Hey, we have forums!

Author Topic: Something like a sequel mod  (Read 198903 times)

0 Members and 1 Guest are viewing this topic.

Offline archy

  • Bit
  • ***
  • Posts: 24
    • View Profile
Re: Something like a sequel mod
« Reply #180 on: December 19, 2017, 07:41:19 pm »
still here  ;D

I also still check on this thread every now and then...  8)
check out my graphical overview of Aquaria recipes:

Offline Ender Skywalker

  • Bit
  • ***
  • Posts: 10
    • View Profile
Re: Something like a sequel mod
« Reply #181 on: April 10, 2018, 03:28:13 am »
I'm stuck at the Energy Temple. Every path is blocked except one that's too dark to navigate. I'm guessing I'm supposed to find something to light it up with, but what?, and where? Of all the pets to leave to care for Lucien, Li picked the one that could actually be useful right now!

Offline Cascade

  • Bit
  • ***
  • Posts: 11
  • "Is it Tonga time? I think it's Tonga time!"
    • View Profile
Re: Something like a sequel mod
« Reply #182 on: April 14, 2018, 10:48:59 pm »
That took me a while to figure out too! You're supposed to use Li's blaster to shoot down one of the glowing fruits in the Erulean's Abode
Also, glad to see this is still active!!
-Cas

Offline False.Genesis

  • Administrator
  • Super Bit
  • **********
  • Posts: 461
  • PRESS COMPILE FOR RAINBOWS
    • View Profile
    • My source code!
Re: Something like a sequel mod
« Reply #183 on: April 15, 2018, 12:03:32 am »
Of all the pets to leave to care for Lucien, Li picked the one that could actually be useful right now!

That was actually intentional 8)

Cascade: You did close that discord at some point, didn't you? Just asking because i couldn't find it anymore sometime in january

Offline Cascade

  • Bit
  • ***
  • Posts: 11
  • "Is it Tonga time? I think it's Tonga time!"
    • View Profile
Re: Something like a sequel mod
« Reply #184 on: May 12, 2018, 01:53:08 am »
Yeah, i did, i apologize for not telling you, i'll stop by the IRC sometime!
-Cas

Offline Ender Skywalker

  • Bit
  • ***
  • Posts: 10
    • View Profile
Re: Something like a sequel mod
« Reply #185 on: May 23, 2018, 06:20:30 pm »
How do you access this mod in the editor?

Offline False.Genesis

  • Administrator
  • Super Bit
  • **********
  • Posts: 461
  • PRESS COMPILE FOR RAINBOWS
    • View Profile
    • My source code!
Re: Something like a sequel mod
« Reply #186 on: June 04, 2018, 02:54:52 am »
Quote
How do you access this mod in the editor?

It's blocked. There are even safeguards in there that you can't just open the editor even if you manage to enable it somehow.
Sorry, but some things shall be kept secret for now 8)

Offline Ender Skywalker

  • Bit
  • ***
  • Posts: 10
    • View Profile
Re: Something like a sequel mod
« Reply #187 on: June 10, 2018, 02:40:42 am »
Aww. I was gonna try hook it up to the native mod to have the whole map with Sequel Mod areas. But I respect your decision.

https://www.flickr.com/photos/146590762@N06/41983568324/in/dateposted-public/

Btw, here's a little something I cobbled together featuring ideas for potential new areas and where they'd go. I actually moved Warm Waters slightly upwards to match your unnamed open area. Cold Waters is an idea that came from wanting to fill the gap in the path from the Abbyss to the Ice Cave. Come to think of it, Cold Waters would probably work best between the Ice Cave and the Frozen Veil. Let me know if you guys like any of my ideas. I don't know how to code, but I could try my hand at graphics if you need help.

Offline False.Genesis

  • Administrator
  • Super Bit
  • **********
  • Posts: 461
  • PRESS COMPILE FOR RAINBOWS
    • View Profile
    • My source code!
Re: Something like a sequel mod
« Reply #188 on: June 10, 2018, 09:48:01 pm »
Quote
Aww. I was gonna try hook it up to the native mod to have the whole map with Sequel Mod areas. But I respect your decision.

You can do that, or whatever else works for you. There's a flag in the mod's XML file that prevents opening the editor, and in case someone gets past there scripts will do their best to prevent further editor use. One of the reasons why i put this is in is to prevent cheating.
(i know myself, if i've been through a map 5 times and there's any way of taking a shortcut, i'll take it. i feel like i've kinda ruined sacrifice mod for myself this way back then. So that measure forces me to go through a map as intended, and when i don't get bored when playtesting then it's good enough.)
There are more reasons but i will not tell you those.

Anyway, so you can move the maps somewhere you have access (any mod skeleton will do), but entities will be blank, nodes will have no function, and none of the map/mod special things will work. But just for looking at how it's made, why not.

About your map suggestion:

I didn't intend to keep most of the original maps. Some are there because they have to (home area, open waters, krotite temple), but some are either too long, bland, or too repetitive so it's imo better to replace them with something new. Right now 23 map XML files are original (more or less modified), and it's likely it'll stay that way. (quick rundown: the 6 energy temple maps, 3 veil maps, mithalas + cathedral, top 2 open waters maps, the starting area things, Li's cave, one forest map.)

What do you think? The forest maps are the least varied ones, so i'd like to redo them or get rid of them. I've made another couple of 2 different forest-style maps ages ago, but not quite sure yet where i'll put those or how much expansion they need.

EDIT: But i will think about your idea. "Cold waters" sounds indeed interesting.


One last thing, because i like to be open about things i do:

I've been way more busy with life (and most importantly, PhD work) than i had imagined, so projects left and right went on hiatus (there wasn't really anything else i could do), including this. I do read the forum's RSS feed and saw every new post, but had my mind elsewhere and forgot to reply.
I'm trying to get a somewhat stable schedule established (at least XX hours work on the mod per week), wish me luck. It's good to work on something creative once in a while, hard scientific coding gets very dull after a while.

Right now i'm poking at some graphics files (attempting to finish some leftovers from a long time ago) but i'm kinda lost how to do this :P

In any case, and that applies to everyone reading this, if you have an idea for an suitable (under-) water creature (enemy, neutral, scenery, background, whatever) and you feel confident with gfx, feel free to send a draft or even usable tiles. If i have body part tiles i can animate & script the thing and incorporate it. Or try to animate it yourself for some fun :D
« Last Edit: June 10, 2018, 09:57:38 pm by False.Genesis »

Offline Ender Skywalker

  • Bit
  • ***
  • Posts: 10
    • View Profile
Re: Something like a sequel mod
« Reply #189 on: June 12, 2018, 09:21:31 pm »
My idea for combining the vanilla and sequel maps was more just a side-thing than something for the sequel itself. If there's one thing I love, it's combining or otherwise compiling parts of different entries in a series together. For example, one of my projects is a map Hyrule and its neighboring kingdoms from the Legend of Zelda series that, while based primarily on Breath of the Wild and Adventure of Link, incorporates elements from plenty of the games. So combining Aquaria's original and sequel maps is more of a just for fun thing. It would be hard to make work plot-wise the way I envisioned (Aquaria Expanded as opposed to Aquaria 2) due to the time gap between the two games.

That said, I could see the original areas being implemented in a way akin to Pokemon Gold and Silver, where after beating the main game, you get to visit the first game's areas as a little bonus. I think it'd be nice if the first game's areas were all there, even if they don't serve a role in the story, but they're not necessary.

Quote
quick rundown: the 6 energy temple maps, 3 veil maps, mithalas + cathedral, top 2 open waters maps, the starting area things, Li's cave, one forest map

What forest map?

Quote
"Cold waters" sounds indeed interesting.

What about Warm Waters? Your open area is in the right place (near the Energy Temple, which if it weren't for being underwater would totally be the Fire Temple), and still doesn't have a name. Adding some "warm" elements would give the place more identity, but then again, if you're not gonna revisit old areas, and this is the new Open Waters, maybe that's not a good thing. Even then, though, a sequel shouldn't be a retread, so there's no harm in a slightly different atmosphere. The biggest issue would be figuring out what exactly the "warm" elements would be. The Veil and the area directly below it are already tropical, so you can't exactly do that. Maybe hydrothermal vents? As shown on my map, I was thinking of putting a volcano above Warm Waters as the logical extension of the "warm" aspect, and hydrothermal vents would tie in nicely to this. A warmer color palette would make sense. I tried doing a mockup with warmer colored rocks, but it just ended up as an ugly brown. Maybe changing the background gradient would be a better idea.
« Last Edit: June 12, 2018, 10:37:46 pm by Ender Skywalker »

Offline Cascade

  • Bit
  • ***
  • Posts: 11
  • "Is it Tonga time? I think it's Tonga time!"
    • View Profile
Re: Something like a sequel mod
« Reply #190 on: August 28, 2018, 11:09:37 pm »
Before i abandoned the Aquaria discord, i'd discussed with False the possibility of including Cascadia waters, and not just because of my love for the area in the real world, i feel it would open lots of creative opportunities to include sea life from that region. Since the Frozen veil is pretty much right next to the veil, in terms of lateral distance, we can take some creative liberties on the whereabouts of the Area. Some of my brainstorm ideas involved a Salmon boss, Prawns, and Seals. as for area design, there could be mountain scenery, and gameplay wise freshwater streams and rivers could give host to some interesting new mechanics involving rushing currents. Figuring any ideas are good, i'd love to get some feedback on what you all think about this.  ;D
-Cas

Offline Ender Skywalker

  • Bit
  • ***
  • Posts: 10
    • View Profile
Re: Something like a sequel mod
« Reply #191 on: October 07, 2018, 01:24:36 am »
There was an Aquaria Discord? What happened to it?

Offline Maira

  • Bit
  • ***
  • Posts: 38
    • View Profile
Re: Something like a sequel mod
« Reply #192 on: February 09, 2019, 08:24:09 am »
Huh, so is the chatroom on irc or Discord then? There are still people in the irc.

Offline Garr

  • Mini Bit
  • **
  • Posts: 7
    • View Profile
Re: Something like a sequel mod
« Reply #193 on: February 27, 2019, 08:42:13 pm »
Hi!
Checking this forum periodically is back on my to-do list! It seems that the action is, well, dead. And understandably so.

But still: is anyone still here? Does anything yet live?
Is it,
    are we,
             past saving?

Offline False.Genesis

  • Administrator
  • Super Bit
  • **********
  • Posts: 461
  • PRESS COMPILE FOR RAINBOWS
    • View Profile
    • My source code!
Re: Something like a sequel mod
« Reply #194 on: February 27, 2019, 09:02:19 pm »
We're there and we're not dead! (And we're on IRC too, as usual)
Just busy with life, PhD,  those things. Send help.

EDIT: And if anyone feels like helping out re-building the modding wiki (the old one is defunct), feel free: https://github.com/AquariaOSE/Aquaria/wiki
« Last Edit: February 27, 2019, 09:17:33 pm by False.Genesis »