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Author Topic: Dragon Twilight  (Read 25672 times)

Offline Xen

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« Reply #150 on: March 14, 2005, 06:49:02 PM »
Quote
Originally posted by DragonBlaze
The CMS dose look pretty good, but it dosen't look too differant from the DMS. The thing is that usually CMS's don't work as good as the DMS, and if your system is basically a copy of the DMS, I say just stick to the DMS. I may be wrong though :). Just make sure you pack it with a bunch of cool features the DMS dosen't have  :D

Anyway good luck with it!


Yeah, the CMS is practically the same as the DMS because I'm a little short for ideas XD, but it will also have a few extras, such as the area you are currently in (labelled in bottom left box on CMS example) for example. Not sure how I'll set out the character display area (big box on right) yet though...

I'll be sure to update as the CMS progresses. It may take a while for me though, as I've never done CMS before. XD
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Offline mind-master: brain(mmb)

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« Reply #151 on: March 14, 2005, 07:11:49 PM »
LUV IT!
WANT IT!
LIKE IT!

the words i got for u! :D:D:D
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Offline Xen

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« Reply #152 on: March 14, 2005, 08:36:18 PM »
Quote
Originally posted by mind-master: brain(mmb)
LUV IT!
WANT IT!
LIKE IT!

the words i got for u! :D:D:D


XD

Heres a little progress report, I've finished getting the cursor to move between the 10 options in the menu list. I can't really work on everything yet, as I'm not far enough through making the game, I have insufficient resources...or maybe...both...
I'll post a screenie of it in action soon.
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Offline Xen

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Crappy CMS Progress Report!!!!
« Reply #153 on: March 15, 2005, 10:12:30 PM »
I've been able to make it so that the 10 different areas of the CMS (Items, Equip, Status, etc) can be highlighted. Also, I've just finished the 'Quit' part, as it's the only part I have the right resources to make XD. Here's a screenie of the quit screen:

http://img221.exs.cx/img221/2637/quit8ym.png

Meh, not much, but it's still an update...

I'll update more as I progress.
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Offline Xen

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« Reply #154 on: March 29, 2005, 05:45:27 PM »
I've got another MIDI I need some opinions on. I decided to redo the intro theme, as, in my opinion, it sucked. I'm not sure if this one is better than the previous one, but I believe it has a better feel for an intro to it.

I must also tell everyone that I've halted progress on the CMS at this moment, as I'm not really going to need it yet. I'm progressing with certain features as I get to needing them, so I'll be contuning this CMS for when it can be used in the game.

Anyway, the MIDI's at attached to this post, enjoy, and any feedback would be appreciated.
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Offline Leon_1990

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« Reply #155 on: March 29, 2005, 06:03:07 PM »
the game sounds great! Can't wait for the demo!
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Offline Dragonium

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« Reply #156 on: March 29, 2005, 06:08:24 PM »
Cool. I like it.

By the way, do you still need puzzle ideas?
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Offline Xen

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« Reply #157 on: March 29, 2005, 06:16:26 PM »
Quote
Originally posted by Dragonium
By the way, do you still need puzzle ideas?


Yeah, I still require some. I won't need them right at the moment, but you can still post any ideas if you have any.
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Offline Dragonium

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« Reply #158 on: March 31, 2005, 07:25:55 PM »
Righty, my puzzle idea. By the way, I used this in my game:

1) Go to Seventh Sanctum and then to Equipment. Click on the Bookspinner.

2) Think of a password, or some word that you need to complete the puzzle. Take note of all the letters of that word.

3) Then, generate some book names, the first letters of which are the same as the letters of the word. So, for example, if the password is XEN, you could have: "Xylophones through the ages", "Enemies on the World Map", and "Nala the Bold - Myth or Fact?".

4) Put them as events in a bookcase, and set choices after them; something like "Take this book off the shelf?" should be just fine. Put some other books there with the same option to make the puzzle harder.

5) Set up some sort of system where, if you take off the three books I named in the right order, it turns on a switch. For explanation purposes, we'll call the switch "Bookcase".

6) Set up your door, with a fork: If switch "Bookcase" is on, open door. Or something like that.

7) For extra difficulty, make the other books set the number of books which are correct and in the right back to zero. That'll really throw 'em off. >:

I used this in my game as a sort of optional sidequest, where the books spell out HADES, and the prize is entry to Hades' Chamber, where you fight him. If you win, you get to keep him as a summon.

Hope that gives ya some ideas.
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Offline Xen

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« Reply #159 on: June 22, 2005, 06:12:03 PM »
Just so everyone knows, I've not halted this project. That'll never happen hopefully  ;) .
 I've completed the game's first puzzle which is a 4 digit number code for a door. You have to follow a riddle for each of the digits of the code, but here's the twist, every time you play, the code will be different AND there are 36 different riddles. The digits are the number 0-9 and there will be a riddle for each and every one, like the riddle for 1 in the first digit of the code will be different from 1 in the second digit of the code.

Here's a screenie of the puzzle room:

http://img206.echo.cx/img206/325/puzzroom9jg.png

I did the graphics for the number panels and door myself.

 Which leads to my next problem, I need people to help me get riddles for the numbers. 36 is a lot, but they aren't my main concern as of yet, so just fire any in you think of. Thanks in advance.

 I've started the second puzzle and I'm about halfway through it. It is simply a memory thing (so it ain't really a puzzle XD) where a certain number of pads flash on the room's floor and you need to memorize them and step on them in the right order. There are 4 Phases for it, Phase 1 has 3 to remember, Phase 2 has 4, Phase 3 has 5 and Phase 4 has 6. If you fail any phase, you go back to Phase 1. The pads you memorize are random too.

Also, I may consider using the puzzle you suggested Dragonium, with a few adjustments. Thanks for the suggestion.

That's all for now (I think). I'll update again when I can!
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