April 17, 2021, 12:25:22 PM
News: Hey, we have forums!
  Show Posts
Pages: 1 [2] 3 4 ... 14
16  Aquaria / Modding / Re: Aquaria: Sacrifice v1.1 on: May 29, 2010, 04:20:25 AM
Lower case it is then. I'm not sure how or if I can run a rename like that on XP. If one of you wants to host a zip with all lowercase I'll make that the official build. It will save me time from doing it manually.
17  Aquaria / Modding / Re: Aquaria: Sacrifice v1.1 on: May 21, 2010, 03:23:21 AM
Another possible Linux bug: text panels are not loaded (white square is shown instead). After all files in the mod are renamed to lowercase, the panels are loaded successfully.
Thanks for finding this out. Pretty weird and lame that capitalization is an issue for the Linux build. Did you discover if it was just the image files that needed to be lowercase? I can change everything but I kinda like using caps to make it easier to identify files.
18  Aquaria / Modding / Re: Aquaria: Sacrifice v1.1 on: May 18, 2010, 12:41:02 AM
Great to see some new people enjoying Sacrifice with the bundle! I'm tempted to just completely remove the Old Fred combat arena. Maybe I'll add a button that shows where enemies are that you missed and/or lets you leave.
I  have a real big bug for you to squish: Instead of dialogue I see only a white (center-of-objects-)box and the savegame-thumbnails are one-coloured boxes too, when I save within the mod.
That would mean it can't find the images with the path I provided in code. I don't have Linux so I can't really test this. Any other Linux users having issues and if so do you know of any file pathing issues or any troubleshooting you could do?
I decided that I wanted  Elena's energy form to look a little different than Naija's.
"rpg_elena" is a special entity only used to display Elena in dialogue trees. The Elena you control is just Naija in a skin/costume (princess outfit at the moment). Most of the avatar/Naija code is "hidden" so I'd just replace the energy form gfx in the original package.
19  Aquaria / Modding / Re: Aquaria: Sacrifice v1.1 on: April 06, 2010, 03:18:37 AM
The open beta seems stable enough for v1.1 to be considered the "official" version. A special thanks to those of you who posted bugs and put up with the unstable and until recently slightly broken beta. The major changes/additions are listed below. At the moment I don't have too much more planned for Sacrifice except for a little expansion and refinement of the arena system (probably small crystal rewards). I may make the arena system and put it into its own mod.

- world map
- new map (Naija, Fedor, and Elena go on an Adventure) accessed from the Veil
- arena system (located in new map)
- enemy density increased in hostile areas
- hints have been added throughout the world
- Crawlvirus now has a 40% chance to drop a small crystal
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect w/hint
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- Abyss: A save crystal has been added near the beginning of the map
- new modular dialogue tree code
20  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: March 29, 2010, 09:31:09 PM
I played through Sacrifice for the first time in a while and found quite a few bugs. For those of you who have been playing the Beta you can now continue the main story after fighting the priestesses and talking to Drask (big bug!). Sacrifice will be officially updated to v1.1 sometime within the next week.

- Priestess Rajah DT was always defaulting to version 2 (debug code that should have been commented out)
- the Kelp Forest and the new map have been tweaked so that they fit together better on the world map
- savepoint added to beginning of the abyss
- fixed crash with various nodes still being clickable after a character was no longer available to be talked to (died or left)
- added hint in Energy Temple if player misses the object they were asked to obtain by the Walker
- Mithala no longer improperly spawns in his prison later in the game
- Elena's graphic (currently princess costume) will always display if a player removes an outfit (would go to default naija skin)
- various grammar and formatting changes
21  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: March 21, 2010, 03:59:11 AM
- combat arena should work now... seriously this time (Yogoda pointed out error)
- fixed Drask version 1 dialogue tree (array entry for an input panel was formatted incorrectly)
22  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: March 19, 2010, 04:11:35 AM
Getting the combat arena working should be a pretty easy coding job but it has become the death of me. I have a debug tool that deletes all the creatures designated as enemies and it gives a win condition with congratulatory text. There has to be something stupid that I'm not realizing: I'll keep looking at it.

I was hoping that problem wouldn't occur. There were a number of added flags (ex: talked to Mithala?) but that shouldn't have messed up anything. It might have something to do with the save file comparing an old flag value with the new one. Bummer.
23  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: March 18, 2010, 03:23:20 PM
I generally write in screenplay format which uses parentheses before dialogue to convey how they are speaking: apathy, crying, etc. Bracketed emotions were used in situations where I wanted a certain tone and wasn't sure it was being conveyed by the text itself.

You need to head to the southeast through Open Waters and speak with Priestess Rajah. There should have been some narration on your way out of the map where you obtained spirit form about your next objective. Maybe I should add another hint somewhere else? As a general rule, with Sacrifice now having a world map, go explore areas where you have question marks.

haha no worries I appreciate the help during the Alpha stage. Let me know of any other bugs you find. I'll probably be playing through again here shortly to see if I can find any issues.

- Squiddy blocking Veil updated to new dialogue tree code (crash caused by flag values that no longer exist)
- World Map Gems added for Naija, Mia, and vendors
- Added code to remove a specific map gem (character gems removed at certain plot points when that character is no longer available)
24  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: March 17, 2010, 12:06:07 AM
- fixed Old Fred's dialogue tree not displaying properly (in his home where you first meet him)
25  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: March 08, 2010, 04:49:08 PM
I've update the file with a fix for the Walker although it was working fine for me. I could turn the series of animations into a cutscene but I don't see what there is to gain from doing so. I'll mess around with the cave for the lunging fish. I could probably figure out a way to do a quest log of sorts to work similar to the world map but I'm not sure it's worth it at this point.
26  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: March 05, 2010, 05:48:31 PM
- spelling correction to Naija_V1
- Walker DT graphic position moved up to intended position of old DT
- fish passages hidden on world map
- Transit turtle list now displays properly
- Mia_V2 DT fixed
- fixed new flag values (added with beta) conflicting with treasure flags sometimes removing/adding treasures to Elena's inventory (didn't realize flag txt files were being combined)

I really appreciate this! Yes the sparkle effects were intended and I think that turned out to be my best looking map. Tarry appears to be spelled right to me. The fish guarding the plushie is the exact same code as in vanilla Aquaria; you could get past it there without fish form. Which Walker's legs are you talking about? The one in the map or the one displayed to the right of the dialogue tree?

There are reminders to return to the Walker if you attempt to leave the Forest to swim to Mithalas or use the transit turtle. The Walker animation sequence was an experiment to see how "sprucing" up a DT to be a bit more like a cutscene would look.
27  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 28, 2010, 06:56:30 PM
- music turned on for maps that were silent (my bad)
- killing all enemies in a combat arena now properly triggers win condition
- Old Fred will remember your fastest times (time wasn't adjusting because it wasn't less than the default: 0)
- Fedor and Naija will wait for you while you do arenas if they are nearby
- a chat bubble will not display over Naija after you've ridden Fedor for the first time
28  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 23, 2010, 03:48:51 AM
I really appreciate detailed posts like this. They're very helpful.

There actually are Mithalas Pots, Sunken Crates, and pull plants (didn't know you could get items from these with bind until I found it in the editor) in Sacrifice that give food items. I'll get more of the items you requested in game and figure out to how to get that permanent third cooking slot in.
I do have to report a bug, though. After exiting Old Fred's arena, I exited the map and returned to see that Naija and Feldor were in the cavern, waiting for me.
I'll look into this. I'm also planning to add some code so that Fedor/Naija will wait for you by Old Fred while you do the arenas. I definitely plan to slowly add to the arena maps in the future.
I killed all the enemies in the area, and I expected to be warped out of the map and back to the Arena, but nothing happened.
Hmm it looks like the colored spike creatures that move towards when you sing a note of their color is causing the problem. I added them very late and forgot they couldn't be killed.
Just one more nitpick: When I first entered the Adventure cave, and the Sunken Forest area, no music was playing.
Bleh I hate when small things like this happen. Forgot to turn the music back on for those after finishing working on them.
One more thing: Would you please list all the treasures you put into Sacrifice?
Energy Statue, Skull, Mithala Plush, Black Pearl, Treasure Chest, Stone Head, Sun Key, Arnassi Statue, Blue Banner, Drask's Trident, Krotite Costume, Crab Costume, Jelly Costume, Urchin Costume, 4/5 health skulls
29  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 21, 2010, 06:11:36 AM
Are there any particular types of ingredients you would like to see added? Can you remember specific maps where you would want to find more?
30  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 20, 2010, 03:40:23 PM
Bugs have been fixed.

The turtle gives you a bit more speed and plays more as a way to avoid enemies than to shoot them. Because I couldn't do dual joystick for it (WASD) like the avatar I wanted it to be optional. I'm planning to add more "stuff" for using the turtle like Naija making comments as you traverse the new map. Adding the turtle was primarily for a cool story element (at least for me) of being able to take Naija on an adventure or leave her. I'm not a big fan of the combat arena myself but I know some people wanted more difficult combat so I tried to deliver on that front.
Pages: 1 [2] 3 4 ... 14