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Messages - ryos

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1
Modding / Re: New Aquaria Wiki
« on: April 05, 2011, 11:45:23 pm »
Inyssius, I appreciate you attempting to fight spam by redirecting it to a "Spam" page, but in the end this just makes more work for me since I have to delete both the original spam and the redirect. So, please stop. :)

If you (or anyone else for that matter) would like to volunteer as a spam fighter, I could give you delete rights so you can delete the spam properly.

2
Modding / Re: New Aquaria Wiki
« on: March 30, 2011, 12:33:32 am »
I switched the server back to PHP 5.2, and it seems to be working now. That'll have to do until I have time to update MediaWiki.

3
Modding / Re: New Aquaria Wiki
« on: March 27, 2011, 11:12:54 pm »
Maybe some have noticed, but the wiki appears to be down. It got a lot of spam, and I deleted it. I also switched the server to use the latest version of PHP as a blanket precaution against intrusion, and now it's not loading anymore. I intend to update to the most recent version of MediaWiki, and also look into what antispam provisions I can put up.

Unfortunately, I'm quite busy right now, and I need to know how urgent it is that I fix things. Was anyone even still using it?

4
Modding / Re: Tile effects on a mac?
« on: October 29, 2009, 06:33:41 pm »
ControllerMate would let you bind the key combos of your choice to send numpad keystrokes, and only when Aquaria is frontmost. Of course, at $15 it costs more than a cheapo external keyboard, but it's good for other things besides.

5
Modding / Re: Tile effects on a mac?
« on: October 28, 2009, 09:23:11 pm »
You could also get an external keyboard. There are several here for around $5.

6
Modding / Re: Aquaria: Sacrifice v1.04
« on: October 17, 2009, 06:58:30 am »
My odds are on Google Translate gone wrong.

7
Modding / Re: Aquaria: Sacrifice v1.04
« on: October 15, 2009, 05:30:18 am »
There is no official support for minimap functionality.

Heh. Maybe you should hack that into the title screen of the game. :P

8
Modding / Re: Magic of Aquaria
« on: October 09, 2009, 06:04:46 am »
The first couple screens remind me of Ecco the Dolphin. The (awesome) tree reminds me of Secret of Mana for some reason. It's good to see people doing their own graphics!

9
Modding / Re: Big Energy-Form Battle
« on: October 08, 2009, 11:46:35 pm »
If it's spam, I can't figure out the hook...

10
Modding / Re: Need help with Sacrifice v1.04 - No map!
« on: October 05, 2009, 04:52:42 am »
It's pretty much what you get in the main game with the full map. Only difference is that new areas don't appear until you've visited them, but I suspect that's more for managing information overload than anything. Oh, and there are no labels on the areas, so it's even less.

11
Modding / Re: Aquaria: Sacrifice v1.04
« on: September 12, 2009, 06:43:17 am »
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.

12
Modding / Re: Aquaria: Sacrifice v1.04
« on: September 07, 2009, 09:23:32 pm »
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.

Quote
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.

Quote
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.

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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.

13
Modding / Re: How Install Mods
« on: September 07, 2009, 04:58:24 am »
Couple guesses:

Are you clicking the "mods" button at the main menu?

Are you putting things correctly into _mods? Most mods will unpack into a folder, which contains an xml file and another folder. Both of these need to go directly in _mods, not in a subfolder within _mods.

Sorry if these sound trivial, but it's the best I can do based on the information you gave.

14
Modding / Re: Aquaria: Sacrifice v1.04
« on: September 07, 2009, 04:31:27 am »
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!

15
Modding / Re: Aquaria: Sacrifice 1.03
« on: September 06, 2009, 12:23:28 am »
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...

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