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Author Topic: [Dead] Zelda: Oracle of Life  (Read 495908 times)

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Solarrain4

The Blurred Line In-Between
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1920 on: August 08, 2006, 09:18:41 am »
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Meh, two updates in one day. lol
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gm112

Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1921 on: August 08, 2006, 09:20:15 am »
mirroring the update... hold on..

Edit: link: www.crimsonproductions.com/ool/ool74F.zip
« Last Edit: August 08, 2006, 09:22:26 am by gm112 »
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Solarrain4

The Blurred Line In-Between
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1922 on: August 08, 2006, 10:24:53 am »
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Somebody log on, please... I'm lonely
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1923 on: August 08, 2006, 01:25:22 pm »
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I downloaded the latest version but I still can't connect to server GM112...
I couldn't do it in the last version either...
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Life is a waste of time,Time is a waste of Life, so lets all go out and get wasted!
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1924 on: August 08, 2006, 02:05:59 pm »
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could be your firewall blocking it then
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この世に悪があるとすれば、それは人の心だ
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1925 on: August 08, 2006, 03:00:46 pm »
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I downloaded the latest version but I still can't connect to server GM112...
I couldn't do it in the last version either...
works for me...
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gm112

Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1926 on: August 08, 2006, 04:28:24 pm »
Yay, about time the server dosent crash on me when I'm sleeping!
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1927 on: August 08, 2006, 07:23:54 pm »
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I feel that I have a responsibility to !@#$% about how bad the movement system is.

First off, let's get some things straight here.
1. I'm not disrespecting any of the staff. You've made something great here and that's more than I could ever hope to say about myself. Kudos for what you've got here.
2. This is just some criticism.

The movement system needs to be completely redone, or at least majorly tweaked. I can't imagine how hard it was to make a mouse based movement system, but the effort put into it must not be worth the end result. I ended up with Link running around the entire map for clicking on an object that was behind him and over a fence. And there was a path leading right to it. Also, he started running in circles around weeds, fences and doorways. I think using the arrow keys, or WASD keys for movement would be alot easier to code than re-coding the mouse based movement system.

Other than that, it was thoroughly impressive and I'm looking forward to playing it in a more populate online environment. :)

Good work you guys, and full speed ahead.

n_______________________________________________n
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1928 on: August 08, 2006, 07:29:50 pm »
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i tried telling aodc about the example path finding in the first offical gm6 register examples
which has perfect path finding and is easy to use
but i guess its still not being put in the game :/

also, are the poes even synced?
i know the boss' attacks arent :\

and i just remembered now (thanks to visiting vgmusic last night) the arena music, its glitxville from paper mario and the thousand year door :P
good choice!
« Last Edit: August 08, 2006, 08:55:35 pm by hawthorneluke »
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この世に悪があるとすれば、それは人の心だ
  • .hack//The World
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1929 on: August 08, 2006, 09:30:42 pm »
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I'm not sure if you consider this serious or not, and you probably already know about it but you can lauch up more than one OOL window at a time. It's not really that serious, and the only use seems to be a chain of healing/fighting in pvp where one heals one while the other attacks that one, or to fight the Dodongo without finding another player to do it with, but that's about it.

I just though I should inform you of this.

Other than that and path-finding, this is really good :D I'm Koau Kincha on the Game (summoner. level 20 at the moment) :)
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1930 on: August 08, 2006, 09:46:38 pm »
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yeah, i was doing that in an older version ages ago, was useful for teaming up and killing people in the arena too lol
but i heard it was fixed shortly after. i guess not
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この世に悪があるとすれば、それは人の心だ
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gm112

Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1931 on: August 09, 2006, 04:57:14 am »
gogoogogogo! Your allowed back on!
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1932 on: August 09, 2006, 05:11:12 am »
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I soloed the dodongo at lvl 5 lol i originally started the fight at lvl 1 but...w/e cool boss but hes way easy hopefully his ai changes when the rest of the classes come out.awesome update by the way.
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  • Hotpiebob
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1933 on: August 09, 2006, 05:42:55 am »
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Thanks for the criticism. Do NOT be afraid to say something, we love our fans.

First off, poes and dodongos. Attacks, and XY positions are not server based. This is:

a) To prevent lag
b) Dodongo's random fire attack is crazy. I tried it, and it just does NOT work.

And the walking. I did look at the example, by the way, I just couldnt get it to work. Next demo, if we go as planned, will be UDP Arrow Keys (this may require Router configuration.)

I downloaded the latest version but I still can't connect to server GM112...
I couldn't do it in the last version either...
It seems there is always one. Make sure you have extracted. Also, try disablign/allowing with your firewall. If it does not work, try forwarding port 1000 with your router. Last, try disabling DMZ (strongly unreccomended). Itll allow everything, and that means hackers too :/

I dont think anything else needs to be replied too. Yue has PMed me with alot of ideas/fixes, which I will get on to right away.

Thank you, OoL fans :)
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1934 on: August 09, 2006, 07:30:52 am »
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A word of advice OOL gets a bit boring because every new demo has only a small amount of updates. The updates are cool but in the end you only get to see a bit more. So what I would do is releasing a demo when there is really much to do. And that there are many new area't to see etc etc etc. Thats why I didn't release a demo from MMgb yet simply because I work long enough till I get a big demo. You and your team are doing a great job and thats the end of my post ;)
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pxl_moon (dotyue)

Team Dekunutz
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1935 on: August 09, 2006, 07:42:25 am »
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hb... the project is just in the beginning, big updates cost time and small updates are mostly for bugfixes and balancing... when you play world of warcraft then you have the same thing. And whats that with "it getting boring"? the game was boring from the beginning, you only had pvp and nothing more... so dont be sad and wait for 0.75
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1936 on: August 09, 2006, 09:38:07 am »
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What yue said. 0.75 is something to look out for. I already said a few pages back 0.74 was abit of a dissapointment.
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1937 on: August 09, 2006, 09:45:34 am »
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hb... the project is just in the beginning, big updates cost time and small updates are mostly for bugfixes and balancing... when you play world of warcraft then you have the same thing. And whats that with "it getting boring"? the game was boring from the beginning, you only had pvp and nothing more... so dont be sad and wait for 0.75
Well World of Warcraft is not the same thing World of Warcraft let you do so much things in one time. Ofcourse this project is in early stages. But people might loose interest when every update gives only a bit more. What I tried to say is release a demo when you have really much.
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1938 on: August 09, 2006, 12:50:04 pm »
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a few more things:
theres also the report email thing that doesnt work
and seeing as it uses the get php function, its easily kinda hackable, so you can send whataver email you want from whoever etc etc using it
and the name tags, their depth may be too low, seeing as some tiles go over the top of them
also, in the login/register, i think you should have a thing saying the max amount of characters allowed, and if you go past it, it wont let you type anymore. and have the password drawn as * times the length of the password string
and if you want to click back and login instead of registering, you have to exit the game. and when it says you need a newer version of the game, you have to ctrl alt delit to close it
:P
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この世に悪があるとすれば、それは人の心だ
  • .hack//The World
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #1939 on: August 09, 2006, 01:11:51 pm »
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Um, I accidently changed the F7 key to something other than Garo 1, and now I can't change it back. Garo 1 isn't on the list! What is it's number? Can I get it back? Why isn't it on the list? Please help me.

If it helps, my name is Koau Kincha in the game. Oh, which reminds me. Koau Kincha knocks the Spell number off the bar, probably because it is too long :p a warning message or something would have been useful :p
« Last Edit: August 09, 2006, 01:13:35 pm by TheDarkJay »
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