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MrNight48

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Posts posted by MrNight48

  1. RFV DLC v1.1

     

    So this was suppose to be my RFV submission but I got carried away with my ideas and ended up missing all the deadlines. If I stopped at chapter 1, I would have made it. Same with chapter 2, would have made echoes but chapter 3 sunk all those plans. But man it was worth it. 

    Too lazy for pictures so here is what to expect:

    - 3 chapters

    - Each one has a theme with mechanics unique to it. 

    - A gripping story I never finished. It's about Raisen leaving Markyjoe1990

    - Puns, tons of puns. Some would say being forced to listen to them could be a trap

    - Custom Animation I actually finished. Only the (crazy) worthy will see it's glory. 

    - Might be a little hard. 

     

    Only releasing this because I am actually really proud of this hack and think it's my best one yet. There is some weird dialogue stuff in there but I am not changing it because it captures my thoughts at the time. So eh enjoy. 

     

     

  2. Ragefest Gaiden

     

    Final demo, not much changes but just needs to be tested one last time before I ship it off.

     

    This is my last submission to the contest. I so over this and want this to be over. So only 2 chapters instead of 3 like I planned. For all the testers I will give them credit in game before I ship this off. If you do not want to be mentioned let me know. 

  3. On 3/29/2018 at 8:14 PM, Chaz said:

    for the traps, its pretty fair. not too many to overwhelm but enough to make the player pay attention. 

    To get all the loot and story tiles would problaly take about 50-60 turns or so. backtracking the story tiles caused me to run into Midas a lot.

    I would make it where the dead ends where the story tiles end at have a way to go or change Midas move to 3-4 or make him move every other turn so grabbing all the story is possible without getting caught so easily. I couldn't get all the story and loot without him catching me.

     

    Interesting, I feared he was too non-aggressive cause his AI only attacks 80% of the time. Will play around with it. 

     

    My last question is did you ever notice the maze changing? 

  4. On 3/23/2018 at 12:55 PM, Chaz said:

    a lot of it was trial and error on figuring out which tile did what and after that it was pretty easy to avoid all the bad tiles and make it to the exit. I didnt even need all 5 uses of the light rune. just 1 was enough to trap him to prevent him from catching me to get to the exit.it took me 30 turns on my successful attempt to clear this. Never did find which dude had the chest key for the item in the chest.

    Edit: did a few more play tests to see if i could get to all the bodies and chest. really not to hard at all to grab everything.

    image.png.82430a5fb4aaefa4799e5578d2b421b4.png
    inventory ended like this after 38 turns.

    I died to the traps a lot at the start. some of the back flash scenes are way out of the way to watch. wastes too many turns to get those.

     

    Nice. That is actually what I expected. 

    - Would you say the chapter is fair and reasonable or I went overboard with the traps? 

    - I know it wastes turns but would you say getting all the story tiles had a reasonable amount of time or would like a bit more turns?

    - Does the chapter work and do not mind replaying or is still missing something? 

     

    Again thanks. 

  5. On 12/15/2017 at 1:06 PM, Sturges said:

    I played it once all the way through, with a couple of times I restarted because I forgot to look at the turn counter.  My final turn number was 15, though I suspect the other two times were around 10 and 14 respectively. I ended with 4 units still alive. My sniper perished near the end. I really appreciated her for her damage, but she died a lot. as did my valkyrie. It seemed as though some of my units had better movement capability than the enemy during the storm. I am thinking of my armored knight and my mage in particular. That really helped too. I got stuck up near that lake next to the boss for about 5 turns, trying to keep everyone alive. I visited the little huts and vendors (nosferatu was amazing) I didn't get the chance to visit the village, though. I was definitely trying not to engage for the most part. The chapter was fun hard, though perhaps a little harder than I would prefer in a multi-chapter game. I can see it becoming tedious hard. I think there was a spelling error in the first hut I visited. Over all worth playing for the one chapter. The next chapter looks pretty cool, from what I saw in-game.

     

    Thanks for the feedback. More or less in the expected ballpark and glad you found it worthy. 

     

    Been awhile but I have been scripting and cramming a lot of bad jokes in chapter 2 as well as fixing the level design. Now it is finally ready to be tested.

    RFV? demo v.2

    Things I already know:

    - music, no music changes, that will be done towards the end. need to get this out and tested while I am busy for the next few days.

    - not being as good as chapter 1. that is the point, giving the player a bit of a breather before I ramp things over 1000.

     

    Things I want to know:

    - Did midas ever kill you?

    - Did the map itself ever kill you?

    - Did you feel if the maze gave you enough time to get what you needed to get?

    - How you feel about the gimmick of this chapter. 

     

    Once again, thank you for your help.

    Pictures:

     

    RFV_01.pngRFV_02.png

    RFV_03.pngRFV_04.png

    RFV_05.png

  6. Woo boy these past few weeks have really pissed me off. Finished polishing chapter 1(not to mention finally beat it too). This is the final chapter 1 demo and if I get no feedback in a week, I am going to go ahead with my plan and release chapter 1 officially.

    Download link: Final chapter 1 Demo

    What has changed:
    - More jokes/dialogue have been added
    - Stats have been tweaked and enemies repositioned. 
    - Player has more tools, shops also give more tools if you play wisely 
    - Storm Armor

    What is left
    - custom music, learning how to do this so bear with the regular music for now
    - portraits may get redone under my new system. yes most of the portraits are very old.
    - Ending scene dialogue. maybe.

    What I already know:
    - luna's spawn point problem. can't find a fix for it but whatever, gameplay still works.
    - Enemy hit rates, they are mostly based around Marc. Clair and Lyra are suppose to have more dodge while Broh/Kaiden are suppose to get hit more often. 

    What I would like to know:
    - Can you beat it
           - Yes, how?
           - No, why?

    - How hard is the chapter? 
           - Fun hard or tedious hard? 
           - Why?
     
    - Overall enjoyment


    Again, if I don't hear anything in 1 week, going to assume it's the greatest chapter of all time and moving on to chapter 2.

     

    Have some previews:

     

    RFV_01.pngRFV_02.png

    RFV_03.pngRFV_04.png

    RFV_05.pngRFV_06.png

    RFV_07.png

  7. Chapter 1 demo v1.1

    What has been improved:

    - music changes when entering houses

    - Enemies buffed across the board, player units are balanced around 130 BST while Sentinel is Balanced around 140 BST

    - Enemy Hit rates

    - The time it takes to flood.

    - Village no longer closes early

    - Shops have better Items in it.

    - Enemy Placement

     

    What I want to know:

    - Can you beat it and how

    - If you can't beat it, why?

    - How many times you get a game over

    - Who keeps dying

    - Can you do it deathless

    - Were you able to visit the shop?

    - Were you able to visit the village?

    - Thoughts on the boss

    - Overall opinion of the gameplay and gameplay only. (memes and jokes will be added later in 1.2)

    Ignore chapter 2 for now, will be overhauled.

     

     

  8. On the water stuff I am planning to allow certain units be able to walk on rivers during rain. Also there is a story reason why he is alone but the party comes back in the 3rd chapter. (wanted to meet the deadline but marc coming out with the video, I guess I can work on this one more week before I have to focus on real life stuff. Have to get really serious about my job before the full time position opens up.)

    Notes on your chapter 2 run:

    - Not as worse as I was expecting, was afraid it would be too easy or the chapter was so bad it should be scraped altogether. It also seems you got the speed clear too and I can shorten the time on the maze changes If I get more feedback that says the same. As for the challenge been thinking about adding 2 more op enemies to add in the chase especially with the light rune idea. (I have been trying for a very long time to design a chapter that uses light runes. my mafc failed submission was entirely created to use light runes lol)

    -Very happy that's the worst thing that happened with the glitches, You didn't get the gba scream of death which means I just need to shave off a few more traps instead of a lot when I first put them in. The FE7 engine makes me depressed sometimes.  

    - Screen capping the map is fine. You probably didn't see the gimmick of this chapter because once again I thought it would take y'all at least 21+ turns and wanted to give a lot of wiggle room in the testing phase. Once I get more data, will decide if I should add more changes to the map. 

     

    Again thank you very much for the feedback. Means a lot to me.

  9. First I would like to say thank you once again to everyone for testing my hack and providing feedback. Chapter 1 will be updated soon and hopefully posted up tomorrow. 

     

    Next I need chapter 2 tested while I am fixing up chapter 1. This link will have chapter 2 included and I am also linking my sav file so one can skip straight to chapter 2 to test it.  Some things to know

    - To beat the chapter you need to stand on the stairs tile in the red carpet room with enragement ring in hand or it's a gameover. 

    - Time limit is 45 turns for now. If you get walled in the starting area consider it a gameover.

    - No text put in yet, so know you can loot the corpse for vital items. It is required to win.

     

    Things I want to know:

    - How many turns you beat it and how

    - How many times you died

    - How many times Midas caught and killed you

    - Did anything glitch

    - If you were able to kill Midas

    - Overall difficulty of the hack, trying something new that I haven't really seen in ragefest so let's find out if it's a good idea to begin with. 

    Chapter 2 demo

    Sav file

    Good luck! (maybe)

  10. UPDATE: shit did not go as planned for chapter 2, the concept was a maze with 1 and only 1 overpowered enemy and nothing but traps in tharcia fog.  However I found out there is a limit to fire traps in general (Add fire 184 traps and the game does some very weird shit. Also found out there is purple light arrows that randomly kill units who are not even there. I would use this if the game wouldn't crash after walking through a certain part in the maze.) and it seems 80-90 is the safe number but pushing it. This also means this lowers the difficulty of the chapter as a whole.

    So I am going to get creative, some traps will not work on purpose. The theme is madness so the op enemy won't always chase you.  Going to also add more poison traps to pick up the slack. May be more annoying but  hopefully gives more incentive to visit the shop in chapter 1 and demands healing item management. 

    Hopefully I can get this done enough for y'all to test before the afternoon where I can't work on this while being elsewhere. Haven't even got to the adjustments for chapter 1 and that will most likely be monday.

    Obviously there will be no 3rd chapter like I planned. Decided to cut that for now to polish chapters 1 and 2.  (Sadly it's kind of looking like I have to cut chapter 2) So expect 1 of the major changes in chapter 1 to be gameover if any character dies. 

  11. I see, will think about adding a little bit of movement through water. For the mage no, the flood is my way of giving the player a gameover and to punish them if they are too slow but in a slow creeping way. However it's not a complete shutdown if you kept the units who can forge through water alive and the lake tile did not appear. Visiting the chaos house clears the rain (but it can be overwritten and the last rain change is around the 40 turns I think). Visiting the Rescue lady stops the lake change to keep the water around the cave possible to walk on for the units who can forge through water and carry the mage. (plan to add the general to the list of river walkers.). As for the other units who get completely stuck, that is the point. Gotta go fast, which all of you did >.>

  12. Thank you, it seems you too beat it before the flooding. (23-30 turns) and it is very nice to know you still beat it while doing everything. 

     

    In short I need to design this in 20 turns instead of 30-40. 

     

    As for the robe and torch staff, very damn important for chapter 2 or suppose to be anyway.  Was suppose to have it out earlier today but its looking like another 2 am job. Hopefully it will be done enough for you guys to test it while I adjust chapter 1.

  13. Noted, I know he has tricks up his sleeve when it comes to the gba engines. I'm just not sure if it's fair to balance around rng abuse or just allow it.

     

    Also for those who already beaten it, if y'all don't mind, can y'all see if you can beat while visiting the village. (note the village closes automatically by accident but thats like in the 20 turn+) Want to see if the hack gets radically different opinions or if it's about the same.

  14. Thank you very much and the way you beat it is insanely impressive because the horse units AI just switched to aggressive and dogpile you a few turns later and you dodged it.

    Notes:

    - So far working intended because once the rain turns off they will hunt you down as a massive group while the (bern) units move to block you. Think I am going to make the bern units more bulky to help slow down the player.

    - Noted, the boss wasn't suppose to be that weak so will tweak her more. Might need to change the Merc enemies AI into what the beserker has.

    - yeah I may need to do the flooding a little bit sooner or make certain groups more min/maxed. they are not slowing the player like I was hoping they would.

     

    Thank you very much, this is exactly what I needed and definitely liked you showed how fast you tore it apart.

     

  15. Need some players to do a beta test on my chapter 1 for ragefest echoes. Need as much data as possible as soon as possible. I am sad to say I have been playing Fire Emblem Heroes for too long and I can't trust my judgement in the testing phase at the moment. 

    Have some images to make you curious

    EzMKdrJ.pngcgyAYxX.png
    eWVqw5q.pngEiy8xO1.png

     

    What I am looking for:

    - This hack is suppose to be brutal, if you can't beat it please tell me why. 

    - If you can beat it tell me how you did it and in how many turns.

    - Opinions and criticism on the overall difficulty and suggestions.

    - Names have not been edited so bear with it 

     

    Patch is attached, please get back to me as soon as possible. Preferably before monday. Going to spend the rest of the day coding chapter 2.

    RFV Chapter 1 Demo.ups

  16. Thanks to this submission, I found another weakness of yours. More data I suppose.

     

    Also gonna need that 1 week extension for echos. The time budget is axing a lot of the cool stuff I wanted to put in but I really want to show off the concepts I came up with this time gameplay wise. Honestly is it better to just say fuck it and submit it for gaiden or try to finish in time for echoes but no custom music/freshly made animations + chapter 3 plot?

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