um das Tutorial in Ren'Py 8.xxx laufen zu lassen muss nur file gegen open ausgetauscht werden:
f = open(fn, "rb")
## f = file(fn, "r")
Must say I didn't get the gameplay at first, and it's a bit of steep learning curve to get all features, but once this sits and you have your party equipped and know what to do in each screen, this game starts to be a lot of fun. I liked the graphics very much and also the tabletop gamelike gameplay. I haven't reached the dark lord yet, but I'll continue my journey.
Two negative things: Firstly, I didn't like the steep learning curve,because there isn't much help aside from trial-error. And secondly, the chance of simply dying and getting thrown back to your last save point just because of a bad roll.
Other than that, well done!
I liked the game and I had fun with the retro style hidden paths and I didn't really have a problem with the mixed graphics, but for me lots of the weapons either didn't work or were weaker than the rusty sword. So the Black Talon, Executioner, Prism Staff and Chaos Trigger didn't give me any attack skills and the light spear, and iron serpent were both weaker in attack than the rusty sword.
So I finished the game with the rusty sword, patchwork coat and the great root ring.
Other than that I enjoyed the story and the mood, as well as both endings. Well done.
I had a lot of fun playing the game. I loved all the little details, the presentation of the combat system, the setup of the music and the graphic effects... I've definitely learned a few things here as well for my own game. I wouldn't have a problem, to grind more monsters for level and stuff. I never found an accessory, but I had no problem using any skills or magic with Cynane, so to me the game didn't crash, but on the other hand I didn't hear any sounds from her either, so no idea if this was intended or not.
On the negative side, if this can be called so. The game was so cool, that I wished to learn more about the characters, but there weren't any more details or info to find. Some more characters in the city would have been cool. Teleport circles where you land with your character when using the teleport item.
I understand this game has been made in a short time and it's amazing... hope you will pick it up after the contest and maybe add a bit here and there, probably a perpetual system for grinding up the level if the player wants and a tower with even stronger monsters... and maybe a way to get the original form of the demon king back ;-)
Cheers!
P.S.: Funny thing, I noticed that this game would have a lot of voice-sounds, which I don't have at all. So it didn't crash, but I only had the combat sounds...
I liked the beginning overall, but I had no idea how to save, was unable to enter any game menu, got forced into a fullscreen and finally being dropped into a group of monsters that just killed me...I am not sure if dying was intended or not, but at that point, I just used alt+f4 which fortunately worked and escaped the game.
I am perfectly fine with a high encounter rate as long as it's limited to a grinding area, and especially when it has the right balance between gaining something in return. In areas that are pass-by IMHO the encounter rate should be much lower. If the players likes they can run for and back to force random encounters, but otherwise it's just an annoyance that increases with every step until you are so full that the joy of getting more content no longer outbalances your frustration and you just stop.
I also had a bit of a problem with the combat system. The thing is that system would be perfectly for a group that would average out the odds most of the time while this doesn't work in the same way for a single character party. Other than that I liked the animation of the character, the graphics and the monsters.
I liked the game especially after playing another game with a stray cat before. But for me the constant jump contest turned out to be a too big annoyance. All I did after the 2nd map was constantly saving after every successful jump and then try and reload several times before I succeeded on the next jump. I really would have liked to see the witch but I gave up on the 4th map when I noticed how large it was and how many more jumps even faster and with an even smaller fields to hit would come.
I also made it to the temple and expected to get teleported when stepping on the circle/star but nothing happened. I've tried to look around a bit to find something hidden or a clue how to activate the circle, but with the high rate of random battle I quickly lost the mood to do so. Random battles are all in all not that bad, but they should be concentrated in grinding areas and not in a place where you expect the player to find some hidden switch or something.
I'm not much into romance and fantasy so when the game started with a wedding, I thought OMG. But it got better from that point on. I enjoyed the dialogue, the music I turned off somewhere in the middle of the game, because it was simply to strong and to fast for ambient music. I couldn't solve the last one/two riddles, even running around for around an hour. Anyway, I had my fun and I'll replay it at some other time. Cheers!
Thanks a lot for your efforts - I really start to feel guilty now.
I mean not guilty enough to stop you from expanding your kit and solving my problems ;-)...
I just don't know if I could assist you any further because my knowledge about collisions is very small.
In the meantime I've moved most of your graph from the Character_BP to my PlayerController_BP. Btw. I've found a new solution to stop movement it's the UE4 ignoremovement function which puts a status on the character that ... well, makes the character movement to get ignored and is stackable.
@inspect mode: I added a branch after Input Axis MoveForward and Input Axis MoveRight that checks the inspect bool and only continues to the move function when false.
@trigger zones: This was no critic. With the hold function enabled items can be thrown into trigger zones like platforms, buttons, lasers and so on. But since I disabled it I have to create dedicated items to replace this function.
It would be great if you came up with a stable solution for holding items, but there is no hurry on my side. A game I usually refer to for my project is Deus Ex: Mankind Divided. It's probably using the same Interface as Deus Ex: Human Revolution but I can't really remember. But there the hold function is also physical. Because when you hold a smaller object in front of you and you line up with a wall on your side and then slowly turn the object in a circle against the wall you can see how it starts shaking and slightly pushed aside while as a result the character is pushed away from the wall. When you walk against a wall with the object in front of you, you just stop. Couldn't see any hint that the object would get pushed against the character. Only when I turn left and right and 'scratch' the object on the wall you notice friction again.
Considering the price there is nothing that could be called missing in this kit. It's a great purchase and an amazing knowledge boost for every UE4 newbie. I've changed a couple of things for my very own use. Because I don't know yet how to avoid pushing carried items through other items or walls, I've disabled the hold function for now and in inspect mode I've disabled all movement controls. I will probably add a drag and push function to still be able to hide things behind and below other objects and probably special items to throw at buttons and trigger zones that are out of reach for now. I know that you did a lot of coding to keep things generic and open for much functionality and I am also a bit sorry for that. Thanks for this great pack and this great price!