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June 19, 2013, 01:12:20 PM
TIGSource ForumsDeveloperFeedbackMelolune (video added)
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MaloEspada
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« Reply #90 on: February 14, 2010, 04:12:35 PM »

Just passing by to wish you good luck on the final lap of the project!
Can't wait to play the finished version and live the awesomeness.

(Upperlands <3)
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Jonathan
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« Reply #91 on: February 16, 2010, 10:34:48 PM »

Quote from: supershigi
And for those of you who have finished games before, do you have any advice for me about the last phase before beta?  How do you keep yourselves motivated and on track so that you can finish even during the boring parts?

The best advice I can give is to be realistic about what you need to do.  Make yourself a list including everything you can think of, and check each thing off as you go.  Try to include silly little tasks on your list, because being able to check off boxes will give you a sense of accomplishment, therefore motivating you to complete the more complex stuff.  Having someone else help you with accountability is also good... tell friends that you're going to have a beta version out by a certain date so that you have more of an incentive to stick to that goal. 

This is a great little gem of a project, and we'd really love to see you finish it.  My wife is also secretly hoping you'll make Leeble dolls.

Quote from: rdein
(Upperlands <3)
This.
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« Reply #92 on: February 17, 2010, 12:36:17 AM »

For me it seems to always work out that I don't even feel like working on the game anymore. I still want it to get done. But, I kinda wish someone else would finish it for me because there's usually a lot of work left to do and work isn't fun obviously LAWL. (Well,I guess work is fun for some people... just not for me.)  

But some how my big mouth is what saves the day. I end up telling people that I'm working on a new project and some how they get all excited about it. And just when I'm ready to throw in the towel someone calls me or sends me a message along the lines of "HEY IS YOUR GAME DONE!?". And then I eventually get it finished because I don't want to let people down.

So essentially you've done what you needed to do! I guess, now its our job to keep pestering you until you get it done  Smiley .
« Last Edit: February 17, 2010, 12:40:51 AM by rekcah » Logged

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« Reply #93 on: February 17, 2010, 06:28:06 PM »

Damn i have dl the game just to find out my HD is full  Facepalm
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« Reply #94 on: February 19, 2010, 12:34:44 AM »

So I have finally put some good time into the game. I just healed the poison on Archaius. There really aren't that many problems with the game. Great music, artwork, gameplay, and fine dialogue. Does the demo end though? Most demos don't run as long as two hours, or js the whole game here for bug fixing?

I did find two bugs: The old man in the town Gasho who paces back and forth. His sprite doesn't animate when he paces to the right, but it does when he's on the left. The sign with the Wanted Hawk, there is a bug where if you read the sign too fast after the first time, the sound doesn't play. Also, I don't know if this was a common occurrence either, but I had to start downloading the demo four times because it the download randomly stopped.

Otherwise, keep up the great work. I'm looking forward to playing some more!
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« Reply #95 on: February 19, 2010, 10:49:36 PM »

Oh yeah, I forgot to mention... (this is totally minor) I noticed Achaius has a specific ladder climb animation, but Dominic doesn't (when he's the head of the party in the Mountain Melon Farm place).  Are players going to be allowed to switch their party around later?  (I'm guessing at some point you'll have more than 4 characters in the party). 

Also, we showed my friend your demo this week since he used to be really into rpg maker.  He said he had never seen a map as beautiful as Leeble Forest (the place with all the little treehouses) in all his years of working with the program. 
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supershigi
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« Reply #96 on: February 22, 2010, 02:03:01 PM »

@Paul: Wow!  That's crazy that it took you longer to fix all the bugs than to create the game itself.  I've also heard that phrase about how the last 20% of the game takes 80% of the time... I'm hoping (fingers crossed) that in my case it won't be as severe since I try to divide the game into sections where everything is fully bug tested before I move on... then I don't touch that section again.  But this end-game stuff is indeed proving to be quite time consuming >_<  Is Saturated Dreamers a linear rpg, or is it more open-ended?

@rdein: Aw, thank-you!  I still have a lot more music to make, so hearing you say that is very motivating!

@Jonathan: Thank-you Jonathan!  I love making lists actually... last week I spent a couple days working at this Hong Kong cafe; I just brought a notebook and pen (since I'm rewriting all the enemy spells and states by hand first and then putting them into the system), and checked off boxes as I went along.  It's really satisfying!  Ah, you're right about the ladder sprite thing... I'll try to make one for Dominic as well.  After a certain point you will have more than 4 characters in the party, so I'm trying to come up with a good way to let the player switch them around.  I'm really glad that your friend liked the Leeble Forest map... that one took a lot of time ^_^  And tell your wife that I really want to make Leeble plushies... definitely one of my goals once I finish the game!

@rekcah: Haha, that's awesome that your friends will harass you about it until you finish it ^_^  Whenever I come back to the thread and see a bunch of replies I always get a boost from that!  Games are so different from music in that way... they're much more iterative and you can't really complete them in one binge sitting.  When you make music, do you usually complete a song in one sitting?  For me I love when I can get a whole song out like that (well, the bulk of it at least... the production might take longer), so I really have to change my mentality to work on video games, hehe.   

@neoshaman: Ah, that's too bad Sad  I hope you'll be able to check it out sometime though!

@BinaryMind: Thank-you for playing, I'm really glad that you're enjoying it ^_^  To answer your question, the demo does end... if Dolby just joined your party then there should be one more section before it's done (Debonet).  Thank-you for letting me know about those bugs, too!  I'll try to see if I can fix those... (thus far I haven't been able to fix the timing thing on the Hawk wanted poster, but perhaps I can figure something out) 
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« Reply #97 on: February 22, 2010, 03:22:05 PM »

@supershigi: saturated dreamers will be about as non-linear as games get -- it's a little like the first zelda game, if you've played that. in the first zelda game, you could go to the dungeons in any order, get items in different orders, explore the world as you like, and so on. although it had a 'recommended' path (the dungeons were called level 1, level 2, etc.). the first two fallout games used a similar system: you could explore the world in any order, but there was a recommended path (enemies getting easier to harder). SD is like them, but doesn't even have a recommended path, so it's even more non-linear. the story is told nonlinearly too, but in various different ways. for instance, every 5% or so of the map you explore, you get a new flashback. most of the story and most of the game world are optional; it's possible to finish the game only seeing like 10% or so of everything, or less.
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« Reply #98 on: February 22, 2010, 05:26:16 PM »

Oh nice, I don't think I've played a game that was both very non-linear and also had a deep story... I'm curious though, given that you could explore the world in any order, how will leveling up work with battles and stuff like that?  Are all the enemies created so that no matter where you are, their levels simultaneously increase based on how much experience you have?  If so that's pretty awesome.
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« Reply #99 on: February 22, 2010, 06:27:50 PM »

it's not really a rpg in that sense. you do collect a party of characters and there is a story told through dialogue textboxes, but you don't level up (you improve the ship's functions, though), nor do you kill enemies (you friend them, including friending bosses). creatures increase in abilities with respect to distance from the center of the map, and since you begin in the center, you begin near creatures which are easy to friend. i probably should put up a video one of these days to show how it works better.
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« Reply #100 on: February 22, 2010, 10:02:45 PM »

@rekcah: Haha, that's awesome that your friends will harass you about it until you finish it ^_^  Whenever I come back to the thread and see a bunch of replies I always get a boost from that!  Games are so different from music in that way... they're much more iterative and you can't really complete them in one binge sitting.  When you make music, do you usually complete a song in one sitting?  For me I love when I can get a whole song out like that (well, the bulk of it at least... the production might take longer), so I really have to change my mentality to work on video games, hehe.    

Yeah, usually I'm able to complete a song in one sitting. But, there are a couple songs (mainly progressive) that took awhile for me to finish.

I've developed 3 games already (finishing my 4th) and I'm still adjusting my mentality to the slow pace of game development haha. Writing music is like instant gratification for me. I can instantly hear the result of what I'm doing. Hearing it come together excites me. Developing a game or software can get tiresome. It takes awhile before I start to get excited about a game I'm working on. I have to see things working how I wanted them to.

Patience is key when it comes to game development  Roll Eyes
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supershigi
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« Reply #101 on: February 25, 2010, 08:24:31 PM »

@Paul: Ah, that makes sense... so it's sort of like how in Urquan Masters the easier guys are near the Earth, but it gets progressively tougher as you get further out into the galaxy?  I like that, it makes exploration feel more natural.  Melolune is fairly linear (especially the demo), although I'm trying to add a lot of sidequests and random areas in order to give the player more of an exploration-feel.  And yes, you should definitely post a video... I'm especially curious about the whole "friending the enemies" thing.  I've always liked the element of diplomacy in games (even if it's as simple as regular dialogue or giving gifts like in Harvest Moon or Animal Crossing).

@rekchah: Same here, there are a few songs of mine that took me multiple attempts (I kept rewriting the verses or the chorus because they didn't feel right).  Though I must say that my favorite songs (and I think my best ones) are the songs that came out really quickly and naturally.  Ah, if you're on your 4th game then you're probably totally used to the difference by now!  This is only my first game, so I'm still getting used to it, hehe... when I first started out I kept having to tell myself "one step at a time" because I couldn't believe how long it would take me to do one section, and then to imagine that there were going to be hundreds more after that >_< ... you're certainly right about the patience thing.  Do you usually do all the production yourself when it comes to music?       
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« Reply #102 on: February 27, 2010, 12:24:56 PM »

@rekchah: Same here, there are a few songs of mine that took me multiple attempts (I kept rewriting the verses or the chorus because they didn't feel right).  Though I must say that my favorite songs (and I think my best ones) are the songs that came out really quickly and naturally.  Ah, if you're on your 4th game then you're probably totally used to the difference by now!  This is only my first game, so I'm still getting used to it, hehe... when I first started out I kept having to tell myself "one step at a time" because I couldn't believe how long it would take me to do one section, and then to imagine that there were going to be hundreds more after that >_< ... you're certainly right about the patience thing.  Do you usually do all the production yourself when it comes to music?       

Yeah I pretty much do everything myself. Anything specific you wanted to know about? I really enjoy recording and mixing live instruments... but maybe thats because I spent too much money on the recording equipment not to enjoy it LMAO.
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« Reply #103 on: February 27, 2010, 01:00:09 PM »

i haven't played ur quan masters so i can't really answer that, but it sounds about right, yeah. friending the creatures in done in different ways for different creatures, and part of the game is to figure out how it's done (describing how to do it for each would ruin the exploration feel). but as an example, the first one you can friend is friended by moving around it as it looks at you, moving in a circle around it without stopping; if you do that enough, it becomes friended.
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« Reply #104 on: February 27, 2010, 06:58:33 PM »

Okay guys, I have a dilemma... Melolune's music is taking up way too much space >_<  At first I thought that the majority of the game's music would be in MIDI (save for a few key scenes), but I've been using a lot more oggs than previously expected.  I'm trying to decide if I should make MIDI versions of all these extra tracks (ie - tracks not being used in special scenes) and allow people to download a "higher quality music" patch later on, or if I should just keep everything in there despite it bloating the file size a bit.  What do you think?   

@rekcah: That's cool, I usually do all my own production as well.  I forgot if I asked you this before or not, but what kind of software do you use for your music? 

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