Bit Blot Forum
Aquaria => Modding => Topic started by: TheBear on March 03, 2008, 05:42:30 am
-
Sacrifice on ModDB
http://www.moddb.com/mods/sacrifice (http://www.moddb.com/mods/sacrifice)
Overview
Aquaria: Sacrifice is an extensive, narrative driven prequel campaign featuring prominent characters such as Prince Drask, Mia, Naija, and The Creator. Extending beyond the current Aquaria universe will be the introduction of a number of new characters. One of these is Princess Elena, wife of Prince Drask, which will serve as the new protagonist. The story will be helped along with all new maps and a few spiffy cut scenes. Unlike Aquaria the story will be told through a classic adventure dialogue system. The name of the mod, Sacrifice, is related to the individual sacrifices made by each character.
Story
Unlike most Mithalan women, Elena never wanted to be associated with royalty...let alone a princess. However, her love for Prince Drask removed any such fears. Together they have been extremely active and effective rulers and thus well loved. Even the decision to annihilate the Krotite’s after the Erulian massacres was almost unanimously supported. But these have all failed in comparison to the loss of their god…their creator…Mithala.
Although he traveled away from his people on occasion it was for never more than a few months. Mithala has yet to return from his last journey and that was some ten years ago. This abandonment has plagued the people of Mithalas and caused obvious political and religious upheaval. Despite being religiously devout even Prince Drask has begun to lose faith.
Fearing further desertion Prince Drask feels he cannot leave his city in search of answers as he once had. His trust in those close to him has been slowly waning and as such he has turned to his wife Elena to seek council outside of their waters. As Elena begins to delve deeper in her journey she finds that all sentient life is being slowly destroyed. Her fateful journey leads her through adventures both harrowing, tragic, and strange to a final battle she cannot win. Mithalas will fall.
Download
Aquaria: Sacrifice v1.12 (31.4mb)
http://www.moddb.com/mods/sacrifice/downloads/sacrifice (http://www.moddb.com/mods/sacrifice/downloads/sacrifice)
-- extract to aquaria/_mods/
-- you must be updated to the most recent version of Aquaria
Screenshots
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_121608_1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/121608_1.jpg?t=1229457602) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_121608_3.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/121608_3.jpg?t=1229466520) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_121608_2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/121608_2.jpg?t=1229457711) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_vendor_food01.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/vendor_food01.jpg?t=1245796025)
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_Aquaria2009-04-0402-00-54-88.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/Aquaria2009-04-0402-00-54-88.jpg?t=1238825614) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_Aquaria2009-04-0402-02-59-46.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/Aquaria2009-04-0402-02-59-46.jpg?t=1238825661) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_OF_DT_1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/OF_DT_1.jpg?t=1251689018) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_OF_DT_1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/OF_DT_1.jpg?t=1251688872)
Videos
Level Creation Time Lapse: "Crash Landing" on YouTube [HQ] (http://www.youtube.com/watch?v=Tf2qtkrP184)
Level Creation Time Lapse: "Crystal Cave" on YouTube [HQ] (http://www.youtube.com/watch?v=YMYFxTJ2lfM)
Transit and Dialogue System: wmv(12.1 mb) (http://studentpages.scad.edu/~doconn21/aquaria/scriptFun.wmv) or divx(11.1mb) (http://studentpages.scad.edu/~doconn21/aquaria/test.divx)
Collectible Vendor: wmv(11.7mb) (http://studentpages.scad.edu/~doconn21/aquaria/vendor.wmv) or divx(9.94mb) (http://studentpages.scad.edu/~doconn21/aquaria/vendorDIVX.divx)
Food Vendor: wmv(4.98mb) (http://studentpages.scad.edu/~doconn21/aquaria/vendor_food.wmv)
World Map
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_worldMap-1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/worldMap-1.jpg?t=1331261218)
-
big pat on the back
Looks great so far, man. :)
Very interested to see how this develops, and if you have any questions about the editor/mod stuff, feel free to ask me. We have an #aquariamods IRC channel set up just for that. 8)
-
Nice job so far! I was hoping someone would start working on maps. There can't be enough to explore in Aquaria. *thumbs up*
-
Dude, you are awesome, keep it up. :)
Even if no one wants to script in anything new, there is plenty of content just waiting to be used if you know how to get to it. Even just expansion maps would be cool to play.
-
I was a tad bit ambitious in hoping to make a casual version of Aquaria. It's way out of my league and without a decent sized mod team just isn't going to happen so I've changed my plan. This will now be a new campaign that will follow a new character up to the point where the actual game starts (prequel).
The story will be told fairly linearly through text along the bottom to keep things simple. For example: Mia or Naija will be sitting on a rock and you click them to learn a story element. My plan is to release the campaign in three separate acts. Who knows if I'll finish it but I'm certainly going to try.
Here's an update on the EnergyTemple map which is about done. The plan is to release this map sometime this weekend (without any story elements) just to get some feedback on enemy density/layout/etc.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_screen3.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/screen3.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_screen2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/screen2.jpg)
-
Bring it on! ^-^
-
Oi, great work! Can't wait to try this one out. :D
-
That looks awesome dude, can't wait to play that, the map alone already looks awesome.
-
Nice! Once the level is out, it may be easier to find / put together a Mod team.
-
As promised, here is my first map in the Aquaria editor. Nothing is scripted so you will learn bind and energy forms by swimming over an invisible hotspot. Can't miss bind...energy is obtained by swimming over the same character as the official campaign.
Big thanks to Alec for answering all my questions. Can't wait to hear back from you guys.
Download
This demo map has been removed but will be playable in the final mod. The map has been slightly redesigned and polished with a bit more detail.
-
Very nice, A lot of detail was put into it, I noticed in the begin that the objects were a bit scrambled... I don't know how to put it, but in the original game it felt like every plant and orgnism had it own spot, but that soon changed when entering the energy temple, I found it very nice and also liked that you could take two ways, even though it ended up as one, confused me at times, but gave it a nice edge. I once again awe at the detail you put in, you did a very good job, which I could do stuff like that. Then the enemies started appearing, also going from very easy to somewhat harder, but nothing that can't be handled, I had only one point of damage the entire run through and that was from those Virus sorts of enemies that barrage you with bullets, was cornered within seconds.
I also noticed that some of the tiles were on the wrong layers, don't know if on purpose or not, but it looked unnatural, like the columns sticking out infront of everything. And some of the plants sticking onto rocks and moss, It just looked weird.The dark layers kind of confused me, I think you put every bit of black on the dark layer (J?), while that makes your minimap black out and make them be lit up with sun form, which is bad, I advise you put some on layer 9 or so, or even make a mix of it, would be more handy. Especially things like the round stuff by exits and entrances.
I found out that alot of the blue patches, that normally have healh plants in/on them, didn't have them at all, don't know if this was done on purpose or was just forgotten, I presume it was indeed on purpose.
The miniboss fight with the Blaster Prime first kind of scared me, seeing I don't even remember that boss for some reason, the laugh freaked me out, propably did in the first time with the original game too, but came out of that unharmed.
Then a VERY big point afaik... Edges of maps, I don't know if you realised it, but the controls of Aquaria is pure from the middle, when you go to the edge of the map, the maps stops at the edge, letting Naija get away from the center, being at the side, while the game still thinks she is in the middle, which makes you control Naija like she's in the middle while she's at the side of the map, it can be quite a bother at times.
Then finally, the exit that takes you to that window kind of thing amused me, but I couldn't get back in, which bothered me again, I'm not a big fan of one way doors. And I know you didn't script much yet, but was the statue you collected supposed to show up somewhere?
Once again, very nice mod, I really wonder where you get the imagination, very good job, I hope you continue with this.
-
Wow! Awesome feedback! Thanks for taking the time to write all that out Alpha.
Start Map
This map was a bit of a bonus. I needed a break from the energy temple so I did a small map to lead into the Energy Temple (also to see how long a small map would take me: about 3 hours). I was pretty happy with the results but maybe the problem is that the style was used for very open water sections in Aquaria and I used it in a confined space with a lot of detail. I'll see how decreasing the number of tiles looks.
Dark Layer
It would seem obvious that the dark layer would black out the minimap and be lighted by sun form but I didn't make the connection. I'll move some of the shadows.
Weird Layers
I thought the mini-boss area might look weird with all of the columns but I'll double check the columns and grass to ensure that they make sense.
Treasure Area
I made it one-way in case someone missed the entrance. They would then be curious about the window and start to look around to find an entrance but perhaps it's too obvious already so you should be able to enter through the window as well. The treasure would be displayed in the main character's home area but that doesn't exist atm and I haven't looked into any of the code...so yes atm the treasure won't display anywhere.
Map Edges
Oddly, I didn't notice the problem until very recently. I use the keyboard for movement and didn't notice any problems other than the visual issue. Then again there aren't many enemies in those spots. I can easily add black space to the MapTemplate on the right and bottom side. The left and top will have to stay as is unless Alec has developed something to move everything with the transition to widescreen.
I'll fix everything I can tomorrow and change the file stored online. Glad you liked it Alpha and I get most of my inspiration from swimming around the maps Derek created.
-
Alright, glad you liked my feedback and that it helped, about the map edges, I hope you know that a map needs to be 256x256 or 256x512 or 512x1024.
At least, that's what I know, so it might be a bit tough to fix it all if the problem is on the top, seeing the left most corner is 0,0 and the tiles have co-ords like that, so you can't expand left up, but you can expend down right.
I think you can figure it out. ^_^
And again, great map.
-
Hi, you did a fine job on the details. I haven't got much else to add, except that I can't wait 'til you fill up the map. :) Keep it up!
-
I liked it too, only thing that bothered me was, that I did the currents (where the krotite armor is) did three times - and the onfollowing re-run of a part of the map. 1. Krotite armor, 2. bulp plant 3. after finishing the rest of the mod.
Will the minimap be usable in future?
-
Downloading. Yay. ^-^
[EDIT]
That..was...Awesome! :D
It really felt like exploring an underwater temple thing. And the miniboss was nice and intense. (I love the laugh intro, good and scary. And how he dies is really good. ;) )
Keep it up man, you rock.
-
Thanks Hiro...the miniboss was in the actual game so give props to Derek and Alec for creating him. :) I spent some time today polishing all of the little problems pointed out by Alpha/Xia. Not really worth a replay if you already gave it a run through. I really appreciate the feedback and it's got me pumped to get the first act done. Long road ahead.
-
@ Xia, minimap never worked so far in the modding mode. So you'll have to ask Alec, I believe I also already asked him and that he will implement it, so... That's good. I think or at least, I hope.
-
Well, I met that miniboss in the game, but I thought he acted a little differently, with the shooting...
Oh, and I found a few things: When you face off with the miniboss, no door or anything closes off the room. I fought him and he ended up going up the passage to the left where I had come from. This made it almost impossible to face him without being hit, since I'd have to enter the tunnel at the bottom and he'd spray down the narrow passage, so I couldn't dodge. It might be a good idea to block off the room untill he is dead, also to stop people running away from him. Not necessary though, if you want to keep a more 'underwater temple' idea and less of a 'video game fight' idea. In an underwater temple there are no doors triggered by the life of a being. ;)
Also, the miniboss comes back if you re-enter the room. I'm not sure how you'd fix that though, and I guess it could just be left like that. Just something to think on.
Good luck. ;)
-
took a quick run through your awesome map and will do a thorough swim later, have a flue right now and I could get lost in a closet. it looks great and neat to see the mod editor being put to task! even though I don't have any resounding critiques to add yet wanted to say that I'ma checkin it out!
-
I'm not really sure, but the miniboss coming back has to do with flags (values that change when you get like... A trasure or something and that is shows up in your home), OR that it's because it's a mod, it keeps reloading the whole map, thus doesn't check what you already did on that map, not realy sure about that though. I think it has more to do with flags.
-
I reentered the room three times but I'm pretty sure only the small blaster pegs where there (at least no bigger shootings where directed to me).
-
Then I don't have a clue, cause he did return with me. xD
-
Hope you feel better Inkblob!
Yeah, closing doors requires scripting. The miniboss and the barrier you open with the orb will reset whenever you re-enter the map for the reasons Alpha stated. If there are any programmers that would be willing to fix boss scripts to work in a mod I'd be very happy =) . Have a couple other small things like learning forms after a dialogue section but yeah. I know the mod community is kinda small but I'd love some help on any level (re-skin for a new main character and some mithalans?).
I'll tighten the entrance of the tunnel for the miniboss at some point so he won't be able to swim out.
-
Mmk, good to know something I said helped. :)
I'm not one for scripting really. I'm only good for ideas. Sorry. -_-;
-
Mini Update
I've been pretty busy with school of late and thus haven't been able to put in as much time as I'd like but things are slowly coming together. Being my first real game project things have been a little overwhelming as I expected. Been working through story, characters, progression, etc. At the moment I have 4-5 maps in various stages of construction. Story wise I've decided to go ten years before Aquaria when Naija and Mia suck refuge in Mithalas. Prince Drask attempts to offer them protection from the Creator whose destruction in attempting to find Mia has broken the religion of his people (worshiped the Creator). Still in the early phases but expect minor characters mentioned in passing in Aquaria to be brought to light. No idea when the first act will be released but I'll try to give an ETA at some point.
Thought I should just give an update every couple of weeks so it doesn't seem like yet another mod has died. Since text is boring here's a shot of what is to be a new minor character.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_walker.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/walker.jpg)
-
I like the shot. :)
-
Thought I should just give an update every couple of weeks so it doesn't seem like yet another mod has died. Since text is boring here's a shot of what is to be a new minor character.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_walker.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/walker.jpg)
Looks cool. :)
-
I really like the aesthetic in the room. The way the line shines right ono you and the reflections on the water...well it looks damned beautiful.
-
(re-skin for a new main character and some mithalans?).
I'd love to help out with this, but right now I need to focus on my exams. So it'll be slow progress, I'm afraid. Just send me a personal message if you're still interested. :)
-
Thanks Glamador! I think most of that credit should go to Derek's artwork though. I'm excited about some possible help Aerendyll. I tossed you a PM.
-
The screens look promising. I hope you keep up that good work...
will there also be areas too just enjoy and goo fishing in this campaign? And something like a home?
This would be wonderful!
X-Site
-
Yes, you will have a home like the official story but it will be different than Naija's. Not sure what you mean by areas to just enjoy but it won't be a linear set of maps with constant enemies. There will be open areas where there won't be enemies. In general just expect it to be setup like Aquaria is.
-
I think he meant a spot where you can just swim around without getting attacked 24/7, like the
Open Home Waters. Thanks Xia
And I presume there will be. :p
-
I think he meant a spot where you can just swim around without getting attacked 24/7, like the Open Waters.
And I presume there will be. :p
And I think you mean home waters, because when I make a list of places, where you get a lot attacked, Open Waters is under top5. ;)
-
Thats what I meant^^ Thank you for the answers. I'm thrilled to play this mod ;)
-
I'm almost as excited by this as I am about the new patch coming up. :) This game needs some good substantial mods out there for people who just want more.
Hmm, I think since this has a fully playable version released, shouldn't it be put into the Mods list topic? ;)
-
Yes there's no point in having a Mods List topic if new mods don't get posted in it. Of course I don't need it to be listed since I'm here posting in this thread about it, but for the good of others you know?
-
(http://img228.imageshack.us/img228/2715/ancmcpreviewck3.png)
New main character in progress. :)
-
That's VERY nice. :D
-
A little cold don't ya think? I woulda thought she'd have more clothing on than that (unless the rest of the clothing is part of the unfinnished state of the sprites of course).
But for what is there, good job. It's clearly based on Derek's original drawing, but looks different enough to be a new person (or whatever Naija is... Aquarian?).
-
I'm still working on this, as you can see. I'm not sure what to do with the cape yet and I'm looking for ways to give her less cold clothes. I thought about longer pants, putting something over her belly, and so on. I just haven't decided what to use yet.
It's clearly based on Derek's original drawing, but looks different enough to be a new person (or whatever Naija is... Aquarian?).
Indeed. I also edited the face a little so she won't just be Naija with a new hairstyle and costume. It's subtle, but I'm pretty sure it can be noticed in the game itsself.
That said, I'm still thinking about how to make more Mithalans. I kind of need screenshots and similar things to help me, since I make art on a different pc than the one which I use to play Aquaria (and thus also the editor). Hard to explain. So if anyone has screenshots or anything to contribute as reference material, please send them to my personal messages inbox. :)
-
I sent you a PM with a picture that will hopefully be of help. Don't know how using hair for the cape would look but I'd say give it a try.
-
I say you give her longer pants but keep the belly showing. That would be the exact opposite of Naija's normal costume and I think it would provide a very good contrast to differentiate your mod from the original.
-
Yeah, I did notice that the face was a little different, good job on that. :)
You could give Glam's idea a try. That sounds pretty original and might work great.
-
I say you give her longer pants but keep the belly showing. That would be the exact opposite of Naija's normal costume and I think it would provide a very good contrast to differentiate your mod from the original.
I'm trying this out right now and it works well. I don't have previews yet (I'm halfway through), but I'll show new stuff as soon as it's done. :)
-
Done?
"No."
....
Done now?
"Still no."
............
Etc. ::)
:P
-
Done?
"No."
....
Done now?
"Still no."
............
Etc. ::)
:P
"Done now, please?"
No.
I'm in the middle of my exams now and I have little to no spare time. I wish I could spend it on this mod, but I have other stuff that needs attention too. I'll start working on it again in about 3-4 weeks. :)
-
Fair enough. Good luck for your exams buddy.
-
I must be smarter than I give myself credit. Because I so rarely study and yet I still seem to pull out good grades on exams. Still, I know people who study 6 hours straight (not something I could do) to make double sure they do well. Study hard, but remember to take a break. We just hope you spend that break doing some nice relaxing mod work. It's stress relieving I swear!
-
Lol. I get a similar thing. But I feel that I shouldn't slack off just because I'm talented... >.<;
The problem is convincing my brain that study doesn't hurt.
-
Here, how's this: if you don't study, you end up in the gutter, keep that in your mind and everything will go by itself. :p
-
It's been a couple weeks now. And unless his exams are MUCH longer than mine, I think he's probably done with them by now. But alas...we have not seen an update.
-
Update #2
Alright so I've continued to suffer from a big workload at college and thus havn't put much time into this recently. Thankfully my last project is due this Thursday and the semester is over. Starting next week this mod will become my priority and I can't wait! At the moment I have 5 large maps and 2 small maps that are about 80-90% completed. There are 2-3 more large maps that need to be done for Act 1. I've also worked out the general plot line, characters, and flow through the maps. My big focus starting next week will be writing and implementing dialogue. I think I have a couple cool but simple ideas and I can't wait to let you guys try it out.
I have a couple pictures of a small map that I did pretty quickly last week. I had a terrible Psychology teacher but she gave art contests for easy points so I designed a map around a character with schizophrenia. Various environments were combined to enhance the characters personality and thus association and/or connection by the player. I wasn't planning on using this in my mod but it turned out kinda cool so I'm going to mess around with it some more.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_psychology_1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/psychology_1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_psychology_2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/psychology_2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_psychology_3b.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/psychology_3b.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_psychology_4b.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/psychology_4b.jpg)
-
Woo! Yay for psychological maps. :P
Looks nice. I assume those dudes there are part of the story.
-
those maps are driving me crazy!
crazy to play..... lookin good!
-
That's some Psychedelic map.
-
Looks good, cannot wait for it to be released. But no rush yet, still getting through the main game for first time, so far ;-)
-
The new map looks very cool, TheBear! :)
I'm sorry for not being able to post any progress pictures. I'm still busy with my exams, because my exams are split into two big chunks: written exams and orals. :( When summer vacation comes I might have something done that's worth showing, maybe sooner. But I can't promise, because I've got leads of stuff to do.
I'm very sorry. :'(
-
Is ok man, go do well in your exams. Modding can wait. ^-^
-
Update #3
So...like most mods this kinda died for a while. Bit off a little bit more than I could chew and lost motivation. About a month ago I brought up the mod with an old friend and he offered to do some programming which got me excited again. Its been awesome having someone to bounce ideas off and the mod is finally making some progress towards something I'm happy with. We've almost got the opening cut scene done and my friend is working on a simple dialogue tree system for the narrative. Story and characters have been outlined and I've been slowly moving through the dialogue. Still working on maps like old times...two screenshots below to make this wall of text more interesting. Hopefully I'll have some form of a release window for you guys by the end of the year. No promises.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_update3_1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/update3_1.jpg?t=1229463841) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_update3_2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/update3_2.jpg?t=1229463886)
-
Woohoo! Update update! :D
Yeah, trying to do big mods straight off can be a little big.. Thats why I made that battle arena thingy. Its small so its easy. xD
Very much looking forward to this man, good luck. :)
-
Wow. The scale of this is really evolving: keep up the excellent work! The mod looks very polished: everything is in its place, just like it should be. ;D Mods, if not up to the standards of the beginning game, should at least strive to do that. ;)
[EDIT] What is the priest doing in the throne room? 8)
-
I've just looked at all your screen shots they look great :D
-
I realized that the first post in this thread wasn't providing a very accurate overview of where I was going so I spent some time to update it. It includes a brief overview, some screenshots, and a peak at the world map (should have 2 more maps once completed). Aquaria: Sacrifice is now the official name of the mod...at least for the immediate future. One of my earlier posts stated this would be released in 3 separate parts but I decided to ditch that a while ago and it will now be released as a complete campaign.
Below I have some screenshots of two dialogue tree prototypes. In both examples the character that is currently not talking is made darker. I was hoping you guys could tell me what you do/do not like. I'm not much of an artist so if anyone has any examples of dialogue systems they like as well as any other random suggestions (font etc) it would be much appreciated. I'll have a rough release window in my next update but it could be a bit longer than anticipated as my programmer seems to have disappeared.
Text is filler...sorry for the confusion.
Example 1
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_dialogue_box1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/dialogue_box1.jpg?t=1229472945) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_dialogue_box2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/dialogue_box2.jpg?t=1229472965)
Example 2
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_dialogue_boxIcon1.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/dialogue_boxIcon1.jpg?t=1229472990) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_dialogue_boxIcon2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/dialogue_boxIcon2.jpg?t=1229473010)
-
Very interesting idea: looks like a parallel to early versions of Aquaria (I believe the first prototype was leaning towards a role-playing game). If a classic RPG is what you have in mind, then I would use example 2, but if you want something more original choose the first. I have no preferences between the two myself. Good work man! :)
My only suggestion would be to touch up the dialogue a little, though sophistication of speech is not particularly necessary in a mod.
-
Looks awesome! Why is the rest in latin, it looks like the stuff that is in Apple Pages when you open the fancy brochure.
-
Woops...meant to add a disclaimer that the text is just filler. The first line is Warhammer Online stuff so...yeah none of this actual dialogue. Latin looking text is an old filler text you can find through google. Really helpful to see how the layout will feel for websites, brochures, and Aquaria mod dialogue trees.
-
I think if you want to have the whole person who is talking is brighter/person not talking is darker thing then having the full bodies shown is better (as in the top option).
I think the font in the second option is better, looks more Aquarian style.
I prefer the circles over the numbers, as in the second option.
I think I prefer the black bar through the middle that reaches the sides of the screen as in the top option, rather than the black box at the bottom. Seems more..important or something. xD
Oh, and that next button is cool. :D
(lol, listing things..)
Great work man, this looks really interesting (and its come so far too! ;D ).
-
I'm liking example 1 (the black bar through the middle) better.
-
Why is the rest in latin, it looks like the stuff that is in Apple Pages when you open the fancy brochure.
Lol... "Lorem ipsum sit dolor amet..."
It's a common half Latin, half nonsense paragraph of gobbltey-gook used to test layouts and type faces. The canonical "Lorem ipsum" paragraph was derived in the 16th century by taking snippets of words from a text of Cicero's. It's used often because it is meaningless and its distribution of letters is similar to that of English's. Sometimes additional words are added to make it even cloer to an English distribution of words, and sometimes that Latin-y nonsense paragraph is generated randomly.
-
How's this coming along?
-
I'm wondering the same thing... and will you allow people to use your work for the scripting with future mods if we give you credit? :)
-
With the amount of time I've put into this so far and with the disappearance of my programmer I felt that I really should put some time into scripting. A) to see if I could understand it and B) to see if it was possible to do what I wanted to do.
Treasures and Turtles
Flag system figured out and thus collectibles show up in their proper location. Turtle transit system works and now comes with a spiffy menu that lets you choose where you would like to go. It still needs a bit of work to get the menu to change based on what turtles are flagged but all of the code is there.
Dialogue System
It took forever but it seems to work pretty nice...comes complete with pretty fades.
Blue Crystals
The above systems offer a lot of extra functionality I could add in. One system I've been kinda thinking of would be a shop vendor. Instead of treasures the player would collect scattered blue fragments. These fragments could be turned in to an Archivist to obtain forms not part of the main storyline as well as allow the player to choose which treasure they want. On top of this would be dream/nightmare scenes from the crystal after say five were obtained. But then again idk. Things to think about.
Here's a video of the transit and dialogue systems in action. wmv(12.1 mb) (http://studentpages.scad.edu/~doconn21/aquaria/scriptFun.wmv)
- sorry about the crappy audio I'm a nub with this stuff
- also this text is filler
As far as a release I'm going to pull a Valve/Blizzard and say it will be done when it's done. There's a side writing project that I need to put some time into off and on over the next 2 months. I've been jumping around working on all sorts of things (maps, writing, programming) but starting this weekend I'm going to focus on moving more linearly.
I'm wondering the same thing... and will you allow people to use your work for the scripting with future mods if we give you credit? Smiley
Sure but it could be a while.
-
That looks amazing TheBear - that approaches the quality of work had Alec and Derek expanded upon their early ideas of an RPG Aquaria! :)
-
This looks amazing! TheBear, if you would ever like to merge talents, I'm sure we could pull of an amazing release! : ) Specially if we could get Hiro envolved too.
-
Wow sheesh. Thats a new animation for the turtle too isn't it? (The bit where she touches its nose). You've really put some effort into the details.
@DM: Heh, me? I'm not really good at anything. I can't draw well, I can't really script, I don't really have any big ideas... I'm just good at using things other people make to create small things. >.< Maybe the level creation, if someone wanted to give me the layouts. xD
That Edwards fellow though, he seems like a wizkid with that scripting. If I were to try making a modding team, I'd include him. ;)
And I fully indorse modders merging talents and stuff. Even if its just dropping in to help with a script or something its really cool and can help make something way better than one person alone can do (eg. time scores for the battle mod anyone? :D)
-
wow! selectable locations! dialogue options! talk of vendors..!? this is looking great :)
-
Wow sheesh. Thats a new animation for the turtle too isn't it? (The bit where she touches its nose). You've really put some effort into the details.
Heh, no that is a default animation when you make your first transit with the turtles.
-
TheBear and Edwards both seem pretty good with the scripting, which at this point I am not. I'm still having troubles with some regular non-scripting issues getting my school of fishes working! : /
My talent so far is with map creating, and graphics. Was getting really good music creation going on too, but I haven't dabbled with that for awhile now.
-
Heh, no that is a default animation when you make your first transit with the turtles.
It is? :-[
Clearly its been too long since I rode a turtle for the first time. >.<
-
Here's a video of the transit and dialogue systems in action. wmv(12.1 mb) (http://studentpages.scad.edu/~doconn21/aquaria/scriptFun.wmv)
Very impressive! I don't even understand how a dialog system like that could be built into a mod. :o
Nice. :)
-
Very impressive! I don't even understand how a dialog system like that could be built into a mod. :o
Dude. You know you're hardcore when you are beyond the person whos game your modding. :o
Hats off all round. O0
-
Maybe TheBear should join Bit-Blot? ;D
-
I DOUBLE that response Chibi. :) I hope he sticks around on the forums! ;D
-
Here's a video of the transit and dialogue systems in action. wmv(12.1 mb) (http://studentpages.scad.edu/~doconn21/aquaria/scriptFun.wmv)
If it's not too much trouble, I don't suppose you'd be able to use a more compatible format (eg, mp4)? Some of us are on Macs.
-
http://dynamic.telestream.net/downloads/download-flip4macwmv.htm
-
I DOUBLE that response Chibi. :) I hope he sticks around on the forums! ;D
So do I: anyone who can impress Alec I'd like to have around. :)
-
Thanks Alec, I do have the latest version of Flip4Mac but sadly I'm not getting any video from this movie :(
-
Thanks Alec, I do have the latest version of Flip4Mac but sadly I'm not getting any video from this movie :(
Here it is in Divx. (http://studentpages.scad.edu/~doconn21/aquaria/test.divx) If that doesn't work I'll need someone to suggest a free program that can convert to .mov or something similar.
Don't worry I'll be around...this project will definitely get done.
-
Thanks heaps TheBear! While I can't say I have any respect for DivX, it's at least more compatible than WMV :) (for converting to mp4 though, I'd recommend Handbrake (http://handbrake.fr/))
Dialog system looks awesome :)
-
I'm really interested to see how this is going to turn out.
This is the most promising mod I've seen so far. If the story you've got going is even half as good as the mechanics so far It will be a huge success.
-
I couldn't stop thinking about this project over the last 2-3 weeks when going about my daily activities. It seemed like the more work I did the more work I realized I had to be done. Just seemed like I was never going to be able to get close to finishing this project. Anyways, I kept my head down and just kept moving and I've made some really great progress. The core 18 maps are all essentially done needing only a bit more visual polish once everything else is done. Dialogue/Story just went through a third revision and although a couple parts need a bit more work it's mostly done as well (around 6,000 words atm). These are two really big milestones and I've begun to import the dialogue in game.
In the scripting world I've rewritten my Dialogue Tree code to be a little bit more efficient but more importantly to be much more easy to replicate. Added code so that the Elena character shown on the Dialogue Tree will be in same costume or form that the player is in. Over the next couple weeks I'll be setting up Dialogue Trees and scripting in the general quest. Hopefully, in say 2 weeks, the entire story will be more or less playable. From there it will be scripting a few cutscenes, the vendor, and some visual polish for the maps. I'm really excited to finally see things come together and I hope I can get this to you guys by March.
I'll post some video gameplay once most of the story is setup in game.
-
Wonderful! Thanks so much for putting all this effort into what looks to be a spiffy mod.
: D
-
wow love this mod! looks promising i bet u will probably finish it soon ::). finish it as soon as u can i think im gonna cry :'(
-
Wonderful! Thanks so much for putting all this effort into what looks to be a spiffy mod.
: D
QFT
Seriously, you could be the author of the first released epic Aquaria mod (I'm not counting jukebox, Battle or Native copy as epic haha). 8)
-
Been working like a dog on inputting dialogue...around 80% done with that atm. Wanted a little break from the monotony so I scripted the vendor system yesterday and thought I'd show it to you guys. There will be six memory crystals scattered around Aquaria that can be exchanged for various items. Certain items are locked until you have reclaimed a certain number of crystals. On top of this there are 2 milestones of crystal collection that will open a playable vision/map. I had a lot of fun coding this...probably because everything went smooth and I didn't have to throw my keyboard at the wall in frustration.
Vendor in action. wmv(11.7mb) (http://studentpages.scad.edu/~doconn21/aquaria/vendor.wmv)
Vendor in action. divx(9.94mb) (http://studentpages.scad.edu/~doconn21/aquaria/vendorDIVX.divx)
Couldn't get handbrake to work so you'll have to deal with divx for the time being.
-
That is impressive - it's a very slick menu. Amazing modding, TheBear! :) Thanks for giving us these little teasers - if I didn't develop a tolerance to your creations, my head would explode in response to the final version. :D
-
This look very bloody amazing, it will probably be the best mod ever.
-
Nice!
This looks like it's going to be a very impressive mod. I'm looking forward to playing it!
- Edwards
-
*Flippin' out* Thats awesome. You really do show whats possible with this modding system. ;D ;D
-
that's hawt ~~
-
Just...wow. :)
-
That's just amazingly awesome! PROPS!
-
Wow, looks great. I'm looking forward to playing this. :)
-
awesome mod thebear i could kill for a mod like that btw the turtel thing is briliant i hope alec and derek put a system like that in v1.1.2 :D
-
Sheesh...been a while since I posted an update. To be honest I was spending so much time on this project in December/January that I burnt myself out. I took some time off to catch up on games/movies I had been missing and worked on some side projects. The mod is going relatively smoothly although I keep having to prevent myself from wanting to go on all sorts of story tangents and blow this mod up to a ridiculous scale. Currently, I'm spending most of my time scripting dialogue together.
I've been debating back and forth on releasing an open beta version that would contain a significant chunk of the main storyline (unpolished w/no side quests). However, there's part of me that wants to release the mod and have you guys experience it in its totality. A couple months back I had wanted the mod to be ready around this time but I have decided to forgo rushing it out to polish it off. I'll probably grab someone to do a mildly polished closed beta of the entire mod sometime this month to help direct me in finishing it.
-
I would rather you took your time on the mod rather than do a fast and dirty job - also, feel free to take breaks. We're not pining for Sacrifice that much. ;)
-
We're not pining for Sacrifice that much. ;)
Are we? ARE WE REALLY? *whips TheBear* Finish it! NAO!
But yeah, seriously, what Chibi said. I also have a mod going that is long from done and I also had a major start, but every small thing is starting to work against me. I'm a perfectionist and all, and some things just aren't good enough.
-
I can download this mod game?
-
Not yet - as I said, it's not finished.
-
If you were to give a percentage of overall completeness of sacrifice what would that percentage be?
-
I'd say it is about 85% done. In the scripting realm there are two scripts near the end of the game that I'm struggling to figure out. Both deal with getting bosses to have only one attack state and only attack when told to do so. Story wise I know what happens in terms of events but I've been struggling with dialogue for some of the later sequences. Other dialogue needs some sprucing up as well but as this is one of my first attempts at a large writing project I don't think I'll be completely satisfied with it. I've recruited Xiagan to do some closed beta testing for me. I'm hoping he will be able to provide some objective criticsm to help direct me in completing the project. My goal is to get him a working but not complete version of the mod in the very near future.
I'm finishing up my last semester in college which is proving to be more work than usual but I'm continuing to put time in here and there in finishing this mod. Here's hoping someone testing the mod helps me quicken the pace to the finish line.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_Aquaria2009-04-0402-00-54-88.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/Aquaria2009-04-0402-00-54-88.jpg?t=1238825614) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_Aquaria2009-04-0402-02-59-46.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/Aquaria2009-04-0402-02-59-46.jpg?t=1238825661)
-
Mmmm, delicious screenies.. ^-^
More than the mod work, good luck with the schooling. Remember you can always go back and finish this but you can't so easily repeat college so you gotta give it your all first time through. ;)
-
Very nice work and great screens.
If you need any more help with scripts or beta testing or anything like that, ask.
Of course, like Hiro said, priorities first.
-
Those shots are beautiful - I love your juxtaposition of the Sun Temple and the Ice Veil. :)
-
If you'd like any help with writing or proofreading, or just want someone to bounce ideas off of, drop me a PM. I'm an experienced writer/editor, and I'd love for this to turn out well. A big pet peeve of mine is writing for comics/games/mods turning out terribly when the rest of the content is stellar. Ugh, or music. I just got a new album a few days ago that I loved, but in the first song "aloud" was used in the liner notes instead of "allowed". I don't know how people can possibly miss shit like that, but it happens constantly.
Anyway, let me know if I can help in some capacity. Either way, I wish you luck. Been looking forward to seeing a playable version of this.
-
Didn't realize you were still around Alpha! Xiagan is having trouble getting Aquaria working on his computer if you'd like to hop on as a tester. If you see some way to get the scripts working I'm cool with that as well.
I'll definitely take you up on that offer Quemaqua. Getting the mod together for early testing is my priority at the moment but I'll pm you the script once I'm able to spend a little more time with it. Bouncing ideas back and forth would be great.
-
TheBear, sure, send me a PM with a link to your mod and the few things you'd like to get working and how you'd want it to work.
I'd love to help with this great mod. =D
-
Yes! It's nice to see some (visible) progress on this mod. I really hope this gets done, I want to see what aquaria could have been in RPG form.
-
I should really go back through the game again, brush up on everything. I've been meaning to make another run for a while now, but I'm moving from my current apartment within the month, and thus haven't had much time for anything. Just packing my game collection has been a veritable nightmare. I never realize quite how much crap I've amassed over the years until I try to fit it all into boxes. Art books alone I think weigh in at nearly a hundred pounds.
Keep us abreast of the happenings!
-
Could I get a preview build of this mod? I'd like to check it out. :) (I might be able to help out a bit too)
-
I'll try my best to get the alpha/beta ready by the end of the weekend.
-
Thanks, TheBear. :)
-
Already weekend, mod it is already almost ready? :D ;)
-
Sacrifice v0.81 (Alpha) has been sent to Alphasoldier and Alec for critique, testing, etc. I made mention of an open beta to everyone a couple pages back but this preview build is intended to be closed as there is still quite a bit missing. It's unlikely that there will be an open build available until the mod is released. Sorry for the confusion. Alphasoldier has done an awesome job so far of finding bugs that I have been slowly fixing over the last couple of days.
-
Sweeeeet~! ^-^
Bug fixing is sl0w and painful. Good luck. ;)
-
With the big impatience I wait release this mod )))))))))
-
Yeah, I probably shouldn't tell a lot, but I felt obliged to actually React, I can say that this Mod is certainly worth it, but still misses a few things that have yet to come.
-
Yes. YES. YEEEESSSS!!!
8)
-
when when when (((
-
How are you doing?
Work moves ahead?
what stage of performance?
))))
-
It'll be done when it's done?
-
I graduate from college next Thursday, which is kind of scary, and as such I've been busy with final projects. Two of the courses I took this semester were C++2 and World Mythology which have given me a ton of new ideas in improving Sacrifice(particularly the story). Sacrifice has gotten snippets of time here in there but starting next weekend I'll be focusing the majority of my time on this project. Doing yet another draft of the script will be my first goal at which point I'll send it to Quemaque for critique/comments.
-
Woo! Congratulations in advance on graduating man! :D
-
Keep us informed events ;)
-
Long post incoming...as usual.
Thanks for the continued interest SpiritOfNikopolo! Let me know when you want an update and I'll let you guys know what I'm working on. As I've previously stated I graduated college about a week ago and I've been relaxing for the last week. This allowed my brain to clear out and now I'm ready to continue working on Sacrifice. I played through Sacrifice from start to finish yesterday and today and jotted down 2 pages worth of notes on things I want to change. I haven't read through the story in a while and in a way it allowed me a fresh set of eyes. The story is often pretty vague and makes large bounds in logical story progression a bit to often for my liking. As soon as I finish this post I'll be sitting down to start rewriting and adding to the story. Below is a list of some possible additional content I've been contemplating adding.
More Conversations
Alphasoldier made a suggestion after playing through Sacrifice that I should add small conversations to non "key" characters instead of having them just stand there. I disagreed at first but I've changed my mind and will be adding 15 or so interactions with various creatures.
Semiotics
Semiotics is a fancy term for symbols. I've become frustrated playing other "talk to character games", such as Mass Effect, where it's difficult to tell when that character has something new to say. One of the things I want to add to Sacrifice is a symbol that shows when a character has something new to say or has a quest for you.
More Vendors?
The one vendor I've thought of adding recently is a recipe vendor instead of linking recipes with the flowers. This brings up an issue of what to use as currency? I'll probably tie the recipe vendor in with a character in the world who has some past issues with a certain enemy in Aquaria. Killing that enemy would then give "1 currency" with that person that could be used to buy a recipe.
Tale of the Turtles?
The transit turtle graphic was what initially drew me to Aquaria and from the start of Sacrifice I wanted to give them a story. At the moment I've placed a book in Mithalas, I think, that tells a bit of their story but I had originally wanted to incorporate them more extensively. My original plan was that after obtaining Beast Form you would be able to talk to the transit turtles and hear their tale and learn why they are assisting you in traversing Aquaria. Later in the game I was going to have a sequence where you rode one of the turtles in a manner identical to the seahorse.
Difficulty Adjustment
The number of boss battles in Sacrifice is much fewer than the main campaign at the moment but I always found Aquaria a bit to hard for my liking. I know that it's geared towards a somewhat hardcore audience but I've been enjoying less difficult games over the last year. Unless you guys disagree I'd like to return to what this project started as, over a year ago, and adjust creature stats to make Sacrifice more casual friendly. On the other hand I know the few people who will play this were able to finish Aquaria and as such I should probably keep the difficulty the same. I think I could pull off a difficulty selector that would modify creatures through an include file but it would require a decent amount of work to do so.
Doing all or many of these systems will of course prolong the development of this mod but I think this will provide a solid portfolio piece in the end. I wasn't expecting the transit turtle menu and vendor systems to be so well received as they kinda break the cinematic feel Aquaria has. The above changes and the possibility of going into an experience system seemed like a bad decision to me but perhaps these are things I should explore to differentiate this mod.
-
Well, although Aquaria is very beautiful as a game, it is still a game. So removing any small annoyances with the interraction, like having to ride 3 turtles to get to where you want to go, is a good thing.
I think all of your ideas sound epic-awesome~~
As for difficulty I think you should make it how you enjoy it, and think about making a harder or easier version later. That way we can all play it, and give feedback on if it should be harder or not. It doesn't sound like its supposed to be a hardcore mod..but I guess there could be like, a hardcore version that has a ton more monsters with more HP and stuff. ;)
'Grats again on graduating. And good luck for your future endevours (both on the mod and elsewhere). :D
-
Semiotics
Semiotics is a fancy term for symbols. I've become frustrated playing other "talk to character games", such as Mass Effect, where it's difficult to tell when that character has something new to say. One of the things I want to add to Sacrifice is a symbol that shows when a character has something new to say or has a quest for you.
This idea is the best idea ever. Hiro's right, you should only make this mod as hard as you want it to be. Bi-weekly or weekly updates are nice to see and easier than on demand updates I find. Smoother flowing story is always a plus and it always makes for a better read. Cant wait to see what the final product looks like, but take your time, I would rather a quality release over a speedy one, and I'm sure most others would agree.
oh, and congrats on graduating
-
Pff, I'm late to respond, congrats on graduating man.
I just had all my exams myself and I hope I'm getting my diploma soon too, though I don't think I'm NOT gonna get it. :D
The new ideas sound amazing, if you need some simple brainless work, like modding difficulty multipliers into every entity, do tell. Stuff like that just takes time.
-
I just want to get it out there that I really appreciate all the effort that you're putting into this mod. I haven't played Aquaria since my third playthrough; while that has a lot to do with school workload, the game also does have limited replay. Seeing that there are people out there, willing to make the game keep going with skill and effort that are beyond me, is thrilling. Thank you!
Also, I am stoked at the idea of a difficulty setting (do people still use stoked? I do.). If you do end up putting one in, or having someone else do it, I would opine in favor of an Exceedingly Hard option. I've only ever played the game with a USB game controller, and it always struck me as quite easy. Seeing something as hard/ harder than Hiro's Big Energy-Form Battle (http://www.bit-blot.com/forum/index.php?topic=1300.0) mod, with the extensiveness of a miniature Aquaria Proper, would be incredible.
-
Haha, what, you want some hard attack spamming through the whole game? XD
You know, you can do that to the main game by editing the Native mod. Its not hard to add more enemies to places. ;)
-
I find a good idea first making it as you like and then having feedback about it.(some people may say they would prefer dificulty being hard and other in other way) but some people testing would draw you amore specific vision of where is the problem.
So far is look FANTASTIC.Other thing i would like to ask will the mod explain something also about mia and his motivation this mod? It's something i always thougt was kept very vague in the main game(which is cool: valkirya profile also kept things vague sometimes and i was ok as it was)
-
Tale of the Turtles?
The transit turtle graphic was what initially drew me to Aquaria and from the start of Sacrifice I wanted to give them a story. At the moment I've placed a book in Mithalas, I think, that tells a bit of their story but I had originally wanted to incorporate them more extensively. My original plan was that after obtaining Beast Form you would be able to talk to the transit turtles and hear their tale and learn why they are assisting you in traversing Aquaria. Later in the game I was going to have a sequence where you rode one of the turtles in a manner identical to the seahorse.
I don't know if you were aware of this, but there is an unused piece of dialog in Aquaria that touches exactly on that:
I found that I could communicate with the turtle in Beast Form. He told me a sad tale of his lost brothers, who had been seperated (sp?) by Aquaria's wars. In exchange for finding the lost kin, they would provide me with transportation between the regions of Aquaria.
-
lol nice. I have 4 bookcases in the Mithalas library containing optional lore with one of the bookcases containing a 2 paragraph summary by Drask on the history of the transit turtles. Without going into to much detail, the turtles were captured and infused with great power by the EnergyGod of the Krotites. They were then essentially used as cavalry by the Krotites until they were freed by Prince Drask. I've developed a fairly detailed set of ideas for the Krotites annihilation of the Erulians and the subsequent war that grew out of this with the Mithalans. In the current alpha version this story is only loosely discussed but I think I'm going to make it a bit more prominent as it ties in with so many characters.
-
So that would be desirable to try that is already ready....
It is possible testing, to look that that already is?))))
Forgive for transfer with help programm - PROMT
-
I'm having difficulty discerning PROMT's translation of your post. Alpha has done some alpha testing (har har puns) but I've decided to hold back releasing a alpha/beta until I'm more satisfied with the state of the mod. I'll post another update sometime this weekend on my ingredient/recipe system once I get the code ironed out.
-
I think he (or she) wants to try out what you have already. But yeah, I can understand why you'd want to hold off on releasing a beta version.
Looks like we'll have to wait.
-
Thank you I all have understood :)
P.S.:
I - "He"
Man (Boy) ;)
-
Recipe/Ingredient System
Despite having already created the framework for a food vendor with the item vendor I showed previously this has taken a lot of time. I worked on the first vendor over the course of 2 days while this one has taken 5. There's some more complicated stuff going on under the hood but creating a database of all items in the game for me to work with externally took a good chunk of it.
There will be 2 recipe/ingredient vendors in Sacrifice. I'm only showing one of them but I assure you they work exactly the same except that they sell different items. Items can be purchased by exchanging memory crystals. I'm not completely sure how these new crystals will be obtained but it will most likely be from completing quests, found in breakeable items, and/or from killing creatures (not sure about the last one). Also, I'm thinking of changing the large blue crystals, from the item vendor, and simply granting a large amount (say 5) of the smaller crystals so that all 3 vendors use the same currency.
Recipes can only be bought once but they will also yield one of that item. You can buy as many ingredients as you want. The vendor is not the most courteous of creatures and as such you will have to collect your purchased food after exiting the menu. The colored plants you normally get ingredients from will now only yield bulbs, leaves, shrooms, and occasionally oil or fish meat from a trapped creature. Ingredients continue to drop off killed creatures but breakable crates/urns will house odd items (possibly small crystals).
vendor_food.wmv(4.98mb) (http://studentpages.scad.edu/~doconn21/aquaria/vendor_food.wmv)
- "replay intro" confirm image is placeholder (no blank confirm image I can put text over unfortunately)
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_vendor_food01.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/vendor_food01.jpg?t=1245796025)
-
Hang on, in the recipies menu it tells you what to combine to get that item..
Whats to stop you reading all those for free and learning the recipies without paying (by combinging things yourself)?
Other than that, looks awesome. :D You're really taking Aquaria to like, a new level. ^-^
-
Hmm...I didn't realize that every recipe could be discovered through cooking. It's not a huge deal as you still get one of those items when you exchange your small crystal. Maybe it would work better if I removed the ingredients tab and just offered more recipes or even more of the same items (like 2 leeching poultices). The food vendor would be an easy way to obtain buffs as you wouldn't have to worry about finding the right ingredients. I think I'll still display what it takes to make the item as it seems like it would only further encourage players to use the food system. I'm also thinking of keeping the currency for food and item vendors separate. Do you guys have any suggestions?
-
You could categorize the foods by effect, and then put concealment over them. Like, have all the healing things in one place, speed effects, regeneration, and miscellaneous buffs in their own locations, and rank their price by usefulness. That way, you won't know what you're buying, but you know if it costs five crystals, and is in the 'Special' section, it's going to be a Magic Soup or a Hot Borscht or something.
This (excellent!) video makes me wonder two things:
1. Are you using only the music from Aquaria Proper, and is there going to be music for every place? I've always felt like the various bosses' music could be a little... spicier.
2. Do the item and food vendors only have items and foods from Aquaria Proper? Or are there super-secret-brand-new foods and items?
-
Yup, you can definately make anything you want if you have the ingredients. I thought everyone understood the idea of making recipies by experimentation...
Hmm, it could still be okay if you got more of the same item when you bought it; but it still kinda seems to ruin the whole 'buying the recipie' aspect. xD
If it were me I'd have it show recipies for the items that had been bought.
But what ever lol. ;)
If the currencies are the same for both things then the player can decide to forgo one to get more of the other. Its a gameplay decision and could add depth, but might make it unballanced if someone can get too much of one or the other.. I dunno. ^-^
-
Great to see progress here. Sorry I haven't been around too much, but I'm still available if you're ever in need of written assistance. Your work is still looking awesome!
Congratulations on your graduation, too. Nothing better than finishing off school.
-
@Zeke
1) I am not a composer and as such there won't be any new music but there will be Alec's music all over the place. I generally have the music on when I first start working but after a couple hours of debugging the repetitiveness becomes overbearing and I turn it off. There is music in Mithalas (level you see in the video) I just had it turned off.
2) At the moment the vendors contain items only from Aquaria Proper. I can add new ingredients and recipes but they would have to give the same buffs or debuffs as the existing food (hp, regen, defense, speed, etc). The existing food items seem to cover pretty much everything so I haven't created any of my own.
@Quemaqua
Although I wanted to finish a bit more dialogue I've sent you a PM with an included link to the current version of the script.
-
that shop thing seems pretty cool, hope you will make your own recipes too ;). How will you be able to get moneys? will you do like jobs/quests? Will you just find it? Another thing that would be cool is like if you had porogi's in like a krotite shop (since they are basically energy guys) and like plant leaf recipes in the druinads place. Etc. I dont expect you to but i like the idea.
-
@TinaFishOfDoom (for the most part)
The 6 Large Crystals, used at the collectible vendor, are a mix of hidden and boss drops. At the moment Small Crystals, used at the food vendor, are obtained from flowers, urns, and crates. I've decided to stick with a single food vendor for the time being that now offers twice as many items/recipes but no ingredients. The ingredients needed to create an item has been removed from the vendor menu for the time being. All of your questions/suggestions deal with pushing this mod farther in the direction of an RPG which is something I've contemplated a lot. I was going to try to prototype an entity that would allow me to create more HUD components so I could expand on this. At one point I was thinking of an XP/leveling system but I don't see any way to modify Elena's (Naija's) stats from a mod. On top of this granting XP for killing creatures kinda bothers me as there are so many non hostile creatures (plus tone of game). I thought of the standard Bioware good vs evil system where based on your actions you'd gain certain abilities. More combat focused if you were evil or something else if you sticked to the "good" side. I think it would be possible to have Small Crystals (my currency) to have a chance to drop from creatures but I have yet to look at it. I'm not sure how a full on RPG take of Aquaria would feel and I'm not entirely sure how successful it would be without a quest log, improved world map, talent tree, etc.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_food_menu_v2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/food_menu_v2.jpg?t=1247807360)
I've included a picture below of the symbols I was going to use to show new conversations/vendors. I abandoned the idea immediately after seeing it in game (immersion breaking) but after playing through Sacrifice again today I really think it's necessary. This past week I've done about 6 pages of dialogue and scripted around 6 or 7 short cut scenes and events to make things a bit more dynamic and interesting. I've also done a ton of testing and optimizing to try to limit the number of bugs upon release (almost went insane today from how often I was crashing).
I'll be making another post this weekend which will include a slightly different video along with a release window (I'm super serious this time).
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_symbols.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/symbols.jpg?t=1247807359)
-
Hmm, yeah the speech bubble thing really doesn't blend well huh.. but it's gonna be pretty darn useful to find new things to do/talk about. I think it should stay..
-
Can't wait to play this. I've been diligently plugging away at the script (at least what passes for my attempts at diligence...), and I think there's some pretty fantastic stuff here. Hope you guys are getting excited.
-
Time lapse videos are awesome! Planet Earth's time lapse shots blow my mind but even they may be second to my enjoyment of watching the environment art come together for Castle Crashers. (The Behemoth's videos on Vimeo) (http://vimeo.com/user397300/videos/page:2/sort:newest) I was not given the ability to draw nor was I able to learn how to (despite 3 years in art school) which is why I enjoy level design using existing assets so much. Doing the visual aspect of mapping in Aquaria is so relaxing for me. It's difficult to explain to non gamer people exactly what I'm doing so I figured a video of me actually doing something would clear things up. Plus, as I've already discussed, time lapse videos are cool.
Aquaria: Sacrifice (Mod) level creation time lapse [HQ] (http://www.youtube.com/watch?v=Tf2qtkrP184)
- first video on YouTube! I'm going to be famous once I get my 20 million views.
- The speed of the time lapse will slow down at 1:30 as I realized my first session was a bit fast.
- I figured the text wouldn't be readable but just trying to give a general impression of the scripting going on.
I'm leaving for a 2 week vacation to Canada early tomorrow morning. Upon my return it should take me about a week to tie up the loose ends and get this out to you guys. The plan is for a release on that weekend which starts on August 7. As with all developers nothing is set in stone but I'm feeling happy with the state of Sacrifice. Enjoy the video and get pumped for what is going to be an epic mod!
-
That was surprisingly awesome. I rather enjoyed that. Nice to see all the work that goes into something.
-
Daaaam that was cool. You have that level creation down pat. Something Alec would be proud of I'm sure. :D
I like you're style man, keep it up. O0
-
Aquaria: Sacrifice (Mod) level creation time lapse [HQ] (http://www.youtube.com/watch?v=Tf2qtkrP184)
- first video on YouTube! I'm going to be famous once I get my 20 million views.
- The speed of the time lapse will slow down at 1:30 as I realized my first session was a bit fast.
- I figured the text wouldn't be readable but just trying to give a general impression of the scripting going on.
Good on you for posting that, it makes me feel wall warm and cuddly inside. Thanks! :)
-
Good on you for posting that, it makes me feel wall warm and cuddly inside. Thanks! :)
The creator has spoken~!
-
Hah! What'd I tell ya? :D
-
New Time Lapse Video
This video is much shorter as there was no programming required for the map. I included a close up swim through at the end of the video for non Aquaria experienced people I show the video to (feel free to skip this part).
http://www.youtube.com/watch?v=YMYFxTJ2lfM (http://www.youtube.com/watch?v=YMYFxTJ2lfM)
Release Schedule
Sacrifice is more or less done and I'm simply going back over things doing a bit of minor polish. I sent AlphaSoldier and Quemaqua the most recent build of Sacrifice late Sunday for testing. Once I've fixed everything they find (that I'm capable of fixing) I'll be putting the mod up for a public release. I don't know about you guys but I'm excited!
Updated World Map + Vision Maps
(http://i61.photobucket.com/albums/h77/vxthebear/th_worldMap.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/worldMap.jpg?t=1250049813)
-
I'm definately excided.
DEFINATELY.
8)
-
Cool cool cool cool :)
Very beautiful map :o
Can I suggest to add some light and "pe sparkle" effects around the crystals that are in the shadows ? I love the idea that crystals are like living creatures generating a soft glow ;), but that's maybe just me lol
Can't wait.
-
Yeah, as I was watching the video on youtube I realized I forgot to add sparkle effects to each group of crystals. I'll try a glow and see how that looks.
-
can't wait !!!!!
-
Sacrifice will be releasing sometime over the next couple days. Quemaqua is doing some final editing that I threw his direction at the last minute while I continue to polish. I ran across MOD DB recently and spent some time yesterday setting up an account. There isn't anything different from what you can find in this thread but it will act as a repository for mod files and hopefully grab some extra attention. Hmm, actually there is. I added two examples of the dialogue trees on MOD DB that feature Elena trying to deal with Old Fred.
Aquaria: Sacrifice on Mod DB
http://www.moddb.com/mods/sacrifice (http://www.moddb.com/mods/sacrifice)
-
Looks sexy. 8)
The guys at Mod DB are really cool. :)
-
I really dig the dialogue trees. This mod is really slick. I think you guys will get a real kick out of it... I'm looking forward to having the final version in my hands!
-
>:( the game messed up 4 me... is it supposed to start in naijas home? can someone help :-\. im looking forward to this game ^-^
-
After 18 months since development first started Aquaria: Sacrifice is finally released.
Download Aquaria: Sacrifice (24.5mb)
http://www.moddb.com/mods/sacrifice/downloads/sacrifice (http://www.moddb.com/mods/sacrifice/downloads/sacrifice)
-- extract to aquaria/_mods
-- you must be updated to the most recent version of Aquaria
Read This While You Download
At the beginning of this project I knew nothing about programming. I can remember opening LUA files and having no clue what was going on. It's ridiculous how much I've learned about all aspects of game development doing this project and I can't wait to do more. I will, of course, continue to support Sacrifice by attempting to fix any and all bugs you may come across. Additional content in the form of levels, dialogue, and game modes (such as the defend missions) is a definite possibility sometime in the future. There have been more than a few times that I couldn't see the light at the end of the tunnel but I just kept going. No sacrifice (lulz) has been made in the quality department to rush this out in months past. There will always be more stuff I'll want to add to Sacrifice but for the moment I am content. I eagerly await your bugs and feedback as you play through the final days of Mithalas.
Thanks to AlphaSoldier for testing during Alpha, Quemaqua for editing roughly 16,000 words of dialogue, and Alec for making such an awesome toolset.
-
>:( the game messed up 4 me... is it supposed to start in naijas home? can someone help :-\. im looking forward to this game ^-^
Yes, but it is a cut scene. There should be dialogue, camera panning, no user input, and it eventually loading out on its own. Are you using a Mac? Can someone else let me know if they're having problems? Quemaqua had no issues and it runs fine on my PC laptop as well so I'm confused.
-
I'm using a mac, and no problems at all with the beginning of the game... until i speak with the food merchant.
Then, when i click on the cross to leave the food menu, it leaves the game.....
-
I'm using a mac, and no problems at all with the beginning of the game... until i speak with the food merchant.
Then, when i click on the cross to leave the food menu, it leaves the game.....
It leaves the game by going to the main menu or crashing? If you haven't already try exiting a dialogue window or the collectible vendor for me as they use almost identical code. Try the food merchant again as well to make sure it's a repeat error. Although, if clicking through the dialogue windows (next and options) is working I'm kinda confused. Hmm, let me know if it's just the food vendor. I don't know anyone with a Mac where I could test this myself and I'm not sure if there are any differences with isLeftMouse() etc functions with the Mac version.
-
I've tried to exit other dialogue windows without any problem.
And it's not a crash, it just leaves the game. Not to the main menu, but to my desktop
[edit] I try again and same problem, it just leaves the game, instead of the window : /
[edit 2] I've tried several times and it always leaves. Maybe it would not happen if i buy something but i've no money yet ^^
-
Congrats, The Bear! This is way exciting!
Naturally, I can't play because ModDB says the file isn't available from any mirrors. :(
-
I've tried to exit other dialogue windows without any problem.
And it's not a crash, it just leaves the game. Not to the main menu, but to my desktop
[edit] I try again and same problem, it just leaves the game, instead of the window : /
[edit 2] I've tried several times and it always leaves. Maybe it would not happen if i buy something but i've no money yet ^^
I can't see how that isn't a crash. The Food Vendor is using setStringFlag() and LUA Tables (dialogue and collectible don't) but I can't see how that would be a problem. I've opened and closed the Food Vendor 20 times just now with no problems (PC side though). Go ahead and skip the Food Vendor for the moment and come back once you've collected some crystals and try to buy something (make sure you save before testing that though). I'll be following this thread like a stalker for the next couple of days trying to fix everything... that I can replicate =/
Congrats, The Bear! This is way exciting!
Naturally, I can't play because ModDB says the file isn't available from any mirrors. Sad
Thanks! ModDB is showing me that they have 6 mirrors up (click download and then mirrors) and I was able to download it on my laptop where I wasn't logged into ModDB. I can provide an FTP link but I'd like to track things through ModDB if possible.
-
Huh, it's showing up for me, now, too. Must have been a fluke.
-
Ohboyohboyohboyohboyohboy!
-
>:( the game messed up 4 me... is it supposed to start in naijas home? can someone help :-\. im looking forward to this game ^-^
Just found your problem. I loaded the mod in an older version I have of Aquaria (1.0.3) and the cutscene didn't start in Naija's home. You will need to update to the most recent version of Aquaria as will anyone else not running Aquaria v1.1.1
-
Bug:
- after using the save crystal in the crystal cave, the save location was noted as RPG_CrystalCave (or something alike, definitely had the RPG_)
- when I got my second large crystal, I noticed the message at the bottom said "Large Crystal | Currency = 2 | Total collected = 2", and the middle Currency seems like it's confusing the large with the regular crystals.
- I crashed after talking to the Walker, just after he speaks of Drask and his father
-
Bug: after using the save crystal in the crystal cave, the save location was noted as RPG_CrystalCave (or something alike, definitely had the RPG_)
This might not be a bug, I'm not sure that you can setup descriptive names for save files in mods yet...
-
Wow. I've only been playing for a few minutes (see below), but this looks great. Being a fellow modder, I'm particularly impressed by the dialog boxes and menus- it's going to be hard to make myself wait until finishing the story before going through the data files. :)
[EDIT] I like the amount of detail in the maps so far- you're very good at that. Also, Teenage Naija had me rolling on the floor.
Oh, and the "no exit" current by the Transport Turtle in Elena's home is too weak, and allows a determined player to get out prior to talking to Drask.
I've tried to exit other dialogue windows without any problem.
And it's not a crash, it just leaves the game. Not to the main menu, but to my desktop
[edit] I try again and same problem, it just leaves the game, instead of the window : /
[edit 2] I've tried several times and it always leaves. Maybe it would not happen if i buy something but i've no money yet ^^
I can't see how that isn't a crash. The Food Vendor is using setStringFlag() and LUA Tables (dialogue and collectible don't) but I can't see how that would be a problem. I've opened and closed the Food Vendor 20 times just now with no problems (PC side though). Go ahead and skip the Food Vendor for the moment and come back once you've collected some crystals and try to buy something (make sure you save before testing that though). I'll be following this thread like a stalker for the next couple of days trying to fix everything... that I can replicate =/
Well, I just got the same crash. Aquaria version 1.1.0 running on MacOS 10.5.8. I can click on the food vendor and look through its wares (both tabs), but as soon as I click the close button, the game crashes to the desktop. I have not tried closing other dialogs yet. [EDIT] I've now tried closing both conversation dialogs and the blue crystal window, and neither crashes. [EDIT2] Purchasing stuff from the food vendor does not prevent the crash. In case it helps, here's the relevant section of my debug.log file:
UNLOADING TEXTURE: panels/panel_bg
UNLOADING TEXTURE: panels/panel_next
UNLOADING TEXTURE: panels/panel_exit
UNLOADING TEXTURE: panels/extras/cathedral/panelextra02_5c
setting flag [131] to 1
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/vendorm_menu_tab2
LOADED TEXTURE FROM DISK: [vendorm_menu_tab2] ref: 1 idx: 795
luaScriptError: vendorm_menu_tab2 : postInit : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : exitState : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : enterState : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab1-down
LOADED TEXTURE FROM DISK: [button_tab1-down] ref: 1 idx: 796
luaScriptError: vendor_button_tab1-down : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab2-up
LOADED TEXTURE FROM DISK: [button_tab2-up] ref: 1 idx: 797
luaScriptError: vendor_button_tab2-up : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/numbers/vendornum_0
LOADED TEXTURE FROM DISK: [numbers/vendornum_0] ref: 1 idx: 798
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
set control hint: (There are two tabs of purchaseable items. Obtain more small crystals from crates, urns and song flowers., 0, 0, 0 t: 8 )
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/crawlvirus/head
***Could not find texture: /users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/crawlvirus/head
LOADED TEXTURE FROM DISK: [crawlvirus/head] ref: 1 idx: 799
pos [-1], file :gfx/crawlvirus/head
LOADED TEXTURE FROM DISK: [crawlvirus/head] ref: 1 idx: 799
setting flag [130] to 1
luaScriptError: vendor_button_tab1-down : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab1-down : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
setting flag [123] to 1
setting flag [133] to 2
setting flag [123] to 0
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/vendorm_menu_tab1
LOADED TEXTURE FROM DISK: [vendorm_menu_tab1] ref: 1 idx: 800
luaScriptError: vendorm_menu_tab1 : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab1-up
LOADED TEXTURE FROM DISK: [button_tab1-up] ref: 1 idx: 801
luaScriptError: vendor_button_tab1-up : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab2-down
LOADED TEXTURE FROM DISK: [button_tab2-down] ref: 1 idx: 802
luaScriptError: vendor_button_tab2-down : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendorm_menu_tab1 : exitState : attempt to call a nil value
luaScriptError: vendorm_menu_tab1 : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab1-up : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab1-up : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab2-down : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab2-down : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
UNLOADING TEXTURE: button_tab1-down
UNLOADING TEXTURE: button_tab2-up
UNLOADING TEXTURE: vendorm_menu_tab2
setting flag [123] to 1
setting flag [133] to 1
setting flag [123] to 0
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/vendorm_menu_tab2
LOADED TEXTURE FROM DISK: [vendorm_menu_tab2] ref: 1 idx: 800
luaScriptError: vendorm_menu_tab2 : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab1-down
LOADED TEXTURE FROM DISK: [button_tab1-down] ref: 1 idx: 801
luaScriptError: vendor_button_tab1-down : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab2-up
LOADED TEXTURE FROM DISK: [button_tab2-up] ref: 1 idx: 802
luaScriptError: vendor_button_tab2-up : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : exitState : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab1-down : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab1-down : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
UNLOADING TEXTURE: button_tab1-up
UNLOADING TEXTURE: button_tab2-down
UNLOADING TEXTURE: vendorm_menu_tab1
setting flag [132] to 1
-
Maybe the Mac version is out of date with the PC version... I'm not sure what version Ambrosia is at right now.
Or maybe their version of LUA is different? :o
-
I think the transition movement for when you speak with someone is a little abrupt, would there be a way to keep the player in the same spot and just have the screen slide over and center on the npc when you click on them?
-
Edwards, download and extract this into the Scripts folder: http://studentpages.scad.edu/~doconn21/aquaria/FoodVendor.rar (http://studentpages.scad.edu/~doconn21/aquaria/FoodVendor.rar) It's just going to make a ton of calls to the debugLog so we can hopefully see exactly where the Food Vendor is crashing. I didn't do the best job commenting my code and although the dialogue code actually isn't all that complicated it might be a little difficult to figure what's going on right away as there's a ton of it (just a lot of repeated code for every panel).
Oh, and the "no exit" current by the Transport Turtle in Elena's home is too weak, and allows a determined player to get out prior to talking to Drask.
Hmm, nice find. First thing to be fixed in the very first patch.
I think the transition movement for when you speak with someone is a little abrupt, would there be a way to keep the player in the same spot and just have the screen slide over and center on the npc when you click on them?
I originally had Elena swim to the character before the dialogue window opened. It was causing a lot of weird errors and flag issues so I commented it out. Elena is moved on top of the character because the mouse can't click the Exit and Next buttons if Elena isn't close enough to the button (it reads Elena as the center of the screen rather than the node the camera is on if that makes sense). Having interacted with the trees so often it never really bothered me. I'll see if there's a way I can smooth things out.
This might not be a bug, I'm not sure that you can setup descriptive names for save files in mods yet...
I don't think it is... at least I don't know how to.
I crashed after talking to the Walker, just after he speaks of Drask and his father
Did you crash when Exiting the Food Vendor? Because another LUA table is being set to nil(deleted) to kill the Krotites that were spawned for that panel. If it crashes again there tell me the first couple words of that panel so I can be sure that is the cause. I thought "Large Crystal" at the beginning would make things clear but I can do like "Large Crystal Currency = 2 | Total Large Crystals Collected = 2"
-
Edwards, download and extract this into the Scripts folder: http://studentpages.scad.edu/~doconn21/aquaria/FoodVendor.rar (http://studentpages.scad.edu/~doconn21/aquaria/FoodVendor.rar) It's just going to make a ton of calls to the debugLog so we can hopefully see exactly where the Food Vendor is crashing. I didn't do the best job commenting my code and although the dialogue code actually isn't all that complicated it might be a little difficult to figure what's going on right away as there's a ton of it (just a lot of repeated code for every panel).
The script apparently has a syntax error in it, as I can't click on the vendor after replacing the scripts. [EDIT] Found the error: it was a missing quotation mark in one of the debug statements. Here's the debug.log:
setting flag [131] to 1
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/vendorm_menu_tab2
LOADED TEXTURE FROM DISK: [vendorm_menu_tab2] ref: 1 idx: 794
luaScriptError: vendorm_menu_tab2 : postInit : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : exitState : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : enterState : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab1-down
LOADED TEXTURE FROM DISK: [button_tab1-down] ref: 1 idx: 795
luaScriptError: vendor_button_tab1-down : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab2-up
LOADED TEXTURE FROM DISK: [button_tab2-up] ref: 1 idx: 796
luaScriptError: vendor_button_tab2-up : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/numbers/vendornum_0
LOADED TEXTURE FROM DISK: [numbers/vendornum_0] ref: 1 idx: 797
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
set control hint: (There are two tabs of purchaseable items. Obtain more small crystals from crates, urns and song flowers., 0, 0, 0 t: 8 )
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/crawlvirus/head
***Could not find texture: /Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/crawlvirus/head
LOADED TEXTURE FROM DISK: [crawlvirus/head] ref: 1 idx: 798
pos [-1], file :gfx/crawlvirus/head
LOADED TEXTURE FROM DISK: [crawlvirus/head] ref: 1 idx: 798
setting flag [130] to 1
luaScriptError: vendor_button_tab1-down : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab1-down : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
setting flag [123] to 1
setting flag [133] to 2
setting flag [123] to 0
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/vendorm_menu_tab1
LOADED TEXTURE FROM DISK: [vendorm_menu_tab1] ref: 1 idx: 799
luaScriptError: vendorm_menu_tab1 : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab1-up
LOADED TEXTURE FROM DISK: [button_tab1-up] ref: 1 idx: 800
luaScriptError: vendor_button_tab1-up : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab2-down
LOADED TEXTURE FROM DISK: [button_tab2-down] ref: 1 idx: 801
luaScriptError: vendor_button_tab2-down : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendorm_menu_tab1 : exitState : attempt to call a nil value
luaScriptError: vendorm_menu_tab1 : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab1-up : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab1-up : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab2-down : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab2-down : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
UNLOADING TEXTURE: button_tab1-down
UNLOADING TEXTURE: button_tab2-up
UNLOADING TEXTURE: vendorm_menu_tab2
setting flag [123] to 1
setting flag [133] to 1
setting flag [123] to 0
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/vendorm_menu_tab2
LOADED TEXTURE FROM DISK: [vendorm_menu_tab2] ref: 1 idx: 799
luaScriptError: vendorm_menu_tab2 : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab1-down
LOADED TEXTURE FROM DISK: [button_tab1-down] ref: 1 idx: 800
luaScriptError: vendor_button_tab1-down : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab2-up
LOADED TEXTURE FROM DISK: [button_tab2-up] ref: 1 idx: 801
luaScriptError: vendor_button_tab2-up : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : exitState : attempt to call a nil value
luaScriptError: vendorm_menu_tab2 : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab1-down : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab1-down : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab2-up : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
UNLOADING TEXTURE: button_tab1-up
UNLOADING TEXTURE: button_tab2-down
setting flag [123] to 1
setting flag [133] to 2
setting flag [123] to 0
luaScriptError: vendorm_menu_tab1 : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab1-up
LOADED TEXTURE FROM DISK: [button_tab1-up] ref: 1 idx: 800
luaScriptError: vendor_button_tab1-up : postInit : attempt to call a nil value
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/button_tab2-down
LOADED TEXTURE FROM DISK: [button_tab2-down] ref: 1 idx: 801
luaScriptError: vendor_button_tab2-down : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendornum_0 : postInit : attempt to call a nil value
luaScriptError: vendorm_menu_tab1 : exitState : attempt to call a nil value
luaScriptError: vendorm_menu_tab1 : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab1-up : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab1-up : enterState : attempt to call a nil value
luaScriptError: vendor_button_tab2-down : exitState : attempt to call a nil value
luaScriptError: vendor_button_tab2-down : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
luaScriptError: vendornum_0 : exitState : attempt to call a nil value
luaScriptError: vendornum_0 : enterState : attempt to call a nil value
UNLOADING TEXTURE: button_tab1-down
UNLOADING TEXTURE: button_tab2-up
UNLOADING TEXTURE: vendorm_menu_tab2
FOOD VENDOR: vendorM_food_exit button clicked
setting flag [132] to 1
FOOD VENDOR: vendorM_food start exit
FOOD VENDOR: vendorWrapup() called
FOOD VENDOR: item buttons being deactivated
FOOD VENDOR: deleting currency and total nums
FOOD VENDOR: deleting visuals
Oh, and the "no exit" current by the Transport Turtle in Elena's home is too weak, and allows a determined player to get out prior to talking to Drask.
Hmm, nice find. First thing to be fixed in the very first patch.
Hey, I always test currents to see if I can manage a sequence break. I'd figured that might have been intentional, until the current vanished after I was allowed to leave the palace. (Although, now that I've tested it a bit more, it's a bit more obvious that it's an error. It's impossible to get back into the palace via the front door, due to the "you must speak to Drask" node- you can't even use the people standing nearby to teleport past, as they're out of view.)
This might not be a bug, I'm not sure that you can setup descriptive names for save files in mods yet...
I don't think it is... at least I don't know how to.
Look into what you have for file names, metadata, etc. for the map in which you start- it's listed as "Mithalas Cathedral" in the save screen, with spaces and no "RPG_" tag. The same goes for at least one of the maps of the Kelp Forest. [EDIT] Although, having grepped the mod's files for any mention of "Mithalas", I can't say that I can see any way that the game could know the name of the map, even if it's just basing it off of the tileset or something odd like that.
I crashed after talking to the Walker, just after he speaks of Drask and his father
Did you crash when Exiting the Food Vendor? Because another LUA table is being set to nil(deleted) to kill the Krotites that were spawned for that panel. If it crashes again there tell me the first couple words of that panel so I can be sure that is the cause. I thought "Large Crystal" at the beginning would make things clear but I can do like "Large Crystal Currency = 2 | Total Large Crystals Collected = 2"
I'm getting the same crash, although it isn't quite at the point where the Krotites vanish from the screen. Here's the sequence of panels that led to the crash for me, twice so far. Starting after the Krotites fade out:
[Click on: "Drask never told me about this"]
[long panel of text from the Walker]
[click next]
[shorter panel of text ending with: "...This was the first of many times Drask sought council from me."]
[Click "next", game immediately crashes to desktop.]
Here's the end of debug.log, starting in the middle of the conversation (the forum won't let me post a longer section):
LOADED TEXTURE FROM DISK: [panels/walker/panelwalker_v2_3e1] ref: 1 idx: 718
luaScriptError: panelwalker_v2_3e1 : postInit : attempt to call a nil value
setting flag [208] to 1
setting flag [203] to 0
setting flag [76] to 4
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/body
***Could not find texture: /Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/body
LOADED TEXTURE FROM DISK: [erulian/body] ref: 1 idx: 719
pos [-1], file :gfx/erulian/body
LOADED TEXTURE FROM DISK: [erulian/body] ref: 1 idx: 719
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/leg
***Could not find texture: /Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/leg
LOADED TEXTURE FROM DISK: [erulian/leg] ref: 1 idx: 720
pos [-1], file :gfx/erulian/leg
LOADED TEXTURE FROM DISK: [erulian/leg] ref: 1 idx: 720
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/arm
***Could not find texture: /Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/arm
LOADED TEXTURE FROM DISK: [erulian/arm] ref: 1 idx: 721
pos [-1], file :gfx/erulian/arm
LOADED TEXTURE FROM DISK: [erulian/arm] ref: 1 idx: 721
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/head
***Could not find texture: /Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/head
LOADED TEXTURE FROM DISK: [erulian/head] ref: 1 idx: 722
pos [-1], file :gfx/erulian/head
LOADED TEXTURE FROM DISK: [erulian/head] ref: 1 idx: 722
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/ear
***Could not find texture: /Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/erulian/ear
LOADED TEXTURE FROM DISK: [erulian/ear] ref: 1 idx: 723
pos [-1], file :gfx/erulian/ear
LOADED TEXTURE FROM DISK: [erulian/ear] ref: 1 idx: 723
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/rock0001
***Could not find texture: /Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/rock0001
LOADED TEXTURE FROM DISK: [rock0001] ref: 1 idx: 724
pos [-1], file :gfx/rock0001
LOADED TEXTURE FROM DISK: [rock0001] ref: 1 idx: 724
luaScriptError: panelwalker_v2_3e1 : exitState : attempt to call a nil value
luaScriptError: panelwalker_v2_3e1 : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/walker/panelwalker_v2_3
setting flag [208] to 0
setting flag [212] to 1
setting flag [351] to 0
setting flag [313] to 1
setting flag [203] to 1
setting flag [212] to 0
setting flag [76] to 5
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/walker/panelwalker_v2_4
LOADED TEXTURE FROM DISK: [panels/walker/panelwalker_v2_4] ref: 1 idx: 724
luaScriptError: panelwalker_v2_4 : postInit : attempt to call a nil value
setting flag [205] to 1
setting flag [206] to 1
setting flag [203] to 0
setting flag [76] to 6
luaScriptError: panelwalker_v2_4 : exitState : attempt to call a nil value
luaScriptError: panelwalker_v2_4 : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/walker/panelwalker_v2_3e1
UNLOADING TEXTURE: king/leg3
UNLOADING TEXTURE: king/leg2
UNLOADING TEXTURE: king/leg1
UNLOADING TEXTURE: king/head
UNLOADING TEXTURE: king/arm3
UNLOADING TEXTURE: king/arm2
UNLOADING TEXTURE: king/arm1
UNLOADING TEXTURE: king/body
UNLOADING TEXTURE: krotite/leg3
UNLOADING TEXTURE: krotite/leg2
UNLOADING TEXTURE: krotite/leg1
UNLOADING TEXTURE: krotite/head
UNLOADING TEXTURE: krotite/arm3
UNLOADING TEXTURE: krotite/arm2
UNLOADING TEXTURE: krotite/arm1
UNLOADING TEXTURE: krotite/body
UNLOADING TEXTURE: erulian/ear
UNLOADING TEXTURE: erulian/head
UNLOADING TEXTURE: erulian/leg
UNLOADING TEXTURE: erulian/arm
UNLOADING TEXTURE: erulian/body
UNLOADING TEXTURE: rock0001
setting flag [205] to 0
setting flag [206] to 0
setting flag [207] to 0
setting flag [210] to 1
setting flag [313] to 0
setting flag [317] to 1
setting flag [203] to 1
setting flag [209] to 0
setting flag [210] to 0
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/walker/panelwalker_v2_5
LOADED TEXTURE FROM DISK: [panels/walker/panelwalker_v2_5] ref: 1 idx: 702
luaScriptError: panelwalker_v2_5 : postInit : attempt to call a nil value
setting flag [208] to 1
setting flag [203] to 0
luaScriptError: panelwalker_v2_5 : exitState : attempt to call a nil value
luaScriptError: panelwalker_v2_5 : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/walker/panelwalker_v2_4
setting flag [208] to 0
setting flag [212] to 1
setting flag [317] to 0
setting flag [381] to 1
setting flag [203] to 1
setting flag [212] to 0
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/walker/panelwalker_v2_5e1
LOADED TEXTURE FROM DISK: [panels/walker/panelwalker_v2_5e1] ref: 1 idx: 702
luaScriptError: panelwalker_v2_5e1 : postInit : attempt to call a nil value
setting flag [208] to 1
setting flag [203] to 0
luaScriptError: panelwalker_v2_5e1 : exitState : attempt to call a nil value
luaScriptError: panelwalker_v2_5e1 : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/walker/panelwalker_v2_5
setting flag [208] to 0
setting flag [212] to 1
setting flag [381] to 0
setting flag [321] to 1
setting flag [203] to 1
setting flag [212] to 0
setting flag [76] to 5
pos [-1], file :/Users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/walker/panelwalker_v2_6
LOADED TEXTURE FROM DISK: [panels/walker/panelwalker_v2_6] ref: 1 idx: 702
luaScriptError: panelwalker_v2_6 : postInit : attempt to call a nil value
setting flag [205] to 1
setting flag [207] to 1
setting flag [203] to 0
setting flag [76] to 6
Maybe the Mac version is out of date with the PC version... I'm not sure what version Ambrosia is at right now.
Or maybe their version of LUA is different? :o
I'm not sure about the version of LUA (and I'm not sure how to check that), but the latest Mac version of Aquaria is 1.1.0, as of when I downloaded a fresh copy for testing a few days ago, so it's one point-release behind the Windows version.
- Edwards
-
I crashed after talking to the Walker, just after he speaks of Drask and his father
Did you crash when Exiting the Food Vendor? Because another LUA table is being set to nil(deleted) to kill the Krotites that were spawned for that panel. If it crashes again there tell me the first couple words of that panel so I can be sure that is the cause. I thought "Large Crystal" at the beginning would make things clear but I can do like "Large Crystal Currency = 2 | Total Large Crystals Collected = 2"
I only briefly spoke to the food vendor, didn't buy anything, didn't crash.
The thing I thought odd about the Large Crystal was calling both types Currency, it was more something I was unsure of than is in need of a change.
-
I just got out of the energy temple. Looks great so far.
The dialog boxes are a great addition.
Only bug I've ran into is the crash after exiting the food vendor.
-
Baron and Align: Mac or PC? Edwards, and others if intersted, try this (unzip to scripts folder as usual) http://studentpages.scad.edu/~doconn21/aquaria/test.rar (http://studentpages.scad.edu/~doconn21/aquaria/test.rar) A couple changes to the Food Vendor and Walker crash. Let me know what happens.
-
Baron and Align: Mac or PC? Edwards, and others if intersted, try this (unzip to scripts folder as usual) http://studentpages.scad.edu/~doconn21/aquaria/test.rar (http://studentpages.scad.edu/~doconn21/aquaria/test.rar) A couple changes to the Food Vendor and Walker crash. Let me know what happens.
I don't have enough time right now to test the Walker crash, but the Food Vendor no longer crashes when I close the dialog. Thanks!
- Edwards
-
WoahI'mBack!!! And this looks incredible. Can't wait to play it!
-
I've decided to go ahead and patch Sacrifice.
Sacrifice v1.01 (24.56mb)
http://www.moddb.com/mods/sacrifice/downloads/sacrifice (http://www.moddb.com/mods/sacrifice/downloads/sacrifice)
-- extract to aquaria/_mods
Sacrifice v1.0 to v1.01 Patch(16kb)
http://studentpages.scad.edu/~doconn21/aquaria/patch_v1.01.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_v1.01.rar)
-- extract to aquaria/_mods
Fixes
Current in Elena's home is now faster to prevent the player from entering Mithalas earlier than intended
Food Vendor no longer crashes game on exit
Walker will no longer crash after returning from the EnergyTemple (needs verification)
-
Cool. by the way, is it intentional that I can't view the world map by double clicking on the minimap (I have been playing about 20 minutes)?
-
Cool. by the way, is it intentional that I can't view the world map by double clicking on the minimap (I have been playing about 20 minutes)?
At the moment it isn't possible to create or view a minimap in a mod.
-
Just wanted to offer a gigantic congrats, TheBear. I'm really excited to finally get to play through this in the final form, and I really think you've done something special. I hope I managed to add a little something to it as well... it was great to have the chance to work on it with you, and maybe even continue to work on it with you if you add more stuff. ;)
Will spread the word around about the release. I know several folks who will be glad to know it's finally out!
-
I've decided to go ahead and patch Sacrifice. The new ModDB file has to go through an approval process so if it is not available please download from my FTP.
...
Fixes
Current in Elena's home is now faster to prevent the player from entering Mithalas earlier than intended
Food Vendor no longer crashes game on exit
Walker will no longer crash after returning from the EnergyTemple (needs verification)
If these are the same as what you had in http://studentpages.scad.edu/~doconn21/aquaria/test.rar, I've played as far as the Veil on Mac 1.1.0, and neither the food vendor nor first two walker visits caused any trouble.
-
I'm going to play the heck out of this this weekend. :-* :-* :-* :-*
-
If these are the same as what you had in http://studentpages.scad.edu/~doconn21/aquaria/test.rar, I've played as far as the Veil on Mac 1.1.0, and neither the food vendor nor first two walker visits caused any trouble.
That's what I like to hear! I've removed the two RARs I posted for Edwards but the same changes are in the patch. I hope you enjoy it Hiro as I really appreciate your constant support since the very beginning.
-
Walker will no longer crash after returning from the EnergyTemple (needs verification)
I'll add a second confirmation that no more Walker conversations crash.
***WARNING: SPOILERS BELOW***
First off, Old Fred is awesome.
Second, is it just me, or are all the creatures in the Mithalas Cathedral section really, really, really weak? It only takes a couple of hits to take out a merman, and the laser-eye things die practically before they finish revealing their weak points. Am I mis-remembering the original game, or did you change the power/hitpoint balance?
Third, a bug. During Drask's battle with the priestesses, about a second after he first stabs one of them, the game interface locked up. The music kept playing, but nothing changed on-screen. Eventually I managed to hit a key (enter) that snapped me back to Elena, but I'm not sure if it was the enter key or the amount of time since the lock-up, or both. Furthermore, after my own battle with said priestesses, I noticed that Drask showed up only as a single white pixel that wanted to say something, and when I tried to talk to him, the interface locked up again. I eventually got the dialog box to show up, but at that point I gave up and quit the game.
I suspect that partway into the battle, you change his sprite and/or entity to something you made yourself, and for some reason it doesn't work. This messes up the game engine when it tries to call animations for that entity.
(NOTE: It will be difficult for me to test any fixes you make to the cut-scene, as I idiotically overwrote my previous save file afterwards. However, I should be able to test changes to conversation with Drask afterwards.)
- Edwards
-
***WARNING: SPOILERS BELOW***
I could write Old Fred dialogue all day. Bah! I was having a lot of problems near release trying to get the Rotcores to drop a Large Crystal once both were killed (hopefully they did). There are 2 copies of the entity in the scripts folder and I updated the health for the wrong one. Currently their health is at 5 and it should be at like 30. I haven't messed with the health of anything besides bosses or the Rotcores. I'll take a look at the Vanilla Cathedral maps and check out the enemy density. All of the Drask problems are being caused because it doesn't know the new entity I'm creating, or so it would seem. The entity is Drask-Statue and it was a new entity included in the most recent patch. Go to aquaria/gfx/drask/ and see if there are drask-statue graphics there. I can add the entity on the mod side to fix that problem but I figured everyone would have it.
-
Good to hear you've finally released it, TheBear! Congrtats! :D
Sorry again for not being able to help you - I still can't run Aquaria in anything faster than Super SloMo. My hopes were that it'd work with VirtualBox and WinXP, but it did not and I wasn't able to find out why it stopped working with Wine.
I wonder if my gf is pissed if I install Aquaria on her computer to try this mod? :3
-
***WARNING: SPOILERS BELOW***
Bah! I was having a lot of problems near release trying to get the Rotcores to drop a Large Crystal once both were killed (hopefully they did).
Yes, that part worked correctly. As another minor note on the difficulty, it seemed like the second wave of the Crystal Cave Defense challenge was disconcertingly weaker than the other three, but that might just be me.
All of the Drask problems are being caused because it doesn't know the new entity I'm creating, or so it would seem. The entity is Drask-Statue and it was a new entity included in the most recent patch. Go to aquaria/gfx/drask/ and see if there are drask-statue graphics there. I can add the entity on the mod side to fix that problem but I figured everyone would have it.
That entity does not seem to exist in the current Mac version of Aquaria. The gfx/Drask folder only contains images for the normal Prince Drask- there's nothing in there with "drask-statue" in the name.
- Edwards
-
v1.02 Beta for Edwards
http://studentpages.scad.edu/~doconn21/aquaria/test.rar (http://studentpages.scad.edu/~doconn21/aquaria/test.rar)
Fixed Rotcore health and Drask issue in Cathedral. Does the MAC version have Li's sub? (li-sub is located in aquaria/gfx/)
As another minor note on the difficulty, it seemed like the second wave of the Crystal Cave Defense challenge was disconcertingly weaker than the other three, but that might just be me.
Ok, I'll take a look at that. I might also adjust the code so that the event can be repeated but will not give any rewards... or maybe just 1 Small Crystal for repeats.
-
v1.02 Beta for Edwards
http://studentpages.scad.edu/~doconn21/aquaria/test.rar (http://studentpages.scad.edu/~doconn21/aquaria/test.rar)
Fixed Rotcore health and Drask issue in Cathedral. Does the MAC version have Li's sub? (li-sub is located in aquaria/gfx/)
That archive does not contain the drask-statue animation file, and Aquaria now just crashes outright when I try to load my saved game. Regarding the sub, the Mac version has the files li-sub-back.png, li-sub-front.png, and li-sub-flipper.png.
- Edwards
-
Hmm, alright. There is no drask-statue animation file; it's simply a reskin of the drasktrident animation file. I just realized I needed to include the skin xml file as well. Try it again. Hopefully Aquaria looks in the mods skins folder. If not, I included 2 drask-statue files in the root directory which does the entity just as an animation file. Move the .lua into scripts and the .xml into animations. /fingers crossed
v1.02 Beta for Edwards
http://studentpages.scad.edu/~doconn21/aquaria/test.rar (http://studentpages.scad.edu/~doconn21/aquaria/test.rar)
-
Hmm, alright. There is no drask-statue animation file; it's simply a reskin of the drasktrident animation file. I just realized I needed to include the skin xml file as well. Try it again. Hopefully Aquaria looks in the mods skins folder. If not, I included 2 drask-statue files in the root directory which does the entity just as an animation file. Move the .lua into scripts and the .xml into animations. /fingers crossed
On the plus side, the game did load properly, I didn't need to use the two files from the root directory, and I managed to finish the conversation without any more semi-crashes. On the minus side: Warning: Spoiler Image (http://i9.photobucket.com/albums/a68/vernagovi/Almost.png).
On an unrelated note, while doing a quick run-through to get a savefile just before the Cathedral, I ran into another potential sequence-break: It is possible to reach the Open Waters with nothing more than the Seahorse costume and the nearby seahorse. I have not yet explored far enough to know if this is a problem, though, as it looks like you need four large crystals to get anywhere ([EDIT] Or not... I'm still exploring this area right now. ([EDIT2] Ah. I'd missed the passage by that modified rock-chucker last time. The jury is still out on whether this is actually a serious issue. ([EDIT3] The jury is now in: it's not a serious issue, as you can't progress further (at least, not effectively) until you've gone through the cathedral.))).
And on the subject of things being too easy, I swear that the King Jellyfish was an actual battle last time. Are you certain you didn't slip one of the Energy Form power-boosts in somewhere?
- Edwards
-
I'm about to look at the drask code and Ill edit this once I figure it out. I nerfed the KingJelly fight as I was never able to beat in Aquaria. To be honest I nerfed it to much looking at the code. I'll do some more testing to try to reach a better middleground. Getting to Open Waters early isn't really a big problem as progression past that map is blocked by the main storyline. I could make the map accessible right away but I didn't want the amount of content initially available to be overwhelming.
[edit] This is the one time I wish I had a MAC to fix this as everything looks fine on my end. My best guest atm is that drasktrident.xml was updated with a new animation when the new entity was added which you don't have. Drask uses "sit" and Drask-statue uses "sitstill." You can check drasktrident.xml to see if it's there and/or overwrite with the two files I gave you. Also, load this level: "vanilla_mithalas02" and let me know if both entities are bugged.
-
I'm about to look at the drask code and Ill edit this once I figure it out. I nerfed the KingJelly fight as I was never able to beat in Aquaria. To be honest I nerfed it to much looking at the code. I'll do some more testing to try to reach a better middleground.
I agree that the original version is way out of line with the difficulty level of this mod, but you did over-do the correction- this is an optional boss, after all, and it's pretty obvious what's coming as soon as you enter the room, if you've run into the boss in the original game, so it's possible to run.
Getting to Open Waters early isn't really a big problem as progression past that map is blocked by the main storyline. I could make the map accessible right away but I didn't want the amount of content initially available to be overwhelming.
Yeah, now that I've played through to (nearly) the end of the mod, that's obvious. There are at least two blocking points that require that you have gone through the rest of the story.
[edit] This is the one time I wish I had a Mac [capitalization fixed] to fix this as everything looks fine on my end. My best guest atm is that drasktrident.xml was updated with a new animation when the new entity was added which you don't have. Drask uses "sit" and Drask-statue uses "sitstill." You can check drasktrident.xml to see if it's there and/or overwrite with the two files I gave you. Also, load this level: "vanilla_mithalas02" and let me know if both entities are bugged.
Good call. Drasktrident does not contain a sitstill animation. The conversation, at least, works properly with no visual issues with those two extra files added to the mod's folder. I haven't yet reached the right point in my second play-through to check the battle itself.
Meanwhile, a handful of new bugs, and one typo. As usual, ***SPOILERS BELOW***
1) In the discussion in the second vision, one of the panels (sorry, I don't know which number) has an extraneous "the": "...swung me on his back with the his jaw.".
2) For some reason, I can't purchase the Four Small Crystals at the vendor crystal. I have all six Large Crystals, and I've purchased everything else with no problems, but the FOur Small Crystals aren't even showing up as clickable.
3) This one is game-stopping, and really, really obnoxious: In the final confrontation, the game crashes to the desktop right after Mithala is banished. Here's the debug.log:
UNLOADING TEXTURE: mia/cape
UNLOADING TEXTURE: mia/head
UNLOADING TEXTURE: mia/leg3
UNLOADING TEXTURE: mia/leg2
UNLOADING TEXTURE: mia/leg1
UNLOADING TEXTURE: mia/arm3
UNLOADING TEXTURE: mia/arm2
UNLOADING TEXTURE: mia/arm1
UNLOADING TEXTURE: mia/body
UNLOADING TEXTURE: panels/events/finalconfrontation/panelfinalconfrontation_6
setting flag [208] to 0
setting flag [212] to 1
setting flag [325] to 0
setting flag [329] to 1
setting flag [203] to 1
setting flag [212] to 0
luaScriptError: rpg_elena : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/events/finalconfrontation/panelfinalconfrontation_8
LOADED TEXTURE FROM DISK: [panels/events/finalconfrontation/panelfinalconfrontation_8] ref: 1 idx: 734
luaScriptError: panelfinalconfrontation_8 : postInit : attempt to call a nil value
setting flag [205] to 1
setting flag [206] to 1
setting flag [203] to 0
luaScriptError: rpg_elena : exitState : attempt to call a nil value
luaScriptError: panelfinalconfrontation_8 : exitState : attempt to call a nil value
luaScriptError: panelfinalconfrontation_8 : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/events/finalconfrontation/panelfinalconfrontation_7
rpg_elena : attempt to call a nil value animationKey
setting flag [205] to 0
setting flag [206] to 0
setting flag [207] to 0
setting flag [209] to 1
setting flag [329] to 0
setting flag [334] to 1
setting flag [203] to 1
setting flag [209] to 0
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/events/finalconfrontation/panelfinalconfrontation_9a
LOADED TEXTURE FROM DISK: [panels/events/finalconfrontation/panelfinalconfrontation_9a] ref: 1 idx: 734
luaScriptError: panelfinalconfrontation_9a : postInit : attempt to call a nil value
setting flag [208] to 1
setting flag [203] to 0
luaScriptError: panelfinalconfrontation_9a : exitState : attempt to call a nil value
luaScriptError: panelfinalconfrontation_9a : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/events/finalconfrontation/panelfinalconfrontation_8
setting flag [208] to 0
setting flag [212] to 1
setting flag [334] to 0
setting flag [337] to 1
setting flag [203] to 1
setting flag [212] to 0
HellBeast-Roar
luaScriptError: rpg_mithalangod : postInit : attempt to call a nil value
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/events/finalconfrontation/panelfinalconfrontation_10a
LOADED TEXTURE FROM DISK: [panels/events/finalconfrontation/panelfinalconfrontation_10a] ref: 1 idx: 734
luaScriptError: panelfinalconfrontation_10a : postInit : attempt to call a nil value
setting flag [208] to 1
setting flag [203] to 0
luaScriptError: rpg_mithalangod : exitState : attempt to call a nil value
luaScriptError: panelfinalconfrontation_10a : exitState : attempt to call a nil value
luaScriptError: panelfinalconfrontation_10a : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/events/finalconfrontation/panelfinalconfrontation_9a
rpg_mithalangod : attempt to call a nil value animationKey
setting flag [208] to 0
setting flag [212] to 1
setting flag [337] to 0
setting flag [385] to 1
setting flag [203] to 1
setting flag [212] to 0
pos [-1], file :/users/ed/library/application support/aquaria/_mods/rpg_prequelcampaign/graphics/panels/events/finalconfrontation/panelfinalconfrontation_11a
LOADED TEXTURE FROM DISK: [panels/events/finalconfrontation/panelfinalconfrontation_11a] ref: 1 idx: 734
luaScriptError: panelfinalconfrontation_11a : postInit : attempt to call a nil value
setting flag [208] to 1
setting flag [203] to 0
luaScriptError: panelfinalconfrontation_11a : exitState : attempt to call a nil value
luaScriptError: panelfinalconfrontation_11a : enterState : attempt to call a nil value
UNLOADING TEXTURE: panels/events/finalconfrontation/panelfinalconfrontation_10a
setting flag [208] to 0
setting flag [212] to 1
setting flag [59] to 1
setting flag [201] to 1
setting flag [385] to 0
setting flag [212] to 0
setting flag [209] to 0
setting flag [210] to 0
setting flag [211] to 0
setting flag [212] to 0
setting flag [205] to 0
setting flag [206] to 0
setting flag [207] to 0
setting flag [208] to 0
setting flag [301] to 0
setting flag [305] to 0
setting flag [309] to 0
setting flag [313] to 0
setting flag [317] to 0
setting flag [321] to 0
setting flag [325] to 0
setting flag [329] to 0
setting flag [334] to 0
setting flag [335] to 0
setting flag [338] to 0
setting flag [339] to 0
setting flag [385] to 0
setting flag [386] to 0
setting flag [367] to 0
setting flag [368] to 0
setting flag [343] to 0
setting flag [344] to 0
setting flag [345] to 0
setting flag [396] to 0
setting flag [216] to 0
setting flag [204] to 0
setting flag [201] to 0
setting flag [59] to 2
setting flag [216] to 1
setting flag [204] to 1
luaScriptError: panel_bg : postInit : attempt to call a nil value
luaScriptError: panel_next : postInit : attempt to call a nil value
luaScriptError: panel_exit : postInit : attempt to call a nil value
setting flag [367] to 1
setting flag [203] to 1
UNLOADING TEXTURE: panels/events/finalconfrontation/panelfinalconfrontation_11a
luaScriptError: panel_bg : exitState : attempt to call a nil value
luaScriptError: panel_bg : enterState : attempt to call a nil value
luaScriptError: panel_next : exitState : attempt to call a nil value
luaScriptError: panel_next : enterState : attempt to call a nil value
luaScriptError: panel_exit : exitState : attempt to call a nil value
luaScriptError: panel_exit : enterState : attempt to call a nil value
-
Alright so the reoccuring problem here is entity_delete() being called on something it can't delete on the MAC side but only in certain situations. I'm not entirely sure what the conditions are as there are plenty of times I'm deleting an entity that is nil.
Patch v1.02 Beta
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
Contains fixes for all 3 bugs...hopefully.
-
Patch v1.02 Beta
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
Contains fixes for all 3 bugs...hopefully.
The crash in the confrontation no longer occurs, and I can now purchase the set of four small crystals. However, just to keep you on your toes, here are a couple more:
1) Another typo, and a minor bug: In the third conversation with the Walker, if you choose not to tell the truth about Mithala's fate, Walker's response appears twice- that is, when you click "next", the same message is repeated. Also, the last word in the panel is spelled "liar".
2) In the cathedral after the confrontation, I managed to find a key-orb-thingy and place it in the holder next to the first door, but I couldn't get it to unlock the door- it didn't do anything, regardless of how much I shot at it.
- Edwards
-
Patch v1.02 Beta
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
Updated your 2 finds. I'm going to wait until you've finally finished the mod (since you're close) to finalize the patch. Going to update the KingJelly encounter and look for some other MAC entity_delete() issues.
-
Hooray for letting Edwards find all the Mac-specific glitches before I play. ;D
-
**SPOILERS**
Patch v1.02 Beta
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
Updated your 2 finds. I'm going to wait until you've finally finished the mod (since you're close) to finalize the patch.
The fix seems to be working, mostly. I think that I almost finished the mod, except that my pet blaster vanished right at the end (just before I tried to talk to Mia), and attempting to turn it off crashed the game. Also, I'm getting a weird bug where sometimes, after I go pick up the key-orb, I come back to the door only to find that the key-holder is now missing. I'm not sure what's causing this.
[EDIT] Wow. I really was right at the end. Nice plot twist, there- it answered a few questions I'd had about apparent contradictions with explanations of the universe from Alec. Anyway, I found the cause of the pet crash- when you have Mia destroy all the remaining entities, see if you can make an exception for any pet the player has out. Also, regarding the vanilla_mithalas02 map, in the version I have, it apparently doesn't contain any statue entities (assuming you were directing me to the credits screen).
One more minor bug: The "Death is Certain" text in the final Cathedral appears in a higher layer than the enemies and the player.
Hooray for letting Edwards find all the Mac-specific glitches before I play. ;D
Glad to be of service. ;)
- Edwards
-
**SPOILERS**
Is drask-statue working now? There is a node near Mia that deletes every entity in the map as sort of a cleanup tool to ensure there aren't enemies swarming around when you start the last conversation. That would be the cause of both of those problems. I thought I added an SFX of Mia screaming for that but I didn't. I'll write some code that looks through a table of entities that it's supposed to delete. Just move Elena around that node in the editor if you want to finish the mod. The patch will have to wait until the morning but I really appreciate all the testing Edwards.
-
**SPOILERS**
Is drask-statue working now?
Yes, although, as mentioned above (I think I edited my post while you were posting- see below), the map you directed me to to check on the statues contains no statues.
[EDIT] Wow. I really was right at the end. Nice plot twist, there- it answered a few questions I'd had about apparent contradictions with explanations of the universe from Alec. Anyway, I found the cause of the pet crash- when you have Mia destroy all the remaining entities, see if you can make an exception for any pet the player has out. Also, regarding the vanilla_mithalas02 map, in the version I have, it apparently doesn't contain any statue entities (assuming you were directing me to the credits screen).
The patch will have to wait until the morning but I really appreciate all the testing Edwards.
No problem. It's a great mod, and playing through sections several times gave me the chance to see most of the dialog tree branches. Admittedly, playing through the Mia/Creator confrontation and the first half of the final map half a dozen times got a bit old, but it was worth it.
- Edwards
-
the map you directed me to to check on the statues contains no statues.
I'm not sure how that is possible as it is the same entity used in the cathedral. Both statues should also be at the beginning of the last map where you were having troubles. ETA on patch is 3 hours.
-
Woohoo, excellent mod! I just finished it, although I haven't found all the collectibles. :)
Some issues I haven't seen mentioned before:
- The dialog panel will not be positioned correctly if you start a conversation while riding a seahorse.
- There is a typo in a node name on map rpg_Mithalas01_C. The node is called "setent cystal_small 2" (at around 4035, 28645). I got two ugly popup windows because of that. :P
-
Sacrifice v1.02 Patch(550kb)
http://studentpages.scad.edu/~doconn21/aquaria/patch_v1.02.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_v1.02.rar)
-- extract to aquaria/_mods/ and overwrite files
Sacrifice v1.021 (24.6mb)
http://www.moddb.com/mods/sacrifice (http://www.moddb.com/mods/sacrifice)
-- extract to aquaria/_mods/
Patch Notes for Sacrifice v1.02 - August 22, 2009
- 2 important entities from Vanilla Aquaria were added that are missing from the MAC version
- Rotcore health has been increased to its intended amount
- Wave 2 is now stronger in Crystal Cave Defend Mission
- Crystal Cave Defend Mission now grants 1 Small Crystal instead of 2 but can be repeated
- 4 Small Crystals can now be bought from Collectible Vendor
- FinalConfrontation and other various Dialogue Trees updated for MAC issues
- Energy Door and an entity cleanup function now work properly in Cathedral Nightmare
- KingJelly boss encounter has been tweaked to be more difficult although not as difficult as Vanilla Aquaria
- Various typos and other minor changes
-
**SPOILERS**
Baron and Align: Mac or PC? Edwards, and others if intersted, try this (unzip to scripts folder as usual) http://studentpages.scad.edu/~doconn21/aquaria/test.rar (http://studentpages.scad.edu/~doconn21/aquaria/test.rar) A couple changes to the Food Vendor and Walker crash. Let me know what happens.
I'm running Mac OS 10.5.8. The Food vendor crash seems to be fixed with the 1.02 update, but I just crashed again immediately after killing the last Priestess in Mithalas Cathedral.
-
Can you give me the last 10-20 lines in your debug.log after the crash happens? (found in the aquaria root folder) This goes for anyone who finds a crash to desktop as things seem to be relatively stable now that at least 2 people have made it through the mod.
As a side note, I'm interested in knowing the average playthrough time of the mod from people who have finished Sacrifice (with or without optional content). I will consume any and all feedback but I'd particularly like to hear about the story/writing aspect. I really want to improve my story/writing craft.
-
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Entity Invalid Pointer
Entity Invalid Pointer
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
entity: priest tried to set state to: 1 when in/entering dead
Pet_Nautilus: entity died
priest: damage function failed
removing target from shot
removing target from shot
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
removing target from shot
removing target from shot
Pet_Nautilus: entity died
UNLOADING TEXTURE: priest/cloak
UNLOADING TEXTURE: priest/head
UNLOADING TEXTURE: priest/hand
UNLOADING TEXTURE: priest/lowerarm
UNLOADING TEXTURE: priest/upperarm
UNLOADING TEXTURE: priest/body
setting flag [120] to 1
-
You might just want to try again as I can't see any reason for your crash. Could have just been a fluke. The next entry or two from your debug.log should be things with the priestBrain that are from Vanilla Aquaria. The very next entry is setting another flag. There is more than one 706 flag in entityinclude.lua but there are a lot of duplicates so it must check name as well. Sorry if that's a bit over your head. I'll keep looking and testing though. If you do try it again let me know what happens.
-
As a side note, I'm interested in knowing the average playthrough time of the mod from people who have finished Sacrifice (with or without optional content). I will consume any and all feedback but I'd particularly like to hear about the story/writing aspect. I really want to improve my story/writing craft.
A few, not particularly organized notes from playing through the mod. As is inevitable in this sort of post, ***SPOILERS FOLLOW***
Play time: 3:19 + about ten minutes for the final level, getting 15 treasures (with 6 costumes, including the Mithalan Princess costume) (all but one, I think?). I was trying to collect everything, and I almost succeeded.
Regarding the dialog trees, you didn't really make enough of a difference in the responses to the player's decision about what to say. I don't have any examples right off-hand, but in my second play-through, choosing the blood-thirstiest, craziest options available, the responses sometimes seemed like they were completely ignoring what I said. Also, occasionally the normal response leads to a comment by the NPC that is clearly responding partially to a crazier option- I remember this specifically with regards to one of Old Fred's statements (about nightmares), but I'm willing to accept it in his case- he seems like the sort of character who is reading the dialogs along with the player.
On the other hand, the player end of the conversation trees provided enough choice (for me, at least) to build up a good, consistent character for Elena, while being variable across replays. In my first play-through, Elena was a nice, polite, somewhat naïve character, getting more and more bewildered at how her world was falling apart- right up until Drask died, and she snapped and started killing EVERYTHING. In my second, speed-runny playthrough (not yet complete- I was working on it while waiting for the Drask-Statue patch), she was a spoiled brat who got completely drunk on power as soon as she got the energy form. Good job on that part!
I really liked the feeling of watching the entire world get destroyed. You kept the light-to-dark progression of the original game, even to the extent of mostly putting the map areas in the same order, but you managed to do it in a completely different fashion. Where Naija simply discovers darker and darker secrets about Aquaria's history, Elena actually watches (and participates in) the destruction of three races, and is in the immediate aftermath of the destruction of a fourth. It was great.
On a map-design note, I would have preferred it if there were a few more messages in Aquarian scattered throughout the map, although the existing amount was enough to show me just how much one can still read if one only knows about 5-10 glyphs of an alternate alphabet.
I like how one can permanently miss useful-but-not-critical things like the Shield Song if one doesn't explore and talk to everyone. It's fun trying to go through, say, the Energy Temple without the ability to shield- and not take any damage (I got hit three times, mostly while going for the Big Crystal). Nearly as much fun as going through without using the Energy Form for anything but opening doors (and yes, I'm including fighting the Blaster Boss as part of that anything).
- Edwards
-
*** SPOILERS FOLLOW ***
Play time: 4:30 + 15 minutes for the final level, I also took my time with the original game. ;) Pets: nautilus, blaster, and piranha. 11 treasures, 5 of them costumes.
I agree with Edwards that more variety in the responses of the NPCs would be nice. Something that hindered my progress at the beginning was that I missed the exit to the kelp forest and kept swimming around in Mithalas and the crystal cave. I almost went insane, until I took a break from the mod. Being able to view the map could have helped, but there's not much that you can do about that.
The first time I attempted the final level, I got stuck in the first part of the nightmare. I successfully reproduced this now, so here is how I did it: Right click Drask to make the spawn holes appear. Sit on the throne. Wait until the enemies have stopped spawning. Left click to stop sitting on the throne (or wherever the enemies might have pushed you. Now your glorious killing spree will not be interrupted by something as trivial as the intended progression of the story. >:D
Edit: fixed typos.
-
**SPOILERS**
From here on out spoilers are going to start to flourish in most posts so just deal with it.
Thanks for the detailed responses. I particularly enjoyed how you developed Elena's character different each time. The lack of varied responses was something I noticed over the last month or so. It's partly related to trying to keep the navigation code from getting to confusing (I don't how big companies like Bioware handle this) but that's not a very good excuse. You both pointed this out right away so I'm going to make adding different responses and maybe even complete conversation direction changes the first substantial addition to Sacrifice. I'll start looking through this today. TBH I had forgotten about the Aquarian runes until I pressed the "F" key by accident recently and discovered how to put them in game. During my play tests before release I thought the extras (short conversations), books, and the Aquarian Runes did a great job of creating atmosphere (meaning I would add more). I've been thinking of adding nodes to make the runes clickable with a popup showing what is said. It could easily go either way though on whether Elena can or cannot read them.
Removing the "throne" sit nodes would solve that problem. I could certainly force you to kill every Mermanthin before continuing but I didn't think people would find that to enjoyable. On the treasure side of things I really liked the idea of Elena decorating Naija's room from a character perspective. However, after the corruption happens I'm not overly enthused about the situation as Naija is no longer there. It still provides a somewhat interesting situation where Elena is "improving" Naija's room in a wishful but hopeless sort of way. I may expand Elena's home to be able to house the treasure and have Naija living there upon your return (explore their relationship a bit more).
Did you guys enjoy the dialogue or did you find yourselves skipping through panels?
-
You might just want to try again as I can't see any reason for your crash. Could have just been a fluke. The next entry or two from your debug.log should be things with the priestBrain that are from Vanilla Aquaria. The very next entry is setting another flag. There is more than one 706 flag in entityinclude.lua but there are a lot of duplicates so it must check name as well. Sorry if that's a bit over your head. I'll keep looking and testing though. If you do try it again let me know what happens.
I've tried it ten more times, but it keeps freezing just as the last priestess explodes. I've tried it with different forms and different pets, but it doesn't seem to want to work.
Did you guys enjoy the dialogue or did you find yourselves skipping through panels?
I enjoyed the dialogue quite a lot, especially Old Fred, of course.
-
Send me your save file and maybe to Edwards as well if he's willing to look at it. We can see if either of us crash. My email is available via my profile if you want to email it as an attachment. I'm going to send you a pm shortly that will contain a script that will flag the encounter as being done so you can hopefully move forward.
-
I liked the dialogue and didn't skip any part when I encountered it for the first time. If the dialogues are too long or too boring, I am generally more likely to stop playing a game than to skip dialogues.
-
I just realized that a debug node snuck into Sacrifice_v1.02 all ninja like. Usually I do a good job of cleaning these up after testing things but I guess it was bound to happen eventually. The node will appear as a next icon in the Mithalas Cathedral and if clicked will jump the main story line from the first to second act. Don't click it and you will be fine. A new file with the removal of said node is waiting approval on ModDB but the FTP is up as usual.
Patch 1.03 will be coming out just before or during the coming weekend. This patch will largely be a dialogue update. I've added 25 or so panels to provide appropriate responses to all player input. The majority of these panels are very short exchanges that improve the flow of conversation (more logical and natural). The dialogue trees shouldn't be any longer than they are now. Also, a new conversation with Naija will be available upon your return to Mithalas at the start of Act 3.
-
What a great piece of work! I've got say...A MASTERPIECE! :)
-
Hey there. I have a doubt about the mod.
First of all, i'd like to congratulate the creator for the beautiful mod. Hope to see more mods as good as this in the future. (By the way, the mod convinced me to buy the game once and for all, since i only played the game on my friend's computer and LOVED it)
Ok, so...on to the question...
Might contain a few spoilers.
I went through the "point of no return" and started to wander until the part where there's a pearl at the top of the map. I took the pearl to the statue and shot energy to open the stone gates. It didn't open and I don't know what else to do...
Is that a bug?
-
What a great piece of work! I've got say...A MASTERPIECE! :)
Thanks! I'm really happy you liked it so much!
I went through the "point of no return" and started to wander until the part where there's a pearl at the top of the map. I took the pearl to the statue and shot energy to open the stone gates. It didn't open and I don't know what else to do...
Is that a bug?
Yes, it is a bug. It was fixed in the most recent patch. http://studentpages.scad.edu/~doconn21/aquaria/Sacrifice_v1.02.rar (http://studentpages.scad.edu/~doconn21/aquaria/Sacrifice_v1.02.rar)
Patch 1.03 Beta
This beta does not include any of the dialogue changes coming in 1.03. I've been working on code so that Elena is dismounted from her seahorse upon starting a dialogue tree. I was getting an odd situation where a series of numbers is being flashed to the left side of the screen when the functions are called. It's not crashing on me but I just want to make sure that the MAC version doesn't have any issues with it. The Seahorse code is only in maps where there are seahorses and dialogue trees (rpg_Mithalas01, rpg_OpenWater01, rpg_Veil02). If someone could test this out for me it would be much appreciated.
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
-
Patch 1.03 Beta
This beta does not include any of the dialogue changes coming in 1.03. I've been working on code so that Elena is dismounted from her seahorse upon starting a dialogue tree. I was getting an odd situation where a series of numbers is being flashed to the left side of the screen when the functions are called. It's not crashing on me but I just want to make sure that the MAC version doesn't have any issues with it. The Seahorse code is only in maps where there are seahorses and dialogue trees (rpg_Mithalas01, rpg_OpenWater01, rpg_Veil02). If someone could test this out for me it would be much appreciated.
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
A quick check of talking to people in Mithalas, both with and without being mounted, shows that Naija properly teleports off of the seahorse when she talks to people. There is no sign of any numbers flashing on screen. I had an incident where the screen stopped updating after I talked to one of the people in Mithalas, but I can't replicate it, and it may have been because I was using a game that had progressed beyond that map.
Also, when you fixed to current preventing the player from leaving Elena's room, did you intend for it to no longer vanish once the player is allowed to leave (and for that matter, how did you make it vanish in the first place)?
- Edwards
-
Patch 1.03 Beta
This beta does not include any of the dialogue changes coming in 1.03. I've been working on code so that Elena is dismounted from her seahorse upon starting a dialogue tree. I was getting an odd situation where a series of numbers is being flashed to the left side of the screen when the functions are called. It's not crashing on me but I just want to make sure that the MAC version doesn't have any issues with it. The Seahorse code is only in maps where there are seahorses and dialogue trees (rpg_Mithalas01, rpg_OpenWater01, rpg_Veil02). If someone could test this out for me it would be much appreciated.
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
My mac had no problems with teleporting off the seahorses, but I found that it allows you to get past the squid guarding the veil.
Also, all the treasures were in Naija's room, even though I had started a new game.
-
Also, when you fixed to current preventing the player from leaving Elena's room, did you intend for it to no longer vanish once the player is allowed to leave (and for that matter, how did you make it vanish in the first place)?
Take a gander at node_current_home.lua
[sigh] I changed the current speed due to the problem you brought up but forgot to update the node that was turning the current off. This will be fixed in 1.03.
My mac had no problems with teleporting off the seahorses, but I found that it allows you to get past the squid guarding the veil. Also, all the treasures were in Naija's room, even though I had started a new game.
I forgot to add the Squid guarding the Veil to the patch files. Now that I think about it though it might be possible to port past the block node if the seahorse is on the other side. Hmm, time for some more testing. I'm altering the treasure code atm and forgot to add a flag check to one of the if statements. I've updated "patch_beta.rar" if you want to test things but my own should be enough now.
-
Uhm, this mod doesn't seem to work for me for some reason!
I'm pretty sure I installed it correctly (_mods folder).
I have the latest game patch.
But for some reason when I select in the game Mods -> Sacrifice Mod, I end up like this (http://img402.imageshack.us/img402/4238/aqaria20090828115421.png) and can't move.
If I continue a saved game as it says, my normal game loads, no mod.
:-\?!
-
You need to be updated to the most recent version of Aquaria. appendUserDataPath doesn't seem to be supported in older versions (vital to the mod)
-
So, I guess, it is no worth playing atm? I mean: I did read revious pages and it is better to wait few month 'till we can grt more stable and bug-free version, right? :P
-
As long as you're updated to the most recent version of Aquaria you won't encounter any significant bugs. I'll most likely be releasing a new patch later today that will fix some more obscure bugs.
-
No patch this time around due to the number of files changed/added (not a huge file anyways).
Sacrifice v1.03 (26.4mb)
http://www.moddb.com/mods/sacrifice/downloads/sacrifice (http://www.moddb.com/mods/sacrifice/downloads/sacrifice)
-- extract to aquaria/_mods/
Patch Notes for Sacrifice v1.03 - August 29, 2009
- 32 panels have been added across all Dialogue Trees to provide specific responses to all player input
- New conversation with Naija available at the start of Act 3
- Gary now has a chat bubble
- Throne sit nodes removed from Nightmare01 due to glitch
- Elena is now dismounted if riding a seahorse upon starting a Dialogue Tree
- OldFred_v3 can be talked to again if the player exits the conversation early
- Water Current in Elena's home properly turns off after talking to Drask
- All patch notes included in rpg_PrequelCampaign root
-
So, I finally got some time to play this. It's been overall quite excellent so far. I'll reserve further comments until I finish.
However, I'm here to report a freeze. Fighting the priestesses, to be exact. I believe I had just killed the last one, when the game just froze. No crash until I hit cmd-opt-escape a few times (the Mac equivalent of ctrl-alt-delete). I'm running on a Mac, Aquaria 1.1.0 (the only Mac version there is), w/Sacrifice 1.03 and OS X 10.6.
Here's the last bit of my debug.log. Not sure what all the pet nautilus messages are about since I never got a pet nautilus. I was using the piranha pet at the time.
changeForm: 0
lastForm: 1
Pet_Nautilus: entity died
changeForm: 1
lastForm: 0
priest : attempt to call a nil value
energydoor : attempt to call a nil value
pet_piranha : attempt to call a nil value
Path [priestbrain] attempt to call a nil value
Path [dt_braindrask_v3] attempt to call a nil value
Path [dt_next] attempt to call a nil value
Path [dt_exit] attempt to call a nil value
Path [dt_option1] attempt to call a nil value
Path [dt_option2] attempt to call a nil value
Path [dt_option3] attempt to call a nil value
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Pet_Nautilus: entity died
playMusic: MiniBoss
playmusic end
Pet_Nautilus: entity died
Pet_Nautilus: entity died
Entity Invalid Pointer
Entity Invalid Pointer
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
ingredient effect: hp
priest: damage function failed
changeForm: 2
lastForm: 1
priest : attempt to call a nil value
priest : attempt to call a nil value
priest : attempt to call a nil value
pet_piranha : attempt to call a nil value
priest: damage function failed
firing: StarFire
firing: StarFire
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Entity::damage bittenEntities.push_back
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Entity::damage bittenEntities.push_back
entity: priest tried to set state to: 1 when in/entering dead
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
ingredient effect: hp
ingredient effect: hp
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
Entity::damage bittenEntities.push_back
ingredient effect: hp
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Entity::damage bittenEntities.push_back
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
priest: damage function failed
firing: StarFire
firing: StarFire
firing: StarFire
firing: StarFire
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
ingredient effect: hp
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
Entity::damage bittenEntities.push_back
priest: damage function failed
ingredient effect: maxhp
changeForm: 1
lastForm: 2
priest : attempt to call a nil value
priest : attempt to call a nil value
energydoor : attempt to call a nil value
energydoor : attempt to call a nil value
pet_piranha : attempt to call a nil value
priest: damage function failed
Entity::damage bittenEntities.push_back
Pet_Nautilus: entity died
priest: damage function failed
removing target from shot
Pet_Nautilus: entity died
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
priest: damage function failed
Pet_Nautilus: entity died
priest: damage function failed
priest: damage function failed
entity: priest tried to set state to: 1 when in/entering dead
removing target from shot
Pet_Nautilus: entity died
UNLOADING TEXTURE: priest/cloak
UNLOADING TEXTURE: priest/head
UNLOADING TEXTURE: priest/hand
UNLOADING TEXTURE: priest/lowerarm
UNLOADING TEXTURE: priest/upperarm
UNLOADING TEXTURE: priest/body
setting flag [120] to 1
Edit: It's happened twice more now. I can't get past this here battle. :(
-
Bummer! Baron was having this issue as well but I figured since Edward was fine it was something obscure. I'm going to PM you the fix I gave to Baron to skip past the priest fight. If you could don't overwrite the save file right before the priest battle. I'd like to fix the problem if your willing to do a bit of testing. Try out the beta patch and if it crashes post your debug log again. Your debug log is odd and I'm not entirely sure what the problem is.
Patch Beta
http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_beta.rar)
-
That was quick! The patch appears to have done the job; after applying it, I was able to beat the priestesses on my first try. I'll keep that save slot in case you still want something from it.
-
Suhweet! There are 2 flags that are adjusted once the encounter is finished that are somewhat redundant. All I did was comment one out. Maybe the MINIBOSS flag was removed for the MAC release. Either way I'm glad to have it solved. There will be a small patch including this fix released later today.
-
It may be too early to declare victory. Was there supposed to be something in the room beyond the fight? I found nothing there, and now I don't know where to go...
-
I realized the other day that it isn't explicitly stated where you should go next after the encounter. Well, that isn't entirely true. Having obtained Beast Form there is a previously inaccessible map you can reach in Mithalas. I'll double check Drask's dialogue and see if I can make things a bit clearer.
-
Sacrifice v1.04 (235kb)
http://studentpages.scad.edu/~doconn21/aquaria/patch_v1.04.rar (http://studentpages.scad.edu/~doconn21/aquaria/patch_v1.04.rar)
-- extract to aquaria/_mods/
Patch Notes for Sacrifice v1.04 - September 06, 2009
- MAC: fixed crash after killing last priest in boss battle
- Stove added to Elena's home
- All stoves now grant 3 cooking slots
- Added more opportunities for meat needed in defensive food items (Crabs, Turtles, Crates with rubbery meat)
- Edited Mia's narration after priest encounter to better clarify player's next objective
-
Oh, durr. Yeah, I thought I had explored all of Mithalas, but clearly I missed the bit with the current.
So, now I've finished! That means comment time! Yay-hay!
First, THANK YOU for a fantastic mod. What you have achieved over 18 months of stolen time while finishing your schooling boggles my mind. You are my hero. Keep that in mind while you read the rest of my comments.
Design
Good
- Sacrifice is beautifully and lovingly crafted. The attention to detail is generally on par with the main game, though some bits are stronger than others. Some parts, particularly some of the parallax effects you created, made me pause and just go, "whoa".
- The scripting and customization work you did is impressive. It's a testament to the flexibility of the Aquaria engine that you were able to do what you did. The dialog trees just work, and I thought the way the speaker's avatar fades out when they're done speaking was a nice touch.
- You reshaped the world in response to events, in a way that not even the main game attempted.
Bad
- Some design decisions were questionable. For example, in the corrupted cathedral, at one point you need to swim into a wormhole in order to access another area. I only discovered this by chance because I got carried away fighting the corrupted mithalan and wasn't watching where I was swimming. In general I avoid the wormholes as a matter of course - venomous worms come out of them! Had I not gotten lucky, I fear I would have been stuck there for some time.
- The speech bubble design meant that people who could talk had to stay stationary. I once accidentally bumped a Mithalan with a rock I was towing (specifically, the scout in the kelp forest), and he went flying away, leaving an orphaned speech bubble comically floating alone. I would have relied on hover glows to signal when people can be spoken to.
Writing and Story
Good
- Mostly believable as a prequel to the main game.
- Ambitious in scope. To tell the tale of the fall of Mithalas, and attempt to flesh out Mia's backstory, as well as taking a shake at explaining how the sentient races fell—well, you did a decent job of it, considering all you took on.
- Old Fred. Need I say more? ;D
Bad
- Many parts felt a bit cliched. The walker was the biggest offender here. The wizened but infuriatingly vague and unhelpful sage who sends you on silly quests is a flagrant RPG trope.
- I didn't often feel like I was doing much. Most of the action happened offstage. Now, it's fine to have lots of action offstage, but the main campaign still has to both be interesting and feel important, and it did a poor job on both counts. Luckily, exploring your beautiful levels was enjoyable enough on its own that this flaw didn't bring the mod down too far.
- In that vein, the ending was a letdown. In fact, if I had to pick the thing I liked least about the mod, it would be, hands-down, the ending.
First, we have a cutscene, wherein Mia tells all, and I'm bracing for an epic final boss battle that never came. Instead, I am teleported to a surreal half-body, half-mithals-cathedral dreamworld that I would assume is Mia's residence. Kind of fun to fight your way through, but also annoying due to the complete lack of save crystals, and also not where Mia said she would send me. In any case, after fighting my way through dangerous waters to the place where Mia waits, I thought, surely, that this would be my chance to betray her as she had narrated to a sleeping Naija that I would do—surely this would be the final showdown? No, actually; nothing really happens. Mia tells me that I "sacrificed my life", but clearly I'm still floating here, alive and kicking. Nevertheless, the game ends here, with no real resolution for Elena's character at all.
Again, this is an instance of the main character being a passive observer instead of a main player. Elena just happens to show up during Mia's confrontation with Eric, just in time to watch it go down, but without an attempt to do anything about it. Afterwords, upon confronting Mia again, Elena just sits by and lets stuff happen until the game is done. Unsatisfying.
These weaknesses are, in part, a result of the tough challenge you took on. You couldn't have Elena jsut kill Mia, and it's hard to pull off a final battle in which the player has to lose. This is part of the difficulty in telling stories through games: there's a limit to what you can have passively happen to the player, and most story elements need to emerge through the players actions. I think, however, that you could have made it work; you could have had Elena win a pyrrhic victory over Mia, which weakened (but did not kill) her, while herself being mortally wounded. Or something; I don't want to pretend to write your story for you. I'm just sitting in my armchair critiquing it. ;)
Sad
- I never did find Fred Jr.'s brain. :'(
Lastly, the difficulty was a bit on the easy side, even for me, and I'm below average at video games.
*whew* Sorry for the epic-length post. Got a little carried away there. Remember: you are my hero!
-
I really appreciate the specific criticism, Ryos. If you can recall any more specific unintuitive design decisions or cliches please let me know. I hate cliches as much as anyone else but I've found critiquing a game and creating one that avoids the same pitfalls to be very different.
Wormhole in Cathedral
While I was mapping out that level I felt that I needed to do something a little different than the main campaign. I tried to bring attention to the hole by its placement in the room in hopes that players would use it. However, I can see how it's not the most intuitive design decision. I think I'll see how a whirlpool particle effect looks and do a better job of teaching the player how it works.
Speech Bubbles
I was confused as to whether you're against the speech bubbles entirely? An orphaned speech bubble would certainly be funny but I'll prevent the Scout from being affected by the rock.
Walker
Hmm... I'll work on giving him a less cliched personality and rewrite his dialog (looks weird having always used dialogue). I was pretty happy with the status of the Walker but maybe I got to caught up in things and was overconfident.
Action Offstage/Difficulty
How could I improve this? My initial thought was that Vanilla Aquaria was more about discovery and so the same type of exploration in Sacrifice is not satisfactory. Should I add more "story purpose" to what Elena is doing? Would more boss fights be a remedy to this situation? On the subject of difficulty is there an obvious factor? Are there to many save crystals to replenish health and/or to many opportunities for food items? Is it case where knowing all enemy and boss patterns removes that initial difficult feeling? I've had someone tell me they thought it was to hard and where I can't please everyone it seems that the majority think things are to easy.
Young Fred's Brain
I've been brainstorming a level that was cut and added numerous times during production in the Veil (door with no holder blocking northeast).
The Ending
The final confrontation between all the characters was originally going to be an active battle between Mithala and The Creator. My plan was to have them shooting at each other with Elena having to decided who to "kill." Scripting that encounter proved to be over my head after several failed attempts but I was doing a lot more entity work near release so give it another try. There are no save crystals past the point of no return as there would be no way to go back and explore anywhere else. I'll add a save crystal that asks the player to save in another slot if they want to continue exploring. As far as Mia goes I saw her as never doing the dirty work. Mia birthed and raised Naija and Elena to do anything she considered would put a blemish on being perfect. She is obviously delusional but it was the purpose of not having a boss fight with her. Instead Mia kills off Elena indirectly by sending her through a hellish nightmare of her fallen city. I suppose I could work that motivation into a boss fight (spawning enemies deal) and do a better job visually of showing Elena dieing at the end.
-
Wormhole in Cathedral
While I was mapping out that level I felt that I needed to do something a little different than the main campaign. I tried to bring attention to the hole by its placement in the room in hopes that players would use it. However, I can see how it's not the most intuitive design decision. I think I'll see how a whirlpool particle effect looks and do a better job of teaching the player how it works.
A different graphic would also do the trick. Something that doesn't say "I'm dangerous, avoid me" so players don't, um, avoid it as a matter of course.
Speech Bubbles
I was confused as to whether you're against the speech bubbles entirely? An orphaned speech bubble would certainly be funny but I'll prevent the Scout from being affected by the rock.
The speech bubbles are fine. I was just commenting that, as a consequence of the speech bubbles, everyone you can talk to has to remain stationary. No biggie.
Action Offstage/Difficulty
How could I improve this? My initial thought was that Vanilla Aquaria was more about discovery and so the same type of exploration in Sacrifice is not satisfactory. Should I add more "story purpose" to what Elena is doing? Would more boss fights be a remedy to this situation? On the subject of difficulty is there an obvious factor? Are there to many save crystals to replenish health and/or to many opportunities for food items? Is it case where knowing all enemy and boss patterns removes that initial difficult feeling? I've had someone tell me they thought it was to hard and where I can't please everyone it seems that the majority think things are to easy.
That's interesting, because it seems to me that Sacrifice *is* about discovery and exploration. The problem is that while Elena is off discovering things about her past, the main plot is moving on without her. Fixing this would probably take more work than it's worth - as I said, video games can get away with this sort of thing because the gameplay works on its own.
If you're looking for a quick fix, though, there may be a way to do it. Look for ways to make the player feel like they're participating in the main storyline, and that the things they do cause other things to happen. To give more specific suggestions, I'm afraid I'd have to play through again.
As for difficulty...hmm. It's not the save crystals or the food items. It's not the bosses either (actually, with three exceptions I found the bosses in Aquaria to be fairly easy). The main difficulty in the main game came through just swimming around in dangerous waters. In Sacrifice, you can in large measure just ignore the enemies if you want to. Try that in the southern "open waters" of the main game, with all the projectiles and nautiluses, and you won't last very long at all.
Young Fred's Brain
I've been brainstorming a level that was cut and added numerous times during production in the Veil (door with no holder blocking northeast).
Oh, so *that's* what that was for. You had to know that, after talking to Young Fred, we'd go moving every rock we could, right? :P
Lastly, FYI, my last save game clocks in at 5:30. I probably spent 30 minutes in the ending sequence as well.
-
I've been relaxing a bit since releasing Sacrifice 3 weeks ago but will be diving back in soon to create some additional content. I'll have some specifics on what I'll be adding in a week or so. The job hunt has started for me and I'm in the process of setting up my portfolio. The one thing that may interest you guys is the inclusion of the entire Sacrifice script I used during development. You can see how dialog trees branch and find a few things that ended up getting cut.
http://doconnell.wordpress.com/writing/ (http://doconnell.wordpress.com/writing/)
I did a little research on creating EXE files and found a pretty cool program that makes things pretty easy. If a MAC user could test this out and make sure it works I'll start using executables instead of RARing.
http://studentpages.scad.edu/~doconn21/aquaria/Sacrifice_PatchBeta.exe (http://studentpages.scad.edu/~doconn21/aquaria/Sacrifice_PatchBeta.exe)
-
That's a Windows executable. It won't work on the Mac.
If you want to be truly cross-platform, use zip. Mac users need a third-party program to open RAR archives, but the OS handles zip files natively.
-
That's a Windows executable. It won't work on the Mac. If you want to be truly cross-platform, use zip. Mac users need a third-party program to open RAR archives, but the OS handles zip files natively.
bleh
-
Ohhhhhhhh my goodness. This is so spiffy! I was transitioning computers and starting school again when this came out, and now I finally have time to play it!
Thank you so so much, TheBear. I have been itching to get my uncharted Aquaria on ever since I beat it the first time, and this wonderful mod delivers, and then some. The storyline is good, the mechanics are interesting and balanced (although, it's a little odd still remembering most of the recipes and just making them offhand). I also like teenage Naija the most of anything in it so far; she never seemed like a personable character in Aquaria proper (a consequence of amnesia, I'm sure), and this expands on her quite nicely.
I have yet to finish, so I haven't looked at any of the bug/reaction posts here, but here's a few things off the top of my head:
SPOILERS
1. Is there any way I could have arranged to fight all the laser-squid in Old Fred's place? The Walker sucked me out the tube, but I totally could have taken those sucka-fools.
2. There are a few typos/aesthetic changes (word flow and usage) I would make to the script, if you would like input on it.
3. The speech interface, while awesome, doesn't support the USB gamepad I use for every other aspect of play; I still have to use the mouse. Is this any easy fix, that you or I could do?
4. Turtle menus are excellent!
Props also for making it impossible (I think) to fall off the side of the screen like you can in The Veil proper. Here's a picture of me hanging on the roof of the world!
(http://img34.imageshack.us/img34/9011/ceiling.th.png) (http://img34.imageshack.us/img34/9011/ceiling.png/)
-
1) No, it's scripted to be that way. However, if you're feeling moddy open up "node_cs_pipeSuck.lua" in the Scripts folder. Near the top you'll find two variables: "Delay" is how long to wait before sucking to the tube while "DelayLoadMap" should be self-explanatory. Bump these up to say 40 and 43 respectively and that should give you enough time to kill them.
2) Of course! As I said a few posts back the entire script is available on my online portfolio which should make pointing out problems much easier.
3) Bummer! After doing some searching it looks like I would have to create some sort of navbar for the gamepad. I'll take a look at it when I'm not so tired but I don't have a USB gamepad so I don't have anyway to test it... i should probably get one.
4) I know!
lol nice job getting up so high
-
Hmm... what's going on here?
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_Aquaria2009-10-0811-41-09-46.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/Aquaria2009-10-0811-41-09-46.jpg?t=1255016617)
-
what are you up to, Bear? Not the hetero male's biggest fantasy, twins?
-
what are you up to, Bear? Not the hetero male's biggest fantasy, twins?
It's Elena and Naija on an adventure (not twins). I'll release some specifics on the first major content patch once I have a bit more done. This be what dem peoplez calls sort of a teaser.
-
That was uncalled for Sindhi! D:
-
Mr. TheBear, it's safe to say that you have made me fall in love with Aquaria all over again. This mod is SUPERB, it's ASTOUNDING, it's...BEAUTIFUL.
It really feels like it could be a prequel to Aquaria, with pretty amazing dialogue trees, a well thought out story, and you've managed to capture the mystery and color of the original in a completely different way.
I haven't played the whole thing yet (I'm a pretty slow player and a procrastinator), but from what I've played s0 far, is pretty incredible.
My complaints with the game are few and far between. For starters, the story, while superb, only seems intent on making us revisit locales from the main game. I suppose this makes sense, since this is a prequel, but still, visiting somewhere that wasn't in the original game would have made an interesting change of pace. Still, the new layouts and the dialogue options make these areas seem fresh and new.
Second, it seems that there is a finite amount of currency in Sacrifice. And let me tell you, while it may be realistic for there to be a finite amount of currency, it will almost always cause problems for the players.
Good things about the game?
-Gorgeous backdrops and layout.
-branching dialogue trees give an even greater sense of immersion than the original (and Aquaria was very immersive)
-Menus for the Ancient Turtles (YESSSSS!)
-Old Fred. Need I say more?
Overall: 9.5/10
-
Thanks Joey!
For starters, the story, while superb, only seems intent on making us revisit locales from the main game.
Yeah, that was a consequence of me not being artist to create new assets. During the last couple months of production I tried to combine different tilesets to try to make a couple of the maps more unique (IcyVeil, Vision2).
Second, it seems that there is a finite amount of currency in Sacrifice.
Both of the defend missions (Crystal Cave and Vision2) can be repeated as many times as you like for an additional Small Crystal. I considered adding them as a possible drop from certain enemies at one point so maybe I'll return to that idea.
-
So, I played through the mod last night. Very impressive work with the map construction, and I thought the addition of RPG elements (currency, dialogue, etc) was excellent.
The transit system was great (no more cycling through four turtles to get where I'm going!) but the look could stand to be made more consistent with the rest of the game. Oh, also, bug: For some reason, I was offered all the turtle locations, from the time I had found my second turtle. (With only one, it told me I had to find more. But once I had two, all the locations appeared in the transit dialog*.) I never did try going to a location I hadn't unlocked, because I wanted to play through without "cheating". Could give it a try, if you want...
* I've just realized that my brain makes a distinction between "dialogue" (conversation between characters, or sometimes between people in real life) and "dialog" (a structured text interaction between a user and a computer). I'd never noticed before that I did that... Though I also distinguish between theatres (where you see live performances of high-culture stuff like opera or ballet) and theaters (where you see movies).
(Warning! Spoilery spoilerful spoilers appear below!)
I agree with Ryos, though, that the ending was a let down. Probably a tall order, but it would be pretty awesome if you could actually get Mithala and first-form Creator fighting each other, and have Elena need to either stay out of the cross fire, or join the fight on one side or the other. (You'd have to mark one or the other as a valid target, depending on dialogue... I'm sure the code would be complicated, but it seems like in theory it ought to be possible.) In any case, in the last couple segments, I wasn't entirely certain what was going on -- how much of the end was real, how much was delusion induced by Mia, what actually happened to Elena in the end... It'd also, obviously, be pretty fantastic if you could -- if your dialogue indicated that you wanted to -- fight Vedha at the end. Of course, that would require a LOT of scripting, since AFAIK Vedha has no combat script in the original game. (Also, maybe if you indicate in dialogue that you're aligning yourself on Vedha's side, you could join her in doing some part of the final-stage Creator fight. You could even get Dual Form as a merge between Elena and Vedha, so that you could complete the final section.) In either case, after the fight, you'd have a cut-scene explaining that Mia/Vedha was badly wounded, the Creator was not destroyed but was sufficiently mentally impaired by the encounter to keep him from interfering too much with Naija, and Elena ended up either dead or trapped somewhere that kept her out of Naija's story...
I only found 5 of the 6 large crystals, in large part because the World Map view was not working. The lower-right corner minimap was fine (and allowed me to notice the wormhole entrance easily -- it's a big pulsating white dot in the minimap!), but double-clicking it, or using the keyboard shortcut that in the main campaign brings up the world map, was non-functional. My understanding is that this is a glitch in the application, not the mod? Very unfortunate. In any case, with no way to consult a map to tell where I'd already been, it was difficult keeping track of where I might need to come back to with a different form, what areas I'd failed to explore, etc.
I did have one crash. (In case it matters, I'm running the new OSX version, 10.6, a.k.a. Snow Leopard.) The first time I visited Old Fred, I talked with him, got the "fetch the soup" mission, then busted open Young Fred's jar and talked to him a bit, then on a whim clicked Old Fred again. Instead of going to dialog, the game completely froze, to the point that I couldn't even Cmd-Tab or Cmd-Q to get out of it. I had to hold down the power button to shut the machine off. (Fortunately, I'd saved at the crystal in the Veil shortly before finding the Freds' house.)
Also, I guess maybe I'm in the minority, but I found Old Fred more irritating than entertaining... Funny at first, but excessive.
Clearly, we should be able to find the other half of Young Fred's brain and return it to him in exchange for a treasure. :)
Finally: Do you think Alec intended for Vedha and Mia to be the same person, or for Vedha to be her shadow form? Or was that just something you came up with completely on your own?
-
For some reason, I was offered all the turtle locations, from the time I had found my second turtle.
All of the locations are listed but you will only be able to go to turtles you've found (your cursor should only glow over locations you can transit to). I was going to add the locations individually as you found them (most games do this) but I decided to list them all outright.
Dialog vs Dialogue
I've always used Dialogue. There's no use for the "UE" which is kinda confusing but it looks a lot smarter than dialog.
I agree with Ryos, though, that the ending was a let down.
I've been prototyping some boss stuff for the ending to be included in the first (and maybe only) content patch.
I only found 5 of the 6 large crystals, in large part because the World Map view was not working.
I should probably bold this on the front page somewhere: "I cannot create a minimap for you to view in game on the mod side (needs official support via a patch)."
I did have one crash.
It works fine on my end but it may be something obscure. I would guess that it's just a general crash that could have happened at any time.
The Fred's
I can certainly understand not everyone liking Old Fred. Young Fred's brain will be added in the content patch.
Mia = Vedha
I don't think Alec explicitly stated it anywhere. Naija's home is known as Vedha's Cave and there is some old dialogue tree stuff, that I believe you found, that has Vedha as a teacher in Mithalas. My mind ran with the idea and created a backstory for two of 13's many names. Hopefully, what follows is not to confusing. 13 switched between names and forms as she traversed Aquaria forming and breaking alliances as she executed her master plan. Elena was 13's first child and served as her apprentice. Always anticipating betrayal, even from Elena, 13 "hid" her second daughter Naija in Mithalas. Vedha and Mia were both 13's name when she lived in Mithalas (Vedha as teacher/healer and Mia as mother/citizen). 13 insisted on being called different names depending on the situation as she wanted every creature to understand that she was perfect. It was her way of showing that her knowledge/power/etc made her much more than the average Mithalan (multiple names equating to multiple creatures). Eventually, 13 took Vedha for the name of her shadow form. Vedha was known as a healer (taught the Verse but specifically healing) and 13 saw her crusade to return power to the heavens to be a necessary cleansing.
Perhaps in simpler terms 13 lived two separate lives. She was a fierce warrior and soothsayer (mainly her shadow form) who loathed Mithalas with Elena and a loving mother and helping teacher with Naija in Mithalas. Deep down 13 knew that her life in Mithalas was what most creatures would want from her. This is why she allowed Elena to start a new life in Mithalas with Drask. As time passed 13 began to fear that Elena and Naija would put the missing pieces together and that she would not be able to defeat Eric. Vedha began to turn Naija into a tool of destruction (Naija is the only creature aware of her multiple forms).
Maybe that was to much information. Sorry if I confused you more.
-
When I pressing TAB I'm getting like the whole level structure. Is that ok? :P Actually, I did assign an "open map" action for that key...
-
TAB accesses the level editor... feel free to look around! There is no official support for minimap functionality.
-
There is no official support for minimap functionality.
Heh. Maybe you should hack that into the title screen of the game. :P
-
i was looking through some of the aquaria already posted by members, and some are so handsome, nice looking. so i thought, wouldnt it be nice if you can leave a little message under a tank you like?
-
I was looking through some of the mods already posted by members, and some are so handsome, nice looking. so i thought, wouldnt it be nice if you can leave a little message under a mod you like?
Reep, methinks you've got "Aquaria mod" and "aquarium" confused (or are a victim of the Google translate effect). Where would the message go? You could start a thread complementing the mod or post a compliment on the progress thread. Just be careful not to post on the mod list.
[EDIT]: Sorry Bear.
-
I thought he was saying board members were so handsome and nice looking.
-
My odds are on Google Translate gone wrong.
-
But I want to be called handsome!
-
My odds are that this is just a troll, but let's not defile TheBear's mod topic any more about this spam.
-
Since I can't find this anywhere else in the topic...
I am running Aquaria on a Macbook with OS 10.4.11. I found the Walker and talked with him until he told me to "go west to the Energy temple, etc. etc." I went west, got Energy form, fought the Giant Blaster, and got my first pet. Then as I was leaving, I saw another Energy activated gate that led deeper into the forest, and decided I would go there first. Big mistake. I fought the piranha boss, as well as the Strange Cloaked Figure and her minions ("This is not a fairy tale..."). Now when I speak to the Walker he tells me to go back to the Energy Temple, and I can't leave the forest because the way out is now blocked off with vines. Very frustrating.
-
During your first conversation with the Walker he says the following: "Mithalas’s answer, in part, awaits you in the form of a long lost treasure in
the depths of the Energy Temple." You have to find this treasure before you can continue the main quest line. It is in a rather "in the open" spot near the end of the map in the southeast corner.
-
whenever I get into the abyss, my game crashes :( so I gave up... I tried a multiple of times, but it still crashes.
-
Lame! When exactly is it crashing? While it's loading the map or sometime after? PC/MAC? If you could figure out how to email me your save file that would be very helpful (there's an .aqs and .zga)
-
first time it was swimming for about 5 minutes after killing the priestess
second time was right after switching from view map to game play (tab)
third time was after I did a sun form power up to lighten up the area around me.
I use a Mac.
-
I'm not caught up on what version the Mac port is up to now...
You might be out of date or have some kind of Mac OS problem? Have you used OSX's software update feature to get the latest version of OSX?
I believe Mac Aquaria has built-in updates too.
-
I updated my Mac a day before the crash, so I don't think it's the problem with updates, but I don't know.
-
What kind of mac do you have?
-
MacBook 10.4
psych, it was 10.4 before update, it's now 10.5.8
-
That's a weird series of crashes you're having. There must be something obscure happening but I don't really know if I can be of any help. I would recommend just skipping past that map to see the final bit.
load save file
hit TAB to access editor
select load map and type in rpg_final
hit TAB to access editor
select edit entities and drag Elena away from the corner (holding middle mouse pans camera)
-
I just finished it without crashing lol
I guess it's just crashes randomly.
-
I just started playing Sacrifice last night, and man what an awesome effort this mod represents!
It had been quite a while since I had played Aquaria, having done one thorough completion and then more recently one speed completion; doing a thorough run first up (including a little help from walkthroughs) meant motivation was somewhat low for playing through again. But this is a whole new ballgame, and fully brings back the wonder of discovery that the base game had to start with. Well done!
Really enjoying the conversation system and well believable characters and personalities for the most part, with Old Fred and co for some comic relief.
As for some of the recent discussion re difficulty, I have found it to be pretty well balanced so far – not sure if that was for an older version, but I don't think save crystals are too common, and with all the conversations taking time and such I find there is extra motivation to get things saved. The currency system is interesting and it was fun to see some out-of-water action quite early on in the piece.
I had to stop myself playing around midnight, but am looking forward to getting back to it. All I've really noticed that might be good for an update is typos - "You have no large crystals to ex(c)hange"; and Naija says "Your right" at one point. Not being able to look at the map is really hard to get used to; it's a shame that that's just how it is.
Edit: BTW this was all on a MacBook Pro early 2008 running OS X 10.6.1, and I haven't had a crash yet. The only buggy thing I did notice was the first time I've seen that old bug where the saved game preview picture becomes just a blur; for both base game and Sacrifice saves.
-
I'm glad you like what you've seen so far. My ego always needs some pampering from time to time. The Naija typo was corrected by my editor (Quemaqua) but I forgot to put that change in game (a lot to keep track of having to do all text as images). I found some more your vs you're issues in Naija_v3 which wasn't scrutinized by Quemaqua; so he is innocent.
As a side note I spent about a week on the content patch but put it to the side the last two weeks to work on a comedic screenplay that popped into my mind. I'll be finished with that today and will go back to working on some additional content for Sacrifice. The planned additional content (below) is going to take a bit longer to finish than I initially thought (as usual).
Planned Additional Content
Restructured and interactive Final Confrontation
Boss fight with Mia at end of nightmare
New Map: Naija and Elena go on an Adventure
- Map is a demented vision from the mind of Old Fred
- Transit Turtle controlled by player (same manner as seahorse) with a seat for Naija
- Young Fred's Brain
- Boss fight with Old Fred
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_Aquaria2009-10-0811-41-09-46.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/Aquaria2009-10-0811-41-09-46.jpg?t=1255016617)
-
If you can pull off designing two entire boss fights, maybe we should just hire you to create Aquaria 2, since Alec's too busy on Marian. ;)
-
Cool, looks great !
Moving with the note ring is not very convenient, if you want you could make the player move it with the mouse using those functions in the turtle code :
x, y = getMouseWorldPos()
isLeftMouse()
Only a suggestion.
-
I'm glad you like what you've seen so far. My ego always needs some pampering from time to time. The Naija typo was corrected by my editor (Quemaqua) but I forgot to put that change in game (a lot to keep track of having to do all text as images). I found some more your vs you're issues in Naija_v3 which wasn't scrutinized by Quemaqua; so he is innocent.
As a side note I spent about a week on the content patch but put it to the side the last two weeks to work on a comedic screenplay that popped into my mind. I'll be finished with that today and will go back to working on some additional content for Sacrifice. The planned additional content (below) is going to take a bit longer to finish than I initially thought (as usual).
Awesome, seems like I chose a pretty good time to start playing this what with all that content coming. I reached the end last night, again around midnight :), but I still have heaps to explore! Haven't even unlocked the second vision or nature form or anything.
After finishing I had a closer look through this thread. I hadn't fully appreciated how long this had been going on. The fact that you came through with the goods should be really encouraging to other modders. The writeup of all you learned during the process was pretty impressive!
I love the idea that a comedic screenplay popped into your mind, and I can imagine it being hard to balance work on that and this now, especially with your obvious desire for quality outputs. It is cool that Sacrifice is going to be evolving - I think I'll head off to explore all I missed from the current incarnation :).
-
Please say to me where found(locate) four big Cristall?
-
Glad to see this thread still alive and kicking. Between my work schedule and Japanese studies I've had rather little time for gaming lately, and what little I've had has been sucked up by my friends and their furious copies of Borderlands. Wish I had more time to continue helping with this. Though if my job keeps up the way it has been, I might just quit rather than allow myself to go completely insane, in which case....
-
? ? ?
-
@Quemaqua
That sounds brutal. I hope things slow down a bit for you.
@SpiritOfNikopolo
Here's a small document I used during development to keep track of things like crystals and ingredients. Let me know if you need more specific help after looking through the document.
http://studentpages.scad.edu/~doconn21/aquaria/important_locations.txt (http://studentpages.scad.edu/~doconn21/aquaria/important_locations.txt)
-
>Crystal1 = rpg_ForestWalker (up high)
>Crystal2 = rpg_EnergyTemple02 (behind closed door)
>Crystal3 = rpg_Forest02 (drop off Mermog)
>Crystal4 = rpg_CathedralPriest (drop after killing both Rotcores)
Three of four I has already found.
> Let me know if you need more specific help after looking through the document.
- Yes, if it is possible.
P.S.: I will be very grateful.
-
Do you mean you found those 4? and you need to know where 5 and 6 are?
-
No I found Only 3 big.
need 1 last big of first 4
-
Crystal4 = rpg_CathedralPriest (drop after killing both Rotcores)
- this is in the map where you fought the 3 priests and talked with Drask for the final time. There are two Rotcores in that map (large red/plink flesh blobs with lots of eye). Once you have killed both of these the second one will drop the Large Crystal. If you killed both of them and forgot to pickup the Large Crystal you won't have another opportunity.
-
no, I must know were located all four crystals.
n0 fourth, - all four.
-
Crystal1 = rpg_ForestWalker (up high)
- If you swim past the Walker you can jump out of the water. There are two small waterfalls and a number of rocks that you will have to traverse as you platform your way up. Keep progressing upward and you'll find the Large Crystal.
Crystal2 = rpg_EnergyTemple02 (behind closed door)
- After the miniboss encounter once you reach the next big room there is an entrance to a smaller map where the Large Crystal is behind an EnergyDoor.
Crystal3 = rpg_Forest02 (drop off Mergog)
- If you continue north past the Mithalan Scout you'll reach a new forest map. In the Northeast where the Druniads are residing there is an entrance to a small map where you fight Mergog (giant frog miniboss). The boss drops the Large Crystal once you kill him.
-
Hi! I signed up to the forums just to ask you a question. =]
Your mod looks terrific, but whenever I start it up, I start in a black area and can't go anywhere. It's all black, but I can hear and see my minimap and I can exit. Why can't I play? I installed it correctly.
=[
-
Hi Terra! That "bug" is caused by using an out of date version of Aquaria. You need to update to v1.1.1 which can be obtained by sending your purchase information to Alec.
-
Amazing job! This could easily be part of the actual game. It took me over 5 hours to complete, and I blazed through it. Thank you for making this and giving me another opportunity to experience one of the greatest games I've ever played again.
-
Help I'm stuck in one of the final levels! I've got a pearl but nowhere to put it.
Mithalas Cathedral, but with a layer of The Body, after seeing Mia confront Eric with Mithalas (and then she teleported me into a mass of mermen, after which I got to the area I am now)
EDIT: Well, I used the editor, and while looking for some way to check properties of entities etc (never used it myself), accidentally hit F1 which I think reloaded the level; this lock simply wasn't there when I came back with the pearl originally. Will try again now.
(http://ultraxs.com/image-9ED9_4B25166C.jpg) (http://ultraxs.com/share-9ED9_4B25166C.html)
EDIT2: It vanished again, but after I reloaded the level (and moved myself into it...) things worked.
-
The door and orbHolder issue should have been fixed in patch 1.02 which came out a day or two after release. If there isn't a file named "patch_notes.txt" in the mod folder (_mods/rpg_PrequelCampaign) then you are running an older version. If you were patched up and still had that problem please let me know.
-
patch_notes.txt says I'm on version 1.03
-
I just remembered there was another problem with the orbHolder/door that I forgot about and didn't get around to patching. The problem is that the abyssOctopus will destroy the orbHolder and door if it's beam passes over them. To fix this I've made both those entities invincible. I've been working on a pretty large content patch but maybe I'll release a smaller one with this fix before then. Move Elena past the door or make sure you kill the two octopus entities before their beams cross over either the door or orbHolder for the time being.
-
i get stuck just where there a door i need to open to get to drask after meeting mithalis but i cant find how! help?
-
There is a green wormhole up to the northwest in the room with 2-3 Merman that will warp you to a different portion of the map. I've put a more intuitive warp graphic there that will be deployed in the content patch. I really should put a small patch together with some of these smaller fixes.
-
Well, after a LONG hiatus of playing Sacrifice, I finally finished it.
Wow. The ending was really...I can't find the word for it. I thought that the way you tied everything into the start of the main game was brilliant, but the revelation that Elena was Mia's daughter seemed...a bit unexpected.
Maybe the two months in between first playing it and finishing it made me forget all the hints that were dropped, but still, it felt a bit redundant. It kind of felt like we were just viewing the story of Naija again, though this time we got to choose to be an angel or a prick.
Also, I was pretty much running short on food the whole game. I know that you can buy pre-made food from the Druniad in the Cathedral (love that he stayed there even though everything turned to a nightmare around him), but there was a severe shortage of cooking ingredients. One of the positives of Aquaria was that you could make food on the go, but in Sacrifice, if you run out of food in a dangerous area, you're screwed.
Actually, there is a relative lack of difficulty in the Mod. For many, this is a minus, but I found the easyness in Sacrifice to be enjoyable. I am admittedly NOT the best Aquaria player out there, but I practically breezed through, not dying once. Thank you. I can actually be good at Aquaria now.
All in all, Sacrifice gets a 9.5 out of 10. Awesome, awesome Mod. I'm gonna go play it again now. :)
-
Thanks for the comments, Joey! I hadn't made the obvious connection between the similarities of the two endings. Elena being the daughter of Mia does seem a little out of place. It fit well with the events preceding Sacrifice I developed but maybe it would be better if Elena had just been Mia's prodigy or something. I've been meaning to spend some time on this as I've wanted to change the last two dialogue trees quite a bit. As for the food situation I can see how the Small Crystal system would yield problems while in a level. However, I didn't want an absurd amount of items placed in the level plus any further food surplus by overstocking once back at the food vendor.
I'm going to release a small patch tomorrow that should fix/improve a couple of things. And as an update on the content patch I've made a lot of progress but haven't spent much time on it of late. I may skip the end boss fight addition and dialogue changes for the time being since the rest is nearing completion.
-
Along with the patch I'd also like to use this post to recruit anyone interested in testing the content patch. This would involve playing through the new content at a couple of milestones and then critiquing content, reporting bugs, etc. It is worth noting that the new content should be much more difficult, in terms of combat, than what is currently in Sacrifice. If you're interested reply to this thread, drop me a private message, or send me an email.
As promised, here is a small patch that should address a lot of issues brought to light from feedback. I haven't made Sacrifice all that much harder but hopefully the enemy density is a little more satisfactory for the average player.
- patch v1.05 also includes fixes from v1.04
- files will now be in ZIP format
PATCH NOTES FOR SACRIFICE V1.051 - JANUARY 04, 2010
http://dl.dropbox.com/u/3175096/patch_v1.051.zip (http://dl.dropbox.com/u/3175096/patch_v1.051.zip)
-- extract to aquaria/_mods/
CHANGES
- enemy density increased in hostile areas
- Crawlvirus now has a 40% chance to drop a small crystal
- Transit Turtle Menu: clicking the destination for an undiscovered turtle will now give appropriate feedback
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- The Kelp Forest: after undertaking Energy Temple quest The Walker will no longer block Elena from leaving (vines or transit turtle)
- 2 hints have been added in case the player misses an important plot point
BUGS
- Rajah_v3 now flagged by Drask_v3 instead of Walker_v3 (possible bug if player skipped Walker's last conversation)
- Merman/Merwoman no longer move if hit by a bound rock
- Mithalas Nightmare: EnergyDoor and OrbHolder can no longer be destroyed by AbyssOctopus laser beam passing over them.
-
I'm very excited to try this mod out, as it looks really great. Sadly, it crashes every time I try to run it.
I have downloaded the mod (v1.05) and placed the extracted files in the _mods folder in my Aquaria directory. When I start the mod, the first couple of narration screens work, but as the scene with the Mithalan doll on the bed fades to black, the music continues to play and the game crashes with the screen stuck black (I have to task manager out to shut the game down). An error message from Aquaria comes up in the background saying "flag 0 is not allowed".
I have tried re-downloading the mod and even re-installing Aquaria, but the error is always the same.
I'm running the Steam version of Aquaria (1.1.2) on Windows Vista 64.
-
Thanks for bringing this to my attention. I'm not really sure why this issue was occurring in the v1.05 build but I've fixed the issue. You can either re-download the file on ModDB or just grab the v1.051 patch.
-
Well, I have been able to play a bit of the mod now, but I have again encountered another crash that happens every time I try to pass a certain area.
After getting Spirit Form and heading into Open Waters, Aquaria will lock up and crash just a few seconds after the 'Open Waters' text fades from the screen. I'm not sure if the crash is purely time-based, or if it's happening when I go down past a certain point, but it happens 100% of the time I enter this area.
-
Hmm could you post the last 10 lines of debug.log (in the Aquaria root folder) as well as PC/MAC.
-
PC, 64-bit Vista, Steam version of Aquaria
setting flag [187] to 1
removing target from shot
Pet_Nautilus: entity died
removing target from shot
Pet_Nautilus: entity died
removing target from shot
Pet_Nautilus: entity died
removing target from shot
Pet_Nautilus: entity died
turret: damage function failed
-
I don't see anything wrong with what your debug.log is telling me. It's an odd place for the game to crash as nothing really major is happening in that early portion of your map. Since no one else has had the issue prior to this it leads me to believe it's something I've done in a more recent build but I'm not sure what it could be. I've tried to recreate the scenario but it runs fine. If you could send me your Sacrifice save file (.aqs in aquaria/save/) I'll give that a shot but this might be some random fluke that is out of control.
-
I've had identical issues to Thoth - starting with the crash in 1.05 for a new game, and now a lock-up after traveling a small distance into Open Waters. Debug log when not actively shooting (although still with pet out), and changing to a different window prior just after entering Open Waters as a marker:
WINDOW ACTIVE
setting flag [187] to 1
turtle : attempt to call a nil value animationKey
Savegame: http://sthomas.id.au/non-site/save-0008.aqs
-
Thanks for the save file, ScottT. It appears that the crash was caused by an entity being trapped in the black space just past the rock walls. Extract the zip file to "\_mods\" and let me know if you are able to proceed.
Patch v1.052
http://dl.dropbox.com/u/3175096/patch_v1.052.zip
-
Works fine now - was able to blast everything in the area without issues (but you knew that since you have my savegame :P).
/me goes back to playing :)
-
Small problems like these annoy me as I imagine there are plenty of players that never return to Sacrifice once they encounter them. I've updated the ModDB file to v1.052
-
I've decided to release patch v1.1 in an open beta format in the very near future. Changes and additional content will be slowly added until such point that I feel things are polished enough to put up on ModDB as the full release.
Sacrifice v1.1 Preview on YouTube [HQ] (http://www.youtube.com/watch?v=BtUgVpzjGOw)
World Map
Thanks to some great scripting work by Edwards Sacrifice finally has an in game world map. Don't worry about the slow scrolling speed in the video; it's twice as fast in game.
Naija and Elena go on an Adventure
A huge, brand new map previously blocked off in the northeast corner of the veil. Take direct control of an ancient transit turtle to speed your travels.
The Arena
Combat, navigation/puzzle, and boss rush modes should offer something for those seeking a challenge. Old Fred will keep track of your best times allowing you to gloat about your skills on the forums. Buy items from the food vendor with your winnings to help out in maps you're having trouble with. More maps will be added to the arena in the future.
In Pursuit of Perfection
Some of this has already been released in the small patches earlier this month but I continue to make tons of small changes.
- new modular dialogue tree code in new map (programming improved tenfold)
- last dialogue tree rewritten
- enemy density increased in hostile areas
- Crawlvirus now has a 40% chance to drop a small crystal
- Transit Turtle Menu: clicking the destination for an undiscovered turtle will now give appropriate feedback
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- The Kelp Forest: after undertaking The Walker's quest The Walker will no longer block Elena from leaving (vines or transit turtle)
- hints have been added throughout the world in case the player misses an important plot point
-
World Map
Thanks to some great scripting work by Edwards Sacrifice finally has an in game world map. Don't worry about the slow scrolling speed in the video; it's twice as fast in game.
Oh man, that's what I've been waiting for. I started the mod, and I just couldn't continue without a world map--I got way, way too lost too easily.
I am looking forward to that :D
-
I've decided to release patch v1.1 in an open beta format in the very near future. Changes and additional content will be slowly added until such point that I feel things are polished enough to put up on ModDB as the full release.
Sacrifice v1.1 Preview on YouTube [HQ] (http://www.youtube.com/watch?v=BtUgVpzjGOw)
World Map
Thanks to some great scripting work by Edwards Sacrifice finally has an in game world map. Don't worry about the slow scrolling speed in the video; it's twice as fast in game.
WOOOOOOOOOOOOOT! Awesome!
Naija and Elena go on an Adventure
A huge, brand new map previously blocked off in the northeast corner of the veil. Take direct control of an ancient transit turtle to speed your travels.
Sounds very exciting. I for one would LOVE to take direct control of a transit turtle. Does it control in the same way as a seahorse?
The Arena
Combat, navigation/puzzle, and boss rush modes should offer something for those seeking a challenge. Old Fred will keep track of your best times allowing you to gloat about your skills on the forums. Buy items from the food vendor with your winnings to help out in maps you're having trouble with. More maps will be added to the arena in the future.
Awesome. Arenas are always a good thing.
In Pursuit of Perfection
Some of this has already been released in the small patches earlier this month but I continue to make tons of small changes.
- new modular dialogue tree code in new map (programming improved tenfold)
- last dialogue tree rewritten
- enemy density increased in hostile areas
- Crawlvirus now has a 40% chance to drop a small crystal
- Transit Turtle Menu: clicking the destination for an undiscovered turtle will now give appropriate feedback
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- The Kelp Forest: after undertaking The Walker's quest The Walker will no longer block Elena from leaving (vines or transit turtle)
- hints have been added throughout the world in case the player misses an important plot point
Good to know that the awesome mod I fell in love with months ago is now striving to be even better. Just don't exhaust yourself, Bear. We need every dedicated modder we can get...
All of this sounds SUPREMELY AWESOME. I can't wait!
-
Sounds very exciting. I for one would LOVE to take direct control of a transit turtle. Does it control in the same way as a seahorse?
The transit turtle moves towards your mouse cursor if you are holding down left click or spacebar. It moves faster than Elena but doesn't control quite as well in combat since it isn't "dual joystick" (can't grab WASD or arrow input). Using the transit turtle isn't mandatory and you can mount/dismount whenever you want.
-
Sounds very exciting. I for one would LOVE to take direct control of a transit turtle. Does it control in the same way as a seahorse?
The transit turtle moves towards your mouse cursor if you are holding down left click or spacebar. It moves faster than Elena but doesn't control quite as well in combat since it isn't "dual joystick" (can't grab WASD or arrow input). Using the transit turtle isn't mandatory and you can mount/dismount whenever you want.
Ah, I see. Still, it sounds exciting.
Also, how would you feel if I did a Let's Play of this Mod on YouTube? As soon as the content patch gets done, I'll run through again, though this time I'll record it. I would give all the credit to you, of course, and would provide a link in the description to this topic. What do you think?
-
Sounds exciting! Go for it!
-
It would probably take a while, though-- I'm currently doing a Let's Play of Normal Aquaria, and I won't start it until the content patch is released. Maybe I'll do a thing where the videos of Let's Play Aquaria are interspersed with videos of Sacrifice. I dunno, I'll figure it out.
-
This might come out of nowhere, but...
About a year ago (if not more) I promised to make character sprites for this mod. (Most notably the main character.) Sadly college was being a real pain to me and when I did have time to work on it I couldn't find the files anymore.
But~
I f inished all the heads, at least. I'm still trying to work on a body, but I'm not sure how long it'll take and what it'll look like yet. (I trashed the old design I had as I didn't really like it all that much.)
So, ummm, I hope I can help with this? :-[
The file: http://www.mediafire.com/?3jzoznzzzye
Password: Verse (with capital V)
(I couldn't use the attachments function of the forum, even though the file is like 40kb.)
EDIT: reuploaded the file as I accidentally save the sacrifice-head-pain.png file wrongly. It looked the same as the singing one.
-
Cool! The heads look great. I'll look into how best to get this in game as Aquaria doesn't look in the mod folder for replacement graphics for the avatar as I recall. For any future images can you save them out with transparency... she has a weird white block around her head at the moment lol.
EDIT: I've figured out how best to implement this so we're good on that front.
-
Cool! The heads look great. I'll look into how best to get this in game as Aquaria doesn't look in the mod folder for replacement graphics for the avatar as I recall. For any future images can you save them out with transparency... she has a weird white block around her head at the moment lol.
EDIT: I've figured out how best to implement this so we're good on that front.
*facepalms*
I blame my own stupidity for that. I kind of forgot that Easy Paint Tool SAI doesn't support transparency. Now if my Photoshop worked properly and exported PNGs it would be easier. :-[
Do you have Photoshop or anything like it yourself? I can give a PSD with all heads in the layers so you can export the files with transparency yourself.
I hope this isn't too much trouble...
-
I have Photoshop and don't mind exporting them.
-
SACRIFICE V1.1 OPEN BETA
Being an open beta there is missing content, rough edges to the new level, problems with the world map, and most likely bugs. Content updates to the beta will be slow but fixes should be quick. I'm most likely going to reshape/add to some of the maps to make the world map a little less cluttered. Bug reports, comments, and/or criticism are always welcome. If something you wanted changed hasn't been done yet bring it back to my attention.
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
Install
I would recommend deleting your current Sacrifice folder (rpg_PrequelCampaign) before installing as I have removed around 400 files and renamed about 100. Your save files are stored in a separate folder (aquaria root) so don't worry about losing them.
World Map
Double click the minimap to access the world map. Left Click + Drag to move around and Right Click or Escape to exit. World map courtesy of Edwards with modifications by Yogoda.
Travel Guide
The new map/arena system is located in a new section of the Veil accessed in the northeast corner of Old Fred's waters just past Mithalas. You will need to have the Ice Veil open to play this new map; this is done by acquiring the soup quest from Old Fred during your initial conversation.
Modular Dialogue Trees
From a coding standpoint Dialogue Trees have been completely rewritten to be much more modular. Because of these changes there may be some miscues; please let me know of any bugs you find.
-
I just released new script updates for the mini-map ;) Bad timing I guess hehe
Looking forward to play and test your updated mod
-
Found a bug !
You can activate the mini-map during the dialogs, and then you are able to swim freely being invisible, still seeing the dialog.
-
Dropbox file has been updated to your new World Map code and you can no longer access the world map while in a dialogue tree.
-
Download in progress.. :D very excited about this!
Mucho Gracias
Gringamuyloca
-
Wow, really awesome !
Love the turtle ride, the arena and the boss rematch. The arena is a bit a click spam fest, but it is quite enjoyable. Wondering what the "navigation" challenges will be ;)
Just a thing, I don't really see the point of riding the turtle, as it does not seems needed for anything. Does it give me a buff or something ? Do we need to bring Naija somewhere ?
Some bugs :
- I have not tested all bosses, but for the energy boss, Naija spawns in the wall. I had to move her in edit mode to be able to fight the boss.
- The crystal cave map is not the right size, so Naija is not displayed at the correct location on the world map.
Awesome job !
-
Bugs have been fixed.
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
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.
-
Oh sure, NOW you upload the content patch. After I just got done playing through Sacrifice for about 3 hours straight.
I'll download it later, when you iron some of the potential bugs out, but for now, I wanted to say this.
I just spent my Saturday afternoon blazing through Sacrifice, and you know what? It was much better than my first playthrough.
I now realize that Sacrifice is something you really need to play all at once in order to truly enjoy it. It's like a movie in that regard.
Most of the flaws I pointed out in previous posts are still intact (the lack of cooking ingredients still bugged me, since I was close to death numerous times), but playing through it all at once really allowed me to appreciate all the effort, sweat, blood, and tears you put into making it. It's absolutely incredible what you have done here.
Actually, screw "downloading it later." As soon as I finish this post, I'm downloading it.
I'm ready to fall in love with Sacrifice a third time.
Joey245
-
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?
-
Exciting stuff. I've reinstalled since I last played Sacrifice so I'll get to go through it all again and then check out the new bits and pieces! Sounds pretty cool, world map is a good addition for sure!
-
In response to your post, Bear, I was desperately in need of plant leaves throughout the whole game, as well as fish oil. Special bulbs were also pretty uncommon, as well as some Pre-cooked food items (I distinctly remember those huge bug-like things in the Kelp Forest giving me an Arcane Poultice once). Maybe it would be a wise idea to add more schools of fishes in the maps, and, if you're up to coding, you can add an item like the Mithalas Pot, though instead of spawning meat it could spawn Plant leaves instead. That would REALLY come in handy, but it might make things TOO easy...
Also, what are the odds you could somehow make the third cooking slot available to players outside a kitchen? You could do this the easy way and just drop Simon in there (though that might tick people off, since lots of people hated Simon in the original Aquaria), or somehow make a character drop the slot after talking to them. Perhaps after helping Kaleb in Vision 2, he could give it to you. I dunno, it's your mod.
However, I kind of...well, cheated. I just went into the editor and spawned a ton of small crystals and had Elena collect them all. Shopping is so much easier if you can just make money fall from the sky. :P
Alright, now that I'm done doing your job for you, time to feed the ego! I spent a little while with the Content Patch, and it was pretty awesome.
First off, World map is DEFINITELY an improvement. True, the areas aren't grayed out, but it's very helpful. I almost want to go through the whole world again, just to complete the map. But, I was short on time.
Next up, Naija and Elena's adventure. I found that Controlling Feldor was quite intuitive, and I had Auto-aim on and just stayed in Energy form and shot at whatever was close to us. Feldor makes an AWESOME tank.
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. However, I was not able to talk to Naija again when I came back. The little speech bubble was floating all alone, and Naija was near Feldor's rear end, waiting for me to get on. I'm not sure if it was intended, but I wanted to talk to her again. Oh well.
Speaking of Old Fred's arena, it was pretty cool. The Boss Rush mode will make great practice for trying out new things, but having recently beaten most of them already in my Let's Play of Aquaria, I wasn't too keen about fighting them again so soon. As for the Bullet Hell, I honestly had no idea what was going on. 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. I swam around confused for like three minutes, went into the editor to have a look around, went back to the game, and was greeted by the text "You Have Died!" and was teleported back to the Arena. Was that supposed to happen? If not, what was?
Also, will you be adding more arena challenges as time goes on? I'd really like to fight more bosses, or more Bullet Hells, or see what Navigation challenges are.
Just one more nitpick: When I first entered the Adventure cave, and the Sunken Forest area, no music was playing. I went to the editor (are you starting to see a pattern here?), picked set music, and saw that "Cave" had been misspelled as "cav" and "Forestgod" as "Forestgo". In essence, the last letter of both tracks was missing. I added it in, and saved the maps, but I still wondered why it was saved like that.
I have yet to see the other changes you made, but I just wanted to see the new stuff first. I was impressed, but it just...didn't provoke the same strong feelings that Sacrifice first did on me. I still applaud your efforts, these additions are simply incredible, and get me VERY excited for future Aquaria mods.
One more thing: Would you please list all the treasures you put into Sacrifice? DO NOT tell me where they are, just list the treasures that were included. I want to see if I got everything. :)
Wow. Sorry for the epic length post, but all this needed to be said. Remember Bear, you are one of the greatest guys on these forums, and what you've done here is nothing less than incredible. Oh sure, there are some flaws, but overall, it is one of the best things produced by the people here.
-Joey245
-
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
-
SACRIFICE OPEN BETA FIXES
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
- 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
-
My first hour (or so) of gamining this marvellous mod.
I'll just list my viewpoints as they came along. ((Sorry if they are a bit erratical at times...))
SPELLING: During the first talk with Naija, at the second "branch"... text has two "through"... ((It's easy to miss, as the mind often don't see it when it's like that))
Nice part with the "Vicariously"... don't know what it means unfortunately :(
AWSOME sparkly effect on blue crystals in the crystal cave. Was it intentional?
"Tarry" ??? ((Writing on wall, at the exit to the forest))
ERROR? Eel guarding the plushie, don't hurt when swimming past it? ((It only "attacked" when I was in the "right" spot, WAY away from the cave))
ERROR? Walkers legs appear in front of the textbox... looks odd to say the least >.<
Nice balance on the sub-boss in the energytemple. ((Possible "hard mode" suggestion: 5 invincible smaller "thingies" circling it, that "dies" when boss dies. I guess it's possible to program such?))
SUGGESTION: Hide the fish passage on the map screen, too easy to figure out the way into that room. ((Not been there, but hadn't bought the fish-form then ;) ))
SUGGESTION: Notification/self-talk (reminder) of "Return to Walker" upon exiting temple, or upon entering deeper into kelp forest ((nothern path))
??? Animation sequence when talking to the walker. SUGGESTION: Black out the screen and move the text to the bottom, playing out the animation over it?
ERROR! Transit list don't appear, instead it's just a white box??
ERROR! Second talk with Mia = White box. (( Pressed next, then X... and when talking to her again, could see the text... Feels like I missed something though >:( ))
Aaand... that's approximately how far I got in one hour <.<
Then again, I'm an explorer by nature.
Hope it was somewhat helpful?
-
SACRIFICE OPEN BETA FIXES
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
- 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)
Aleex
I really appreciate this! Yes the sparkle effects were intended and I think that turned out to be my best looking map. Tarry (http://dictionary.reference.com/browse/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.
-
Aleeex
I really appreciate this! Yes the sparkle effects were intended and I think that turned out to be my best looking map. Tarry (http://dictionary.reference.com/browse/tarry)appears to be spelled right to me.
Sorry... never heard the word "Tarry" before... so it seemed kind of odd 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.
Yes, but I believe it was further in a cave then, making it harder to sneak past?
Either way, wasn't attacked or hurt until I swam back out of the cave. <.<
Which Walker's legs are you talking about? The one in the map or the one displayed to the right of the dialogue tree?
The walker behind the textbox, his legs appear on top of the box.
There are reminders to return to the Walker if you attempt to leave the Forest to swim to Mithalas or use the transit turtle.
Oh.... Heh, I thought I'd just swim up north to explore, but saw a continuation only... so I figured, "here'd be a good place to set up a reminder".
I have a bad short term memory at times... so I'd appreciate small reminders here and there. ((Or, possibly a "quest" list, somewhere))
The Walker animation sequence was an experiment to see how "sprucing" up a DT to be a bit more like a cutscene would look.
Ah. Would it be possible to follow my suggestion, or 'd that be too much trouble for no gain?
Always looking to improve stuff. ;)
((My first BETA that I do for fun, not for profit))
-
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.
-
SACRIFICE OPEN BETA FIXES
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
- fixed Old Fred's dialogue tree not displaying properly (in his home where you first meet him)
-
I have been playing this mod for the past 5 hours, at the moment I am a little loss on where to go, I have spirit form and just beat the toad on the moving idol inside the forest, still trying to get my bearings on what to do next.
The mod itself is quite creative, a small extra adventure using old elements, yet still is good and enjoyable keeping the "Aquaria" spirit.
I have not seen any bad things on it but I did notice a quirk or 2 that made me smile and realize that the creator or creators of the mod have been more affected by the internet and IRC era :P
Example of this is the use of bracketed emotions [blushes], [smiles].
I do not mean to say it is bad, just... strange.
By no means I disapprove of their use, though in classical role-play adventures the use of proper 3rd person writing has always been the most used tool.
A simple example of this, at Elena's home where young Naija is when asked about the treasures and praised she answers:
[Blushes] Thank you Elena.
Were a more classical example of the same line could be:
After hearing Elena's words of praise a warm blush appears on Naija's cheeks, her eyes drop a little when she speaks with a soft whisper "Thank you Elena."
Kudos for the great work put in this mod, keep it up :)
-
So, after hiding my shame for not really being a help to this, I tried playing it again.
I came out of Mithalas, went to the north, bumped into the squid in the house, then had a sudden error.
"flag: 0 not a legit value" or something like that, went to desktop to display the error, went back to Aquaria and I was unable to do anything in the dialog.
Yay errors. :D
-
@LoneTiger
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.
@Alpha
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.
SACRIFICE OPEN BETA FIXES
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
- 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)
-
Just got to the Arena, played the 1st combat map, round with 4 passages.
After killing everything in 11 minutes or so a message came up "Upsidedown...something" but could not leave map, i right clicked everywhere, no portal no opening no door or anything all over the combat map.
EDIT: I think my saved game got borked... when i put 1.1 beta I already had a saved game earlier, now the Mithala sequence appears again next to the throne room, if I speak with Mithala there Fred's sequence happens taking me to his home in The Veil, where his minions attack only to be dragged away by the walker.
Might need to restart game again... :-\
-
@LoneTiger
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.
-
1.- Ok, I saw the Flag 0 msg pop when speaking with the little squid after leaving Mithalas cathedral, it kicks out of Aquaria but doe snot close the program, when returning however it is stuck and need to restart. Someone already posted this one earlier.
2.- Speaking with Drask in order to leave Mithalas, at the last part of conversation you have 2 choices:
A) "Drask I love you...."
and
B) I will hurry and come back
Choose option A), if you choose B) the dialog becomes blank and non responsive, clicking the X on top does not work.
Forgot to mention, this is a clean game from scrath.
-
SACRIFICE OPEN BETA FIXES
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
- 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)
-
Sacrifice looks great, good work! I just completed Aquaria, and I'm looking forward to checking this out once 1.1 is completed.
-
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.
SACRIFICE OPEN BETA FIXES
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
- 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
-
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.
SACRIFICE OPEN BETA FIXES
http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip (http://dl.dropbox.com/u/3175096/Sacrifice_v1.1-Beta.zip)
- 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
Thank u~~~i ll wait
-
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.
SACRIFICE V1.1 RELEASED
http://www.moddb.com/mods/sacrifice/downloads/sacrifice (http://www.moddb.com/mods/sacrifice/downloads/sacrifice)
- 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
-
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.
SACRIFICE V1.1 RELEASED
http://www.moddb.com/mods/sacrifice/downloads/sacrifice (http://www.moddb.com/mods/sacrifice/downloads/sacrifice)
- 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
Merci bisou
i will try it this weekend
-
Nya-hao!
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. :'(
Could there be something wrong with the Linux-build?
-
Hello! I just want to thank you for this awesome mod you've made! I've just finished playing it and I really like how everything fits with the original story of Aquaria. :)
-
I must say, I'm impressed by the size of this mod, both in surroundings and storytelling. I've finished nearly everything by now, I'm at the start of the abyss, and I'm really curious how this all is going to end.
Keep up the good work
PS. for some reason I got stuck in the first multi enemy arena.. I killed everything apart from the thing that puts a purple spark on the ground, can't seem to kill that one.. but I couldn't get out anymore.
-
Hello! I'm painfully new to this forum. I purchased Aquaria just last week and am now playing through Sacrifice. I decided that I wanted Elena's energy form to look a little different than Naija's. So, after already having experimented with modifying gfx in the original game, I set to.
These are the steps I've taken thus far:
- created a new folder named 'Elena' in the gfx folder in the original game package
- edited the copies of the energy form images and placed them in the new folder
- edited "rpg_elena.lua" to show:
elseif (getForm() == 1) then
entity_initSkeletal(me, "Najia", "energyformE")
rather than:
elseif (getForm() == 1) then
entity_initSkeletal(me, "Najia", "energyform")
- made a copy of "energyform.xml" named "energyformE.xml"
- edited "energyformE.xml" to search for energyform gfx in the Elena forder rather than Naija folder.
ALL that and still the new gfx don't load when in energyform in this mod. . .
Did I do something wrong or miss something?
-
Great mod, fits nicely with the main game. Looking forward to updates.
But I'm not a native English speaker and I was having difficulty following some subtitles during cut scenes. I think it would be great if it there was a bit more time for reading them with the possibility of click-skipping for those who can read faster.
Also, I experienced the same problem on the arena that WiZaRDuSS had - I couldn't leave the arena in any other way than killing myself. Killed everything, including that 'thing' (you have to pull his shell off first using the bind song).
-
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.
-
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.
[/quote]
Ah! I see the issue. Thank you! Looks like I'm going to have to add some code to see if I can reroute the energyform to the new files just for Sacrifice. I think I can manage that. . .
Already modded the main game gfx, not wanting them to be changed globally in this instance.
Thanks much!
-
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?
That could be, since I experienced great trouble installing mods in the data folder, that I installed in my home directory. The right approach is to install it in '~/.Aquaria'. If I find time, I shall look, if I can find a solution.
-
Th issue with saved games thumbnails in mods is a bug that got brought up during the Mac beta (or maybe it was just after release). Unfortunately the fix only ever made it into Windows 1.1.1 (and later) - it still affects both Mac versions and I guess the Linux version too. For Mac, you can fix it by adding a symlink to /Users in the mod's graphics folder. Presumably you could have a similar symlink to fix it on Linux.
-
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.
-
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.
-
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.
I guess I'll have to wait for the imminent source release to find out what causes the problem. I think other files would need renaming too (I think Elena did not properly react to the first transport turtle before I renamed the files).
In the meantime, it would be nice to find out if other Linux users are seeing the same problem, or is it just me? Try swimming left and then upwards from the beginning to meet a guard — are his speech panels showing up properly?
-
I renamed all directories and files to lowercase. Text works great now, no segfaults. I've just gotten out of the castle though, so I haven't had time to give it a really good test.
From the rpg_PrequalCampaign directory I ran:
find | rename 'y/A-Z/a-z/'
It seems to have done the trick. I've contemplated zipping it up and throwing it on my vps, perhaps I should for us linux folks :)
-
You guys using case-sensitive filesystems?
-
Linux tends to have a case sensitive filesystem. :3
-
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.
-
You'd probably have to find a program to bulk rename for you like that. I think someone giving you a zip of everything renamed would be the better idea. xD
-
I created an archive with lower case file names. You can find it at http://furver.se/2009_08_20_sacrifice_v1.1_lc.zip (http://furver.se/2009_08_20_sacrifice_v1.1_lc.zip).
I didn't change the capitalization of the mod's root directory as it broke the save game compatibility (made Aquaria crash when loading a saved game).
-
So you mean we should name all the scripts, graphics, mod name and the entries in the tilesets with lowercase only ?
Aww, will have a lot of work :P
We are using SVN, and SVN is not case sensitive so I can't rename my files ...
-
Yes, you can, but you have to use a trick. Rename the files in two steps. For example you could add an underscore in the first step. In the second step remove the underscore and change the filename to lowercase: MyFile -> _MyFile -> myfile
-
It works ! Thanks a lot :)
-
Thanks for the help JockeTF. The file will be updated on ModDB once it is approved.
-
A couple fixes brought to my attention with the additional content in patch v1.1.
http://www.moddb.com/mods/sacrifice/downloads/sacrifice (http://www.moddb.com/mods/sacrifice/downloads/sacrifice)
- boss rush map against forest goddess now loads Elena into the map properly (node missing so being spawned in void)
- orb holder properly activates laser beam on energy god boss rush map (script for special orb holder missing)
- save crystal can no longer be accessed while riding Fedor
-
If I patch, I can still keep my savegame, right? :3
-
Your save will be fine.
-
i have found a way to skip the spirit priests,
right by the room, you can talk to drask from the closed door
(which teleports you to him) and he will give you spirit form and
then the door opens...
and also i found a bug in the battle
if you dont use the skip,and talk to drask first,
(or maybe vice-versa) you will get locked in.
-
Hmm... well that's no good! Thought I had the code setup that way as the chat bubble doesn't display until after the priestess encounter. Looks like when I changed the dialogue tree code I forgot to change a "base" setting for Drask. I've fixed the problem and uploaded v1.12 to ModDB. Thanks for pointing this out!
-
Wow that's a pretty impressive response time for this thread having been dead for six months just prior :).
I don't think I ever actually played 1.1, might be time to sink into the game again, if you will.
-
is there any way i could download this to version 1.03
i tried, but it keeps glitching. i think i keep downloading v 1.1
-
...why would you want V1.03?
-
I didn't save copies of each version so all I have is the most recent version which is 1.12. Are you running into problems using the most recent version?
-
yeah, i guess it doesn't work with v 1.03
what's the difference between v 1.03 and 1.12
-
1.12 is newer; usually the higher the number, the newer the version. You can upgrade without losing any saved games.
-
but is there a new plot to the story any changes
does upgrading cost anything
will v 1.03 mods work with v 1.12
-
upgrade is free, mods are free, if you upgrade then your mod will be at the latest version. Usually later versions are to fix bugs in the old ones.
-
thanks Sindhi!!!!!!!!!!!!!!!!!!
-
Thanks Sindhi! Upgrading from v1.03 will fix a ton of bugs as well as give you a mini map, a new map, and the arena system.
-
cool
does that mean no cook-esc not sure if thats considered a bug
thanks, will definently be downloading 1.12
-
I've just installed Sacrifice and I can't get it to work....Maybe I'm just doing something wrong. When I open the mod Naija is the top left corner of the screen and I can't see her. Well her cape, but thats it. And the screen is black except for the map in the corner.
What to do?
-
Which Aquaria version do you have? It says somewhere that you need 1.1.0 or 1.1.1 if i'm not mistaken.
-
Hey JannieE! False.Genesis is correct that bug is because you are using a very old version of Aquaria.
-
Just updated and now it works! :D Yaaeh. But man it's hard. Not enough places to save game.... ;) Or maybe it's just because I haven't played Aquaria in more than a year.
-
Fixed version that *should* run with the new scripting interface / 1.1.3+:
http://fg.wzff.de/pub/aquaria/mods/sacrifice_fixed_test.zip [Obsolete; scroll down for a working link]
This was done in a hurry; didn't test very much. It loads, i can swim around and talk to people. If it breaks on the way, let me know.
Didn't touch the original scripts; it uses a very hackish script wrapper to make it work.
Hint: Don't look at that code, it's awful.
EDIT: Forgot to mention, i didn't care about backwards compatibility for now, i.e. it won't run in any old version. Is easy to do once i'm sure the fix works fine in the new builds.
-
Is this the right place to ask about playing issues with Sacrifice? Or should I post in the general Aquaria playing forum?
I am asking since I just started Sacrifice and got to the Energy Temple. Now I am stuck in the room with the Krotite Warrior. Doors are closed, Elena is only capable of Bind and Shield Song, nothing happens after the door closes. Did I miss anything before? Or did I stumble into a bug?
I am using the patched version on MacOS.
-
I think a boss battle should start there but not sure. Has been a long time since I played Sacrifice.
Must be a problem with my fix; thanks for reporting... I'll eventually play through it completely when i have the time, and fix these things...
-
Yeah, it's kind of obvious that a boss fight should start but nothing happens. I've tried it a couple of times, got fish form meanwhile too (useless in this case of course :-D ). I get into the room with the warrior, chat with him or not, as soon as I approach the god's statue the door in the back is closed and I am stuck, that's it. It might be of interest for you that I can move in the room, but the camera doesn't follow my character anymore to the right side of the room, it's focused on the statue.
However, as far as I got I really love the Mod. I can hopefully play on some day (i.e. after you have had time to fix the bug).
-
You can also use 1.1.1 specifically for old mods, the savegames are compatible. In that case just be sure to use the "official" Sacrifice version.
-
I additionally installed my original
1.1.1 version (from HumbleBundle) and the unmodified Sacrifice mod - and it works *jump*
EDIT: Just realised that it's 1.1.3 !
Thanks for your help! Now I can proceed with my addiction :D
-
I upgraded the game to version 1.1.3 and then installed Sacrifice 1.12. Right after saving at the save crystal I tried to enter the next area and the game crashed with a flag set to 0 message. I then re-installed my original game version 1.1.1 over the upgrade and sacrifice is now working but there is a strange and annoying thing going on that I thought I'd bring up.
In the key-binds I have bound my map key to my left shift button so I can open up the map on the fly. I played through the whole original game with this ability and when trying to play through this mod, it feels like I'm missing a limb without a quick ability to glance at the map. Just wondering if there was an easy fix for this. <3
In addition I noticed that when I move to a new area, the whole map is already filled in. This is problematic for two reasons. The first being that I derive great pleasure in opening every little crevice on the map and when it's already filled in, it sucks a bit of the joy out of the game for me and second, I can't keep track of where I've been vs where I have yet to go. Grey points on the map were the only way I was able to find a lot of treasures and things. When I'd get lost and not know where to go next... I'd pop open the map and look for a grey spot to head for and usually that would allow me to progress.
-
Ohai. You're probably not informed about the recent progress and version differences and stuff, so for reference i'll sum it up for you: Mods designed for 1.1.1 don't work with the latest opensource release, and keeping backwards compatibility (so that 1.1.1 can run mods made for 1.1.3+) is difficult. I tried to make sacrifice compatible but it's not yet working right.
World maps in mods are not supported in 1.1.1. Sacrifice has a replacement script that is somewhat clunky, but works. But it can't show your visited areas and so on, and also assigning a key does not work. In newer versions, mods need world maps explicitly enabled and supported; it's nothing the game would do by itself just like that. If i have some time i might update sacrifice to support a native world map, TheBear said it was ok if i hacked around a bit.
I'll continue updating sacrifice to the lastest opensource version, just be patient ;)
@TheBear: Is it ok for you if I upload a new version to ModDB once i got it working? Registered there recently for meatymod, didn't know that everyone could add downloads/news/updates for things. Pretty cool.
-
Thanks so much for the reply and all the hard work. I was desperate for more playtime after finishing the game yesterday and found this forum and mods to try and extend the pleasure just a little longer. <3
I'm glad for what is available because it's sure keeping me busy. (Already many hours into this mod and enjoying the hunt.) Tried labyrinth for about a half hour but it was seriously kicking my bum. No world map had me spinning in circles and I died numerous times getting ping-ponged between two sea anemones, unable to eject myself from the loop of death. =(
-
I've done it: Sacrifice runs with the opensource version AND the old 1.1.0 / 1.1.1 versions now!
Fixed many compatibility problems; I don't think I got all of them but i was able to play through completely.
Also fixed a few bugs that TheBear had overlooked. :)
It has native world maps if you use the opensource version; if you run it in an older version it will use the map replacement script by Edwards.
It's available via the mod downloader now; I recommend you get it from there so you'll notice if something gets updated.
If you prefer the old way of installing mods, there:
Download link: >>> http://fg.wzff.de/aqmods/rpg_PrequelCampaign.zip
@TheBear: Do you mind if I upload this to moddb as well?
[ For devs: I've used git to track my changes: git clone git://fg.wzff.de/rpg_PrequelCampaign.git (Web interface (http://fg.wzff.de/cgit/rpg_PrequelCampaign/)) ]
-
The Sacrifice mod is not working properly for me...I have tried it on my old 1.1.1 version as well as my newer 1.13 version. Everytime I try to exit the map by continuing to a new area, I recieve this error message: "Flag 0 not allowed." Help?
EDIT: This has been fixed.
-
Hey maan! The link is down... I really want to try it out since it looks amazing
I only played Aquaria on iPad but this prequel and the sequel I see in development makes me want to buy the PC game too. Can someone please give me another link to download this mod?
-
Copied from prev page: http://fg.wzff.de/aqmods/rpg_PrequelCampaign.zip (My mirror, works with my newest updates as well as the old 1.1.0 aquaria version and up.)
-
I finished The Sacrifice earlier today, and I have to say... it was heartbreaking.
Great job on the mod. I really enjoyed it.
I am a little confused on exactly what happened during the storyline, but... I really, really feel sorry for poor Elena. With a name like The Sacrifice, I shouldn't be surprised, but I didn't quite expect the tragedy to start before the mod even ended. Such a heartbreaking story...
Spoiler-ish? [And I never ever want to see Old Fred again.]
-
Some clarifications needed!
The link two posts above ( http://fg.wzff.de/aqmods/rpg_PrequelCampaign.zip ) contains 60mb file, while the one from moddb - 30bm only, while titled as 1.12. Why such a difference in filesize and which one should I go with?
Thanks in advance.
-
First one has russian translation included and additional script fixes + updates.
If you're using the opensource Aquaria build, you need the updated sacrifice version.
-
Thank you!
-
Reviving old thread because I'm lost... I can't get past the lasers in that one chamber in Energy Temple. Went through the whole temple thrice, can't find any trigger to turn it off. What am I missing? :/