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Messages - Renkineko

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Zelda Mystery of Solarus DX / Re: Walkthrough Magic Bottle Error?
« on: May 07, 2017, 09:48:47 AM »
OK, it's corrected on the website, and I warned the pdf maker to change the pdf too. Thanks for the info, indeed there was a copy/paste of the list of Piece of Heart, and I forgot to modify this part... Sorry ^^'

Zelda Mystery of Solarus DX / Re: Walkthrough Magic Bottle Error?
« on: May 06, 2017, 11:26:06 AM »
Hi, can you tell me where you saw this error exactly? We have some walkthrough online (pdf, website, video)? A link would be helpful :)

General discussion / Re: Design of graphs of dungeons
« on: April 19, 2017, 07:42:08 AM »
In Breath of the Wild, there is a lot of "Find your path" in the dungeons. There is no main item because you get them all at the start of the game, but there is still a condition to unlock new passages.

Very interesting channel. I watch a lot of video yesterday, not only the Boss Keys one. I love how he draws the graphs in the end, very clear and smooth. I'm wondering what he'd think of the Mystery of Solarus DX (and XD) games :) clearly, the 6th and 7th dungeons are a lot of find your path, while others are just follow the path. Maybe these games are too close to ALTTP to really break the formula he establised for this one.

Your projects / Re: Zelda: Book of Mudora
« on: February 07, 2017, 07:42:48 AM »
Ahahah, I just saw I was in the credits xD It's so awesome. Anyway, I'm planning to do a let's play of the game soon on twitch, with replays on youtube.

The replay will be for march I think, right after my let's play of Dishonored2. So the stream will begin at the end of the month probably. :D (I don't put link for the channels, if you're a minimum logical you'll suppose the nickname for the twitch and the youtube channels xD)

Development / Re: Two small questions...
« on: January 27, 2017, 07:44:47 AM »
The written tutorials are on the wiki explicitly because they can be modified by whoever wants to complete/continue them. So, it's obvious but if anyone wants to continue them, they can easily :)

Bugs & Feature requests / Re: Alundra
« on: September 05, 2016, 07:49:53 AM »
It's totally possible with the engine. I would love to see a sequel to Alundra (and a real sequel, not this shit of Alundra 2 ^^). One of the best A-RPG of the PSX. Loved it so much.

Your projects / Re: The Solarus Resource Help Project
« on: June 29, 2016, 07:53:26 AM »
I didn't make a comparison between the three offices (Microsoft, Open and Libre). For me, it's clearly Libreoffice the winner. I was just saying that for "outline", it can be more useful to have mind map than text editor. Because that's what mind maps are for :)

But I have a problem with people who does everything (and when I say everything, I mean EVERY GOD DAMN THING) with Office. Some clients I have sometime send me screenshot in pdf. Made with Office. So, they paste their screenshot on a Writer/Word document, and then convert it to pdf. But that's when I'm lucky. Sometimes, they take a PHOTOGRAPHY of their screen, and do the same thing (paste on a writer/word doc, then convert it to pdf). I hate this.

For me, each software as a purpose. Trying to hack this software to do something else, when specific tools are made for that, it's a nonsense. :)

Your projects / Re: The Solarus Resource Help Project
« on: June 27, 2016, 07:46:16 AM »
About the outlines styles, don't know if the first one corresponds to it, but there is also mindmap (that's what this tool is used for : write down idea, main lines of something and add more details when need it).

An open source and free one is wisemapping (the french version is on framasoft, called framindmap, but it's based on the wisemapping installation :) ).

Not sure libre office is the best way to do this kind of things anyway. About the offline thing, there is softwares like MindMaple (don't know the licence) or freemind (GNU GPL).

@Diarandor: As the writer of the walkthrough of ZMoSDX, I don't see why we need "a solution against walkthroughs"? oO

Yeah, you are right  :-X. I thought that @YoshiMario preferred games without walkthroughs, so I gave just a few ideas for that purpose. I personally like walkthroughs and use them a lot, so I am not against them, and I want to play Solarus games that have walkthroughs too, so do not worry. ;D
I'm actually fine with walkthroughs, but I do prefer to play games without them. For some games, (Xenoblade Chronicles) Some players might need a guide for the huge world that they present. Or small pieces of info so that the player can find that one item that they need for a quest that their doing. It's not about preventing walkthroughs, it's about having your game built well enough that it shouldn't be needed, and yet that their still is the satisfaction of finding something on your own.

Agreed 100%, a well designed game is a game where you need to think a little to find everything, but the logic behind is not twisted. A well designed game does not punish the player who just want to advance the story with item they will not be able to get later, and it does not punish the treasure hunter who do every side quest before the main quest (with a main quest too easy after that). But it must not prevent the use of walkthrough :p

I think the completionist syndrom is also a big motor for the players
The internet kinda kills this one. A simple google and you will know all.

I don't see the point. I use online walkthrough sometimes, but if my own save don't have the 100%, I will not stop to play. Even for game I don't like. The worst was for me Ni No Kuni: it was really an awful game for me (too childish), but I had to finish it on 100%, like every other games. It's because I want the 100% I use sometimes walkthrough. It's like saying "There is let's play of this game on Youtube, so people don't need to play it".

@Diarandor: As the writer of the walkthrough of ZMoSDX, I don't see why we need "a solution against walkthroughs"? oO

If you don't want to use a walkthrough, let it be. But for people who are not necessarily good at video games (my first thought is for my mother who like to play but she's not a good player), walkthrough is the best way to keep them with you. What's the point of letting people leave the game unfinished? Besides, all that you say is coverable by a walkthrough : either by side note "if you have this companion at this point of the adventure [...]" or "you can choose either way between this dungeon (see [link or page]) or this one (see [other link or other page])". Even rogue-lite have sort of walkthrough if there is a general scheme for a game (you have to pass this point, you have to defeat one of theses bosses, ...)

I don't think the story is your main motivation to continue a Zelda game. Puzzles yes because you want to know what will be the next riddle with the item you freshly acquired, maybe the charisma of characters (you want to see more of this new Ganon Minion because he's fun when he's doing his drama queen), but does anyone here has already been surprised by the plot of a Zelda?

I think the completionist syndrom is also a big motor for the players: I need to find all the Gold Skulltulas. I want to get all the Piece of Hearts. Where is that last Bottle, I see there is one, there is an empty slot on my inventory! All of this keep the player in the game.

Agreed about the fact that some bosses should be beatable with olders items than the one found in their level. But not with a buyable weapon, except if that weapon is needed to go inside the boss room, because you could be stuck if you enter the room without all the items that must be used in your possession. Or it's an open room and you can escape anytime you want.

And agreed with zutokaza about the others games, especially Secret of Mana, Illusion of Gaia and Alundra <3

Maybe we should add extra fields (like info, licence or artist) to handle this and only remain with the title. Not sure about the utility to have all the informations in the title.

IMHO, about the graphics in the sample quest, maybe try to coordinate with Diarandor who also works on it. The more efficiently we can advance about the graphic issue, the sooner Children of Solarus will be released and the better the sample quest will be for newcomers.

Development / Re: Initial game values in zsdx
« on: May 03, 2016, 07:46:03 AM »
There is no initial values for savegames : it exists or not. If it exists, when you call the getter, it will return its values, else it will return nil. (Source: )

How can you say the story ? It's always the same : Ganon is coming back, Ganon is returning, Ganon, stole the Triforce, Ganon tries to abduct the world... There is never a big twist in the scenario, each character is exactly who you think they are since the beginning. Nah, Story in a Zelda is clearly not a good point.

For me, exploration and puzzle is really intricated. If it's a real open world like in W-RPG, then it's not a Zelda : there must be a little "metroidvania" effect with unlockable objects which unlock new paths, etc. So that's why I think "puzzle" are in front line side by side with exploration. When exploring dungeon, the level design is very important. I loved the first Zelda with the dungeon's name being reflected on the map, it allows the player to suppose secret room, where walls could be exploded, etc.

I don't find the battle system of Zelda very interesting (it's not bad, but it's clearly not the better point of the serie). The last Zelda games with the combo possibility is interesting, but meh. Already viewed elsewhere.

Of course, this post is clearly a personal opinion, I don't say I'm right or anything :)

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