suddenly gets there.
Some of my suggestions to help with the plot:
1. Firstly, we can change the starting point to a big house in a garden, where the player meets all the "designers" who will activate adventures once talked to. We will expand the house if necessary (with inclusion of more designers). Only after all of them are introduced will the player be able to leave the garden and continue to the next part.
2. Next, we should plan a large map of which the adventure will take place (for example, the central part is the town, the northern part the islands, the eastern part the hills). Then, we can design Hub levels with the plan.
3. Besides, we need to decide specifically the order in which the player visits. In that way, we can change the difficulty of the adventures and arrange them in the order in which the player visits them.
4. Last of all, we need to have a main storyline. This is the most important, or the player will just go wondering about and not know where to go next.
Any comments, or feedback?

Posted: Sun Mar 29, 2009 5:51 pm
by Nobody
I thought we already got a storyline earlier in the thread.

uhm,
Posted: Mon Mar 30, 2009 3:40 am
by JohnEmmanuel143
If were gonna need a map,then were gonna need some Function over here!
You know,to turn a picture of a glove into a real glove by setting it's function to Glove.....
Somehow,I prefer AJQZC's Idea!Like meet all the Makers,
but I gotta make a house,One problem!
Qloof,Can i build a profile with two levels?(Like the first floor and the stairs?)
Posted: Mon Mar 30, 2009 2:00 pm
by Qloof234
Yeah, that's fine with me.
Posted: Mon Mar 30, 2009 9:03 pm
by Nobody
Prefer it to what?

Posted: Mon Mar 30, 2009 10:14 pm
by Qloof234
What the system is already like, I think.
I'm fine with changing the hub areas a bit, but the adventures should be left "as-is" in my opinion (except of course the difficulty issues)
Posted: Tue Mar 31, 2009 12:11 pm
by AJQZC
Next things...
1. Whenever we save a game, the title of the game appears to be wrong.
2. The "Thank you for playing the Demo" ending (for MoFI) remains.

Posted: Tue Mar 31, 2009 12:12 pm
by AJQZC
Posted: Tue Mar 31, 2009 1:53 pm
by Nobody
AJQZC wrote:Are we going to stick to this?
AJQZC wrote:Okay, the game is fun

, but there is a lack of storyline. In fact, I have to admit that the levels are merely scattered all over the place with different backgrounds, without a specific idea on how one suddenly gets there.
Some of my suggestions to help with the plot:
1. Firstly, we can change the starting point to a big house in a garden, where the player meets all the "designers" who will activate adventures once talked to. We will expand the house if necessary (with inclusion of more designers). Only after all of them are introduced will the player be able to leave the garden and continue to the next part.
2. Next, we should plan a large map of which the adventure will take place (for example, the central part is the town, the northern part the islands, the eastern part the hills). Then, we can design Hub levels with the plan.
3. Besides, we need to decide specifically the order in which the player visits. In that way, we can change the difficulty of the adventures and arrange them in the order in which the player visits them.
4. Last of all, we need to have a main storyline. This is the most important, or the player will just go wondering about and not know where to go next.
Any comments, or feedback?

What is "this"?
Posted: Tue Mar 31, 2009 10:30 pm
by Qloof234
AJQZC wrote:Next things...
1. Whenever we save a game, the title of the game appears to be wrong.
2. The "Thank you for playing the Demo" ending (for MoFI) remains.

This, I don't know how to fix. It seems to be internal game data, and only through some major hacking would we likely be able to fix that.
Nobody wrote:AJQZC wrote:Are we going to stick to this?
Okay, the game is fun

, but there is a lack of storyline. In fact, I have to admit that the levels are merely scattered all over the place with different backgrounds, without a specific idea on how one suddenly gets there.
Some of my suggestions to help with the plot:
1. Firstly, we can change the starting point to a big house in a garden, where the player meets all the "designers" who will activate adventures once talked to. We will expand the house if necessary (with inclusion of more designers). Only after all of them are introduced will the player be able to leave the garden and continue to the next part.
2. Next, we should plan a large map of which the adventure will take place (for example, the central part is the town, the northern part the islands, the eastern part the hills). Then, we can design Hub levels with the plan.
3. Besides, we need to decide specifically the order in which the player visits. In that way, we can change the difficulty of the adventures and arrange them in the order in which the player visits them.
4. Last of all, we need to have a main storyline. This is the most important, or the player will just go wondering about and not know where to go next.
Any comments, or feedback?
What is "this"?
I'm assuming that "this" means the planning process AJ (you don't mind if I call you that, right?) came up with.
As for the process, yes, we can use this. I think that it's a pretty good idea, but we need to know that the designers are okay with this.
Posted: Tue Mar 31, 2009 11:12 pm
by jdl
Sounds good to me!
About the demo message, to get rid of that, you would need the full version of MOFI and override the files with the WACP ones. But we can't hand out the "full version" of WACP because you could easily take all the files that are in the MOFI demo from MS's site, (yes, the whole MOFI game is in the demo!

At least I think so. I know it was like that with the WA demo.) and override the CP ones with the MOFI ones!!!

Why their in the demo, I'll never know...
Posted: Tue Mar 31, 2009 11:37 pm
by cbloopy
jdl wrote:(yes, the whole MOFI game is in the demo!

At least I think so. I know it was like that with the WA demo.)
You sure? I remembered looking and finding a lot less files and folders under Data\Adventures in the MOFI demo compare to the full version.
Posted: Tue Mar 31, 2009 11:47 pm
by Qloof234
What cbloopy said.
In the Demo (MoFI), there are only 18 Adventures folders - as we know (since MoFI has more stars than WA), that's nowhere near the real amount.

Posted: Wed Apr 01, 2009 12:42 am
by jdl
If I remembered correctly, I was looking at the Hub files, but I might be wrong all together! I do remember that their was something though...