Demo 2.2 Coming Soon!

Discuss the upcoming fan game by Dekar The Great, Zifanite, and PsiCop.

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Dekar The Great
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Demo 2.2 Coming Soon!

Postby Dekar The Great » Tue Sep 11, 2012 9:10 pm

I've decided that I will be releasing one final version of the demo.

The demo will fix many, if not all main concerns/bugs that were present in the Demo 2.1.

It will feature very little new content, but will address many cosmetic changes, such as shadows and walls (I've been redoing a lot of dungeons/areas to make them
more appealing.)

Most changes you probably won't notice unless you look closely.

Anyways, I am releasing this for new players to get the best experience they can get and for old players that perhaps want to play the demo again.

It will be done in a month or so, as I'm focusing primarily on finishing Ostiaka.
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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SinReVi
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Re: Demo 2.2 Coming Soon!

Postby SinReVi » Wed Sep 12, 2012 12:24 pm

Do you want me to post this in the news system?
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~ OUT NOW! 2010

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Dekar The Great
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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Thu Sep 13, 2012 12:20 am

I suppose, could be good for publicity. Let people know it is still alive.

Again, there really isn't THAT much new content. Just many fixes and graphical updates.

For example:
-there are now torches etc in dungeons along with crevices in walls to make dungeons look more authentic
-skill items can no longer be used during most events or when opening chests
-monsters no longer move if you use the arrow keys while opening a chest
-Taisume and Escasia have undergone a few graphical changes
-more shadow chipart added (mostly for the tower chipset)
-many text errors fixed
-slight improvements to some events
-removal of control of "grey man" in intro (he simply runs through himself, hard to explain, you'd have to see it)
-new bomb graphic
-etc.

It will be mostly stuff like that.
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Fri Sep 14, 2012 2:07 pm

Ok, I have a pretty important question.

Many of you have had complaints about 2 main things in Lufia V.
1. The Spider Chase
2. The Ralke "Labyrinth"

I've redone the first one and I believe that players will be very happy with the changes I've made, but as for the labyrinth... well I'm not sure what to do
with it. I could remove it entirely, and put a few "junk rooms" (rooms with only monsters) in its place...

The other reason that I am asking about this is because I think I have finally found the solution to a Lufia II encounter system. (Battle starts when 1 square beside monster)

I've done quite a few tests and it seems to be working pretty smoothly, but it requires quite a bit of work to apply this to each and every monster in the game, and it is
ESPECIALLY hard to do in the Labyrinth portion because of how many monsters there are in that huge map.

Anyways, let me know what you think, should I...

1. Get rid of the labyrinth altogether
2. Remove MOST monsters from the labyrinth but keep the design
3. Keep the labyrinth and not implement the Lufia II encounter system within that map
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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SinReVi
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Re: Demo 2.2 Coming Soon!

Postby SinReVi » Fri Sep 14, 2012 2:18 pm

What's so bad about the labyrinth?
The only thing I can think of is the last area, since it's easy to get lost there.
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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Fri Sep 14, 2012 2:29 pm

SinReVi wrote:What's so bad about the labyrinth?
The only thing I can think of is the last area, since it's easy to get lost there.


That's the part that I'm talking about, the rest of it is fine. Just the part with the huge maze.


Also, in regards to the Lufia II encounter system...

It will work a little bit differently once I implement it. For example, it will be harder to surprise an enemy as you MUST be facing it for it to take place, and secondly, monsters
will be unable to surprise you. The reason for the second thing is because initiative for monsters in RPGmaker2k3 reverses the entire battle screen and it causes a few issues
with the battle sprites, also, the events that are controlling this would need to be even longer. Making it harder to surprise monsters should even this out, however.

It feels fine to me, hopefully it won't be a big issue for the rest of the players.
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Fri Sep 14, 2012 4:08 pm

In other news, I am in the process of fully connecting the demo. What exactly does that mean you might ask?
-Skill items usable in all dungeons
-Access to all towns (even when you are at Escacia)

This change was due to the game seeming too linear. I am also adding Magic Shops and this change was needed
to properly implement them. I also had a rare issue who was playing my new version of the demo...

Basically, what happened was he got to Ralke Labyrinth and had Cain and Lily die... and he lacked the money to revive
them at the church and had trouble trying to get money (Yes, reviving costs money now) because it was hard for just Cameron to take down groups of
enemies. So... he got upset and quit. But now, that issue won't exist because one can simply go back to previous areas and kill lower level monsters to
get the money needed to revive the other party members.
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Sat Sep 15, 2012 8:50 pm

I think I may have figured out how to make a skill item window as well.

There have always been a few things holding me back from creating the ideal game that I want to make...

1. Lufia II Encounter System (Solved!)
2. Skill Item Window (Maybe solved.)
3. Text Bubbles above characters (Gadesx seems to have figured this out, maybe if I'm lucky, he will share with me! =P)
4. Arrow/Hookshot (I can't figure these out at all... but Gadesx seems to have the rope made)
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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Re: Demo 2.2 Coming Soon!

Postby SinReVi » Sat Sep 15, 2012 8:52 pm

I wish you good luck!
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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Thu Oct 11, 2012 7:08 pm

Alright, time for an update.

I've changed a lot of stuff for this upcoming version, a wholleee bunch of stuff.
Overall the game plays a lot better and after watching my friend play through Lufia II, I've once again realized quite a few things that I've overlooked, however, I'm in the process of implementing them.

Once again, I'm not sure if the "Skill Window" will be making its way into this demo, however, I think I've got an idea on how to make it, and it will most likely be featured in the finished version of the game. The encounter system is now fully implemented, along with a few other neat things such as the Spell Shop. I have also redone a lot of dialogue and added a few more "fun" moments in the game (For example: Try leaving the coffee shop after the guy gives you money of coffee.) Anyways, there are too many changes to note, but you'll see them once its out. Oh, the battle system is also MUCH quicker now. Thank. God.

edit: I forgot to mention, once I am done, skill items will be usable in any dungeon, and there will be no more strictly "linear" gameplay (For example: You can now reenter the Goblin Caves, visit Gaira before Cain joins the party, and check the Shrine that leads to Ralke. No more "I cannot go there yet, texts.") New effects have been added as well for teleporting, bombs etc.
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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Re: Demo 2.2 Coming Soon!

Postby SinReVi » Fri Oct 12, 2012 3:36 pm

Good to hear!
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~ OUT NOW! 2010

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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Mon Oct 22, 2012 8:19 pm

For those who haven't heard, my grandmother passed away last week. As expected, that will impact the release of the Demo 2.2.

Don't worry though, it is pretty close to being finished.
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!

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Re: Demo 2.2 Coming Soon!

Postby gadesx » Tue Oct 30, 2012 1:50 pm

about the "encounter system" you used the simple way of maker?
(when touch a direction, enemies can move?)

The problem of these way is that if you don't move and walk trying cross a wall for example, the steps continue changing,
and the steps don't count well, if you walk step to step, (waiting a few) every step count well, but if you the button
pressed in a direction, is possible that in 6steps it count 2-3, so don't perfect

I made a system of "perfect steps recognition", so always the enemies move exactly in each step as the hero,
and works fine for make puzzles, bomb system, etc and support use the sword or any skill as step, so if you use the
sword, the enemies will move too.
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Re: Demo 2.2 Coming Soon!

Postby Dekar The Great » Tue Nov 06, 2012 9:36 pm

Sorry for all the delays, the demo is very close to nearing completion.

I only have a few more things to do, it shouldn't be much longer, I promise!
Lufia V: For the Savior Demo 2.2 and Welcome to Ostiaka Out Now!


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