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#121 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
I've hit a bit of a roadblock here. I just can't seem to find a boss that I like. I've already made two bosses for world 3 and haven't really liked either of them. I think the reason is I can't find a personality type I like. It's too easy and kinda boring to have that generic 'evil' boss type I keep getting trapped into. The first boss was this rather sill, generic boss type, while the second had a "racing/elegant" edge to him that I liked.
So, I'm stuck for now. Until I can figure out what I'm doing with this boss, education has pretty much stopped. If you guys have any ideas, throw them my way and maybe I can get some inspiration.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#122 |
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Roadside Cheese Camera
![]() Join Date: Feb 2005
Location: Michigan
Posts: 20,354
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Re: Josh's Adventure
maybe just take a break from that part for a bit?
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#123 |
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Great Dragon Gaming
Join Date: Feb 2005
Location: Second Life
Posts: 7,902
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Re: Josh's Adventure
Ooh, there's an idea. A lazy boss.
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#124 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
So I've got some good work today.
The boss has been throwing me for a loop. So I kept elements I liked and threw everything else out. The boss is still chicken Caesar. The level has seen a pretty radical redesign. The old level was too big and had too many ideas. The new level is more streamlined and simpler, and more focused. In general I like it a lot more. Coding won't be nearly as code-heay either, which is really nice, since older designs called for overly complex situations. Even though I thought I used less memory, I actually used more, bumping system data up to 5 (for those interested, this brings things to 5 system, 7 scenario, and...undetermined anime art. I've changed my mind a number of times, so I'm not sure where it sits now). Holy cow, this project is taking so friggin' long! My God! This started in September last year. So I'm thinking it's going to be tough to make a Winter 2010 release date. I'm going to keep shooting for that goal though, because setting goals helps in two ways. First, it gives me something to shoot for, and keeps me on track. Second, it gives you guys a vague idea when the game will be out. Even if I miss that deadline, I'll predict another release date, and go from there. It'll help keep me on track. I've travelled a long road, and still have much left to do. But little by little, the game is making slow progress.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#125 |
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Guam Tipper
![]() ![]() Join Date: Mar 2006
Location: By the wayside
Posts: 2,497
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Re: Josh's Adventure
Awesome, man!
Don't give up! It only gets better, the closer you get to finishing it. |
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#126 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Thanks Obright! I'm glad to see there are a few guys at the Mag and Pav looking forward to this.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#127 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
This third boss level...is really taking it out of me.
It's such a complicated level, and has been redesigned so many times. I redesigned it yet again to flow better. Still, I spent the better part of today working solely on this level, and I'm still not finished. I'm at least about halfway done. It's a pain in the ass, making code and playtesting it, only to find out I screwed up and have to figure out where I screwed up. But at least the level design should be finalized, so it's all coding from here. Hopefully players enjoy this level, because it sure isn't easy to make it. Maybe if I'm lucky I'll get it done sometime this week. And then on to World 4. I haven't completely pinned down what kind of theme I'd like for this one, but I think it will be either something air/cloud related or gravity/space themed. I want to mess with the jumping mechanic a bit. Throw in some wind to make the player change course, or keep the player pinned with heavy gravity. Maybe I'll do both. I'm at 5 system, 8! scenario. This game is getting big. I figure I can fit the main adventure mode in one scenario. I'll probably have to make a new scenario if I want to add in a co-op mode. I don't think the game should need more than 3 memory cards. Will post more progress as it happens.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#128 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
First, a fact and prediction.
This thread is now my most active topic on the mag, and I bet I'll surpass Lantis's SOE topic in page count by at least March 2011 (14 pages). Let's move on. I got some more work done on the boss level today. Thanks to the hard work I pulled Monday, the end of this boss level is finally in view. Yeah! Rather small update today. Just gotta keep up the motivation and keep going.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#129 |
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RPGM3-notperfectbutgood
![]() Join Date: Nov 2005
Posts: 1,558
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Re: Josh's Adventure
You can do it 1ce!!
Keep it up man. ![]() It's always cool to read the updates.
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" I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus |
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#130 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Thanks Pagerron, I can always use some support.
![]() Alright. Finally did another weekend buckle-down and finished the third boss level. It certainly took awhile to finish everything up and playtest it, but it finally is all finished! In case you couldn't tell, I'm pretty happy about it. The level uses all 120ish events, so it's packed to the brim with stuff. I particulary like the ending, where you must jump and move a bucket full of gunpowder over to a Caesar near a fire source. You gotta avoid the lava in the floors and the flames walking around. It's odd, but I'm starting to see the bigger picture now. I've got three worlds out of four down and finished. Only one left to go, and then I'll move on to harder difficulty levels. I've also taken some time to play through world 3 and fix up some issues in coding and also added some things to make minor tweaks. The game looks a bit better thanks to that. I've also added a couple new items that you can purchase at the hubworld. By collecting tokens in levels, you can buy extra items. A cheap item worth 10 tokens is a barrel. This is just a fun little throwback to Donkey Kong, where a barrel moved back and forth in the hubworld, and you can do the same thing in JA. The other new item is considerably more expensive at 100 tokens, but may help you track down some hidden stuff. It's a strategy guide, and it will tell you which levels have treasure chests and what's inside them. It doesn't, however, tell you where to find them, so you'll still have to hunt for them, which is why I may consider taking it down in price. Funny enough, I still haven't finalized the next world theme. But I'll get there eventually. And there's my disjointed, paragraph laden progress report!
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#131 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Wow, it's been about two weeks since I posted anything. Like it or not, this post will probably create more questions than answers, because I don't want to reveal too much. But I figure I'd let everyone know what I've been doing.
I haven't posted much of anything lately. One reason is I just needed time away from JA for a while. World 3 in particular was very draining, so I needed some recharge time to mess around so I could come back to it with a fresh look. Which also leads into my second reason: I'm working on a secret project right now. I figured working on something else would help me get away from JA for a bit. Unfortunately, I can't post anything about it right now. The reason why? There's a particular part of the game that's in development that I don't want to reveal until I'm sure it's gonna happen. I don't want to promise something that may turn against me, so for now it will be under wraps. I can tell you some things, though: I may submit it for the Pavilion's Anything Goes contest, and it's something that I'm sure most people won't get too excited over. I've also been playing about with JA today. After coming back I'm trying to figure out what I didn't like about World 3 and work to fix it in this new world. I'm also messing around just testing new ideas and new world themes, seeing what works and what doesn't. I'm also trying some different ways to make the game, and changing just how I make the game. I'm having a fair bit of fun doing these experimental things, and will help ease me back into full production mode. So, I figured I'd let you know what's up, and that I'm OK and still going strong with my projects.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#132 |
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Pavilionite
Join Date: May 2010
Posts: 61
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Re: Josh's Adventure
you said a few posts back that you were trying to get a theme for the last level
heres one the underworld josh goes to fight the reaper on his own grounds that would be suite
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For he so loved the world that he gave his only son that whosoever beleved in him shall not die but have eternal life. The Bible, John 3:16 |
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#133 | |
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Lonely Planet
![]() ![]() Join Date: Dec 2006
Location: Cloud Eight
Posts: 2,633
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Re: Josh's Adventure
Quote:
it would b grate.
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#134 |
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Guess who it is?
Join Date: Nov 2005
Posts: 11,811
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Re: Josh's Adventure
fo sho
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#135 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Most awesom.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#136 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Well, posting here has been very sparse. Just figuring out what I'm doing with the game has stopped production for a while as I try and figure out what theme the next world will use and what ideas I like. Combine that with lots of life events (good and bad) and some really fun games (Punch Out Wii!) I haven't gotten much work done. But I'm always thinking and planning the title, and today I had enough time to do some work.
The fourth and final world theme's been decided: Jungle theme! Although a jungle doesn't work so well on RPG Maker 1, it's something I've wanted to implement since the beginning, and have only now realized I've wanted to do this for some time now. I also have the planning finished for the first level, 4-1 Monkeys + Barrels = Fun! As you can guess, it's a level with a lot of monkeys and barrels. I also took some inspiration from one of Dray's games again, this time being Slayer's Reign. I rather liked one of the earlier levels, where ghosts pushed logs you had to avoid. It made for an interesting level design, and I'll be doing something similar. I've got the basics of the level down, but there is one problem bugging me; the level is damn ugly. It started off using a pre-existing level until I realized there were some spaces you couldn't walk on. So I erased it, leaving the event data and made a new one that could make it work. Unfortunately, if you use the "inside" option, you can't use a background of trees like I planned. Ugh. So, yeah, it looks butt ugly, and hopefully I'll be able to flesh it out some more before it's done. For World 4 I also have this idea I want to implement. It doesn't really make any sense per se in a jungle world as opposed to something spacey, but I've made a jump pad that turns Josh upside down, and lets him walk around upside down. This will not only give me more freedom with level design, it can also be used to make new puzzles and interesting new levels. So, I got some good progress done today, and hopefully I'll get out of this non-making mood and get back to work.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#137 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Some good progress today.
I spent about 2 hours today slaving away at 4-1. It's almost completely finished too. First, I deleted the dungeon for that level and added trees as background, which required me to match up the event code again. The next step was to add some nice touches, like tree sprites to make it look good. Then onward to enemy placement (which was a hit more hit and miss than I would've liked, since I was using so many duplicates). One cool area is one where there are a lot of monkeys and lots of barrels to avoid. It's pretty hectic, although the end section is a little easy since most of the barrels fall into a similar routine, but that's fine with me. A new idea I implemented into the level was a different way of approaching chests. There are three chests, each with a piece of an incomplete token. Combine the three by opening all the chests, and you get a nice reward. It's nothing huge, but it adds a little variety the game could use. So, all I need to do is add enemy code and some other small things, and I'll be done with the level. Oh, and I'll need to playtest it too. Anyone else find listening to Dray's LPs helpful when working on their games? I do it sometimes and it helps! So to wrap up this somewhat random post, here's some interesting facts about the game right now: The game has taken 100 hours to make up to this point. That's longer than any other game I've made up till now (although I'm sure system idling had something to do with that high number). The game is now using 9 scenario blocks. I think I'll have enough memory to complete the game without too many problems. That Winter 2010 release date? I'm skeptical about it. I don't really think I'll be able to make it by then. Until I can predict a more accurate release, I'm sticking to that. Besides, I'd really like to be able to finish it this year. And that's it! Until the next update!
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#138 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Alrighty, so after doing some enemy coding, 4-1 is finished! Woohoo!
I also decided to go back to the third boss fight with chicken Caesar. I originally just wanted to fix a warp, but I ended up playing the entire boss fight and got a little sucked into it. No doubt in my mind, boss battles are where the game is at it's most unique and fun. After playing it, I realized there were a couple areas that needed to be fixed, since I could make certain events replay themselves. It took a while, since figuring out what I had done prior was a bit tricky. Thankfully I managed to figure it out and get stuff fixed. I'm also going to try and work on this a bit more often, since I'll probably be working 6 days a week, have jury duty, and still find time to unwind. So, if I just wait for my days off to work, I'll get nowhere quickly. So 4-2 will begin production soon, and I have a rough idea what I'd like to do with it. I also updated the wiki slighty. The development section hasn't changed, but the Features section mentions the game's three difficulty options; Normal, Hard, and Difficult. You start the game on Normal and unlock them as you beat the game. After beating the game on Normal, you'll unlock both the co-operative mode and the credits, along with getting to play Hard mode. I'm pretty gung-ho for getting a cooperative mode in the game somehow. It's something I really want to do. Something I feel I HAVE to do. Simply because there are no cooperative games on RPG Maker at all.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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#139 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Hey, how y'all doin?
I figured I'd try a new little post intro since the "did good progress today" was getting a little old. Today I worked on designing a new level, 4-2. Originally it was set to have Josh walking over trees and traversing the level never touching the ground, but this didn't work out so well since it always looked unnatural and I couldn't get it to work right. So I scrapped the idea and instead came up with a completely different idea. This one has you walking next to a river. Along the way you'll come to the exit, but it can't be reached since it's across the river. There is a bridge though, and if Josh could find some wood, maybe he could whittle a path to clear the level. Farther in you can find some and complete the level. I rather like how it looks personally. The whole nature angle (rather than beaches) gives me some freedom to make more details in the game, like trees and flowers rather than sand and rock. It's a bit more diverse, and I like that. So the level design is down and good, and it'l be time for enemy placement soon. That's all for now. Until the next update. Oh, and LMAO, I typed in Josh's Adventure in google just for fun, and I got THIS: http://www.lulu.com/product/hardcove...enture/6474005 Although I was surprised the search result had the pavilion's JA topic as it's second choice, and video options showed a magcon video. Pretty cool.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
Last edited by 1ce; 07-09-2010 at 10:37 PM. |
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#140 |
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Pavilion Regular
Join Date: Jun 2007
Location: WA
Posts: 517
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Re: Josh's Adventure
Oh boy. I'm going all over the place.
I don't have a lack of level ideas, which I'm thankful for. My issue is figuring out just what kind of world I'd like to settle on. I don't think the jungle is working for me. The whole "joke" of that level was that there are only forest sprites, so the joke was that it was supposed to be a jungle, but was obviously a forest, to which the characters would joke about. It's just a one trick pony that's not very funny to begin with. So what I might settle on is a world I wanted to make since the beginning; a sky world. I wanted to mess with the jumping mechanic, and although I like the "walking upside down" idea of a space world, the new "wind" idea for a sky level is much more interesting and can make for more diverse ideas to play around with. There could be a direction of wind, and every jump will be affected by the wind's direction. I have the idea that early levels will simply blow one direction and you must simply make the air neutral, but later levels will allow you to change the direction of the wind. This could lead to some very new and interesting ideas. The newly redesigned 4-2 has that aspect. The wind is blowing westward, and the platforms you must jump to can't be reached since the wind alters your direction. So after jumping all over the place, you can find a machine to release moisture into the air and stop the wind. And thanks to chatting in the chat room, I got a lot of work done on that. The mag chat room seems to really drive me to create. So does Dr. Pepper. Imagine if I combined the two.... Anyway, that's all for now. I'm probably switching over to a sky world (more ideas to work with), and will probably get more work done tomorrow.
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Check out my new game, Josh's Adventure, and it's constant progress here Josh's Adventure RM Wiki
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