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tokyokid
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (+1)  
Wow. This is really enjoyable! I can't beleive I haven't seen this... I will await your future works! :D
01-25-2007 at 09:04 PM
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eytanz
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (0)  
Challenge - solve the main quest without bribing any vampires, or killing any innocents.

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01-25-2007 at 09:05 PM
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Citrus
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (0)  
You can bribe the vampires? :-O There's a "Doh!" moment for me. Challenge completed on my first play through.

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01-25-2007 at 09:28 PM
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eytanz
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (+1)  
Well, you can bribe vampires, but if you bribe more than one the game becomes unwinnable. It's a lot easier if you bribe exactly one, though.

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01-25-2007 at 09:53 PM
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Syntax
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (0)  
eytanz wrote:
Challenge - solve the main quest without bribing any vampires, or killing any innocents.
That's how I did it first time actually. Was pretty much optimal until the very end when I just had so many life points that I cut a few corners.
01-26-2007 at 12:46 PM
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RoboBob3000
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (0)  
Fun game! Here are a couple of things off the top of my head before I leave this morning:

-Make all levels visible via the travelling function, even if you can't access them. This will remove a lot of the guess-and-check nature of the game with a DROD-like ideal (unless, of course, this is what you intended).

-Allow an option for one hit battles. That room with all the zombies got kinda tedious the nth time I travelled through it.

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01-26-2007 at 03:32 PM
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DGM
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (+1)  
Version 5 - which should hopefully be the last before I redo the code - is up. Changes:

The amount of money on level 4 and the bribe cost of the merchant on level 1 have been changed. This is to correct a design flaw that allowed you to buy a green key on level 5 too early.

Graphics fix: In consumable benefits mode, the stat panel was re-using the money symbol in place of the gems symbol. Corrected.

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01-26-2007 at 04:26 PM
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DGM
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (0)  
tokyokid wrote:
I can't beleive I haven't seen this...

I can. The game's only been out less than a week. This was the first place I published it. :)


I will await your future works! :D

Glad you enjoyed it!

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01-26-2007 at 04:30 PM
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DGM
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RoboBob3000 wrote:
Fun game!

Thanks!

-Make all levels visible via the travelling function, even if you can't access them. This will remove a lot of the guess-and-check nature of the game with a DROD-like ideal (unless, of course, this is what you intended).

There will be a 'magical visions' stat in the final version that will allow you to look ahead a number of levels equal to the stat. This can be set high enough to include the entire dungeon, if that's what the dungeon-maker prefers.

-Allow an option for one hit battles. That room with all the zombies got kinda tedious the nth time I travelled through it.

You threw me by using the word 'travelled' in there. For a moment I thought you were using travel mode to get past the floor without beating it normally. :P

But good idea. I'll use this.

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[Last edited by DGM at 01-26-2007 06:07 PM]
01-26-2007 at 04:35 PM
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DGM
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 4, quit confirmation added) (0)  
Syntax wrote:
eytanz wrote:
Challenge - solve the main quest without bribing any vampires, or killing any innocents.
That's how I did it first time actually. Was pretty much optimal until the very end when I just had so many life points that I cut a few corners.

If you accomplished this by bribing the green merchant on level 5 before conquering level 6, you weren't supposed to be able to do it that easily. Try it again with version 5.

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01-26-2007 at 04:37 PM
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DGM
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
As long as we're making challenges, I'm sitting on a bunch of mod points that I need to learn how to use anyway. So:

Two-part challenge: There's a subtly-hidden easter egg in the game which no one has commented on yet, so I assume no one has found it. For two points, be the first to post in this thread telling me where the easter egg is. For the other two points, be the first to tell me what the reference is to. If you solve the first part, please refrain from answering the second so that someone else can have a chance.

Clarification: For those of you who don't know, an 'easter egg' does not literally mean an item that looks like or is called an egg. It means something extra hidden in the game just for fun, rather than for gameplay.

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01-26-2007 at 05:01 PM
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eytanz
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
You're not talking about the lips that are behind a whole sequence of doors/thieves, right?

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01-26-2007 at 05:03 PM
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DGM
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eytanz wrote:
You're not talking about the lips that are behind a whole sequence of doors/thieves, right?

No. While that could be considered an easter egg, it's not "subtly hidden." It's rather blatent.

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01-26-2007 at 05:16 PM
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Syntax
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
I reckon it has to be on the 4th? level where killing the skeletons or dogs will not achieve anything. Just a guess.
01-26-2007 at 05:17 PM
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DGM
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I'm not sure what you mean. There are no skeletons on 4th, and no dogs in the game period.

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01-26-2007 at 05:20 PM
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eytanz
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
By "dogs" he means "zombies". I though they were dogs based on their graphics as well.

He means the level which you originally need the green key to get past, I think it's level 6.

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01-26-2007 at 05:22 PM
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zex20913
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
The "zombies" look like dogs. Or boars. I thought they were boars, but I was wrong.

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01-26-2007 at 05:22 PM
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Syntax
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
Yes, as eytanz said. I'm not good with names but I was just trying to indicate the level. 6 sounds right. Maybe 4 wasn't deep enough.

Bottom-line is it's that weird level where you don't actually accomplish anything by killing anything.
01-26-2007 at 05:24 PM
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DGM
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Ah, sorry. No, that's not it.

As long as we're on the subject, I apologize about the graphics. I originally wanted to use a (vastly superior) tile-set by a man named David Gervais, but I couldn't get in touch with him to get permission. After several days of waiting I just converted the game to a public domain tile-set, and that was the only graphic close to a zombie that I could find in it.

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01-26-2007 at 05:27 PM
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DGM
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Bottom-line is it's that weird level where you don't actually accomplish anything by killing anything.

Well, what you accomplish is to pass the level using a lower-quality key. To pass without fighting anything you have to use a green.

But no, simply not having to kill anything is not the easter egg.

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01-26-2007 at 05:28 PM
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Syntax
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I meant that is probably where the easter lay since you don't need to kill any of them on the way.
01-26-2007 at 05:32 PM
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Jason
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
[dreaming]

If you redo the code, you could always mac it mac compatible! I've seen all these good comments, and...

[/dreaming]

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01-26-2007 at 07:36 PM
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eytanz
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DGM wrote:
After several days of waiting I just converted the game to a public domain tile-set, and that was the only graphic close to a zombie that I could find in it.

Nothing wrong with the graphics, they're not great but they serve the game well.

Maybe rename the zombie "werewolf" or "wereboar"?

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01-26-2007 at 07:38 PM
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eytanz
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (+1)  
I found a bug - if a ranged attack monster gets you below 0 health, you don't die (this is in beta 5).

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[Last edited by eytanz at 01-26-2007 08:13 PM]
01-26-2007 at 08:12 PM
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DGM
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Jason wrote:
[dreaming]

If you redo the code, you could always mac it mac compatible! I've seen all these good comments, and...

[/dreaming]

I don't own a mac to test it on, and I certainly can't afford one now (there's a reason I'm using a $20 IDE and free graphics to make this sucker). Although... If the game is profitable enough and I can get my hands on a mac cheap, it might be worth making a mac version later.

I just need to store the data for dungeons in a universally recognized format. Basic .txt and .rtf files handle the same for both macs and PCs, right guys?

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01-26-2007 at 08:13 PM
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DGM
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eytanz wrote:
Nothing wrong with the graphics, they're not great but they serve the game well.

Maybe rename the zombie "werewolf" or "wereboar"?

I should have done that when I switched tile sets, although I was trying to stick with the undead theme for the first level (as it was homage to TOTS's first level).

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01-26-2007 at 08:14 PM
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DGM
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eytanz wrote:
I found a bug - if a ranged attack monster gets you below 0 health, you don't die (this is in beta 5).

Whoops! Guess it isn't the last version after all. I'll get this later.

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01-26-2007 at 08:15 PM
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eytanz
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (+1)  
By the way, I have re-completed my challenge in version 5 - it's much harder now.

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01-26-2007 at 08:16 PM
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DGM
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
I thought I should mention this for anyone who's trying my challenge: no information is hidden from the player except the levels he hasn't reached yet. This means no TOTS-style secret doors or having to step on a certain tile that seems to have nothing in it. I'm not big on having to step on every tile and bang my head against every wall just to make sure I find everything, and there's none of that in my game.

The egg is connected to something you can see.

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01-27-2007 at 03:11 AM
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eytanz
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icon Re: New puzzle game based on "Tower of the Sorcerer" (version 5, gameplay correction) (0)  
The egg isn't in level 1, right?

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01-27-2007 at 05:18 AM
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