Amulet of Athos: Legend of the Sarian Knights

kingmakerspider

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I personally love your music choice. I also have a feeling that during the sprite test video that music will not be a factor, as it was only a test. I have been enjoying the look and feel of this game. Where do you get your BGS's, like the nature background sounds and whatnot...

Anyway, I with you all the luck in the world on your project here. It seems to be a great one.
 

AK47

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@AMK: Thanks. Hopefully it won't be much longer. :)

@Kingmakerspider: Thanks. Usually find them around online. I'll list them in the demo - nothing is final yet.
 

bassfire

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I must know, AK. Do you plan on doing a mapping tutorial? Those screens are absolutely gorgeous.
 

AK47

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@bassfire: Maybe sometime in the future, have very little time atm with work and stuff.

Thanks.
 

Zachy

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This is still looking really amazing, hope you have time to work on it in the future :D
 

Archeia

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Developous, if you don't have anything to say, do not post. That's considered as spam.
 

AK47

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@Zachy: Thanks.

Sorry for the lack of updates, very busy at work atm. Hopefully this work project will be complete by next week. Then I can take some  leave and work on the game.

I want to know your opinions on forcing full-screen, and the use of gamepads.
I think going full-screen not only looks better but also it leads to a  much more engrossing gaming experience.
Also playing with a gamepad rather then the keyboard, enhances the experience further.
I will have some quick-time events in the game and am considering to show Xbox 360 controller mappings on screen,
(this the controller that I have hooked up to my PC right now) the feeling of playing RM games with this gamepad is just awesome.
Please let me know your thoughts and if you do have a 360 controller hooked up to your PC, or if you think I should just use keyboard mapping.


Here's a photo of the game running full-screen.



Thanks.

 
 

♥SOURCE♥

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I think that if you feel your game will be enjoyed better when playing it in fullscreen mode, then go for it. Most games start on fullscreen, so I think that is not a problem for the players.

For the gamepad, I agree too. But having keyboard option is almost a must.. Why not allowing both? You may even include a key binding screen to configure gamepad or keyboard input. (Even if you use a cursor)
 

Hirei

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Lemony took most of my suggestions. :p It would be great if you could have the option of both. You can possibly have a scripter do a fullscreen toggle script if you still want players to be able to play in windowed mode as well.

if you decide to do full screen be careful that the sprites/maps look so blown up that you can see all the pixels.
 

Necromus

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Playing with a 360 controller is a lot better, i always do that while testing maker games.

Forcing a controller is a no go tho, no one right in their mind would buy a controller just for a maker game.

As an option, it's awesome.

If you have quicktime events where buttons are shown, you need both types, controller buttons and keyboard letters/symbols.
 

Redacted

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I've just beaten both chapters of the AOA demo. (Time: 2:46) I must say, I'm very satisfied with the content so far. I thoroughly enjoyed the game's story/dialogue, and gameplay structure. Enough to want to continue the adventure! ;)   :rock-left:

One thing I'm curious about is Mya. The game doesn't really give much information on her, or Diago, and how they came to be in Zack's party. Perhaps an optional dialogue scene in Surya's hideout wouldn't be a bad idea to answer any questions the player may have up until that point? I know Diago/Mya know nothing of Zack's father being a Sarian Knight, but they have to know something about Zack, and have some reason for helping him.

Other than that! Great job on the game. Can't wait for more.
 
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AK47

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Thanks for the feedback all. I'll add an option menu where players can toggle full-screen and select input device.

@John Tzfanya Martyr: Thanks for trying the demo. That build was quite fast paced in terms of progressing the main story and I did not get a chance to flesh out all the characters as much as I'd liked to. Though, character development is one of my main priorities for the next build.
Thanks.
 

Kaelan

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[if you have quicktime events where buttons are shown, you need both types, controller buttons and keyboard letters/symbols.
Show controller icons if a controller is plugged in, otherwise show the keyboard icons. Don't show both at the same time, it'll clutter up your UI.
 

Necromus

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Show controller icons if a controller is plugged in, otherwise show the keyboard icons. Don't show both at the same time, it'll clutter up your UI.
That's pretty much what i said, sry if that came out wrong lol

Pretty good example would be Darksiders 2, since it's a console port, shows 360 keys with a controller and PC keybindings without.
 

Reynard Frost

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Looks pretty, but not sure how the gameplay works. Could you post a video of some gameplay? Parts the player gets to control beyond walking through a map? (Combat, shopping, etc.) I'm all for interactive movie style games (See: Heavy Rain) but I'm curious to see where the interaction takes place.
 

AK47

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@Dark_Metamorphosis: Thanks.

@Reynard Frost: Sorry for late response. Hopefully I can post a gameplay video soon. 

Updated the OP a little.

Been really busy with work lately. It should calm down soon, then I'll post some more updates.

The game is still alive. :)

Thanks.
 

amerk

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One of these days, one of these days.

We will be blessed with a completed version of this game. I hope I'm still alive when that day comes. :)

I like the "No Escape" track. Nicely done, simple yet very effective, similar to SNES tracks, ringing a bell of retro nostalgia. You say it's incomplete, though. Personally, I felt it was fine the way it is, and even sort of loops. I'd have to see what the finished product is to know for sure which I like.
 

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