You should probably add me to the beta mailing list since I am building the flash version.
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archmage wrote:
You should probably add me to the beta mailing list since I am building the flash version.
Lol yeah >.> I probably should
*brb*
okay beta sent (or sending due to * internet speed . . .)
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Here you go RHY and all those others who fail at GQ3, a strategy guide (it's not complete yet though).
http://scratch.mit.edu/forums/viewtopic.php?id=32744
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demosthenes wrote:
@Rodentboy, I sent you the latest beta.
Um, my inbox doesn't have it. I'll mess around with my account and you can try again whenever you want.
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Rodentboy wrote:
demosthenes wrote:
@Rodentboy, I sent you the latest beta.
Um, my inbox doesn't have it. I'll mess around with my account and you can try again whenever you want.
Okay hmmmmm . . . I'll try again later.
Archmage, did you get it?
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I got it
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Okay Rodentboy, I left you a comment with a download link to the latest beta.
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Alright, I've tested it.
Bad things: The blood takes awhile to fade away. I think it'd be better if it disappeared quicker. Also, the level code at the top right on level one is mixed up with the Text sprite's stamp- it may have to be moved further to the left.
The Good things: The jumping is very smooth, I like the way you have to run and jump to go higher. The new enemies for level 1 have good graphics! The "Front text" sprite has no mispelling, which would've annoyed the turnip sauce out of me if there was any. The scrolling background is very smooth; I pray you're going to make different costumes for the rest of the levels! I've found no flaws with the physics, and the magic you can perform all works properly. I like the new level one and two, even if level two isn't complete. Keep working on it!
Suggestions: Maybe you could set the difficulty at the start of the game- but that'd take a lot of work and you could just give a link to the strategy guide for people who aren't good at it. But if you consider making a difficulty setting, things that would change would probably be the attack speed of enemies, the sliding effect, and how much health the bad guys have, but that would take a lot of work designing variables and adding "If difficulty= ?" scripts on to the already long and elaborate coding.
Also, the big thing that might make this project's doom is the blood. Even if it is deselected at the start, people may flag it. Hopefully, the Scratch team will see how amazing it is otherwise and let us keep it- or remake it without.
Keep working on it! It will be great when its done. Tell me when you've got the next version out!
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Rodentboy wrote:
Alright, I've tested it.
Bad things: The blood takes awhile to fade away. I think it'd be better if it disappeared quicker. Also, the level code at the top right on level one is mixed up with the Text sprite's stamp- it may have to be moved further to the left.
I'll make blood disappear faster, thanks for noticing
Yeah I'm going to have to do some major work with the stamping so everything gets pretty again >.>
The Good things: The jumping is very smooth, I like the way you have to run and jump to go higher. The new enemies for level 1 have good graphics! The "Front text" sprite has no mispelling, which would've annoyed the turnip sauce out of me if there was any. The scrolling background is very smooth; I pray you're going to make different costumes for the rest of the levels! I've found no flaws with the physics, and the magic you can perform all works properly. I like the new level one and two, even if level two isn't complete. Keep working on it!
Thanks
and I surely will make new scrolling backgrounds (didn't like mario trees in the underworld D:
)
Suggestions: Maybe you could set the difficulty at the start of the game- but that'd take a lot of work and you could just give a link to the strategy guide for people who aren't good at it. But if you consider making a difficulty setting, things that would change would probably be the attack speed of enemies, the sliding effect, and how much health the bad guys have, but that would take a lot of work designing variables and adding "If difficulty= ?" scripts on to the already long and elaborate coding.
Yes I've considered making difficulties, but I think it would be too much work to overhaul the game for minimal gain. I will link to the strategy guide.
Also, the big thing that might make this project's doom is the blood. Even if it is deselected at the start, people may flag it. Hopefully, the Scratch team will see how amazing it is otherwise and let us keep it- or remake it without.
Yes I'll have to be careful with the blood. If I get more than 1 or 2 people complaining about it, I'll share over the project with a bloodless version.
Keep working on it! It will be great when its done. Tell me when you've got the next version out!
![]()
Will do
Thanks for testing
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I have actually decided,
there will be 4 different difficulties for Gods Quest 3!
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demosthenes wrote:
I have actually decided,
there will be 4 different difficulties for Gods Quest 3!
That will take a lot of work, but I'm glad you decided to have it!
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Rodentboy wrote:
demosthenes wrote:
I have actually decided,
there will be 4 different difficulties for Gods Quest 3!That will take a lot of work, but I'm glad you decided to have it!
I'm already almost done with difficulties.
Once I've worked out 1/2 more glitches I'll give out the next beta.
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Okay I'm going to start giving out the next beta.
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Ohh, ohh! PICK ME!!!!
I've been waiting for another beta forever.
Last edited by soupoftomato (2010-03-28 08:59:45)
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soupoftomato wrote:
Ohh, ohh! PICK ME!!!!
I think I already sent you the latest beta . . .
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It was good.
I enjoyed the no blood option, because I am a person who doesn't like stuff like that.
The level design was good, but you should get a little more life each level, say 2 hearts?
I found the second level easier. I lasted longer, which I think was because of my 3 constitution. You should have enemies adapt to the persons abilities, while still making the upgrades affect power.
I'll see if I can find some tilesets for you, mario hills in the Underworld, seems a little strange.
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soupoftomato wrote:
It was good.
I enjoyed the no blood option, because I am a person who doesn't like stuff like that.
The level design was good, but you should get a little more life each level, say 2 hearts?
I found the second level easier. I lasted longer, which I think was because of my 3 constitution. You should have enemies adapt to the persons abilities, while still making the upgrades affect power.
I'll see if I can find some tilesets for you, mario hills in the Underworld, seems a little strange.
Do you mean level as in character level or stage level, I like the idea of more lives.
I'll try and make enemies more intelligent and adaptive, although it is tough
And please any tilesets are welcome
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Beta-testers how does gameplay change on the online version of Gods Quest 3 http://scratch.mit.edu/projects/demosthenes/955121 are there any glitches you can find?
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Uploading new version now . . .
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YOU CAN'T FIRE ME! I QUIT!
(seriously, I'm gonna have to stop testing, I have a lot of other things ATM)
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