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Messages - msandin

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1
Projects / Re: Naroth - 3D open world RPG
« on: March 01, 2016, 09:11:42 am »
So, I've now finished it a second time, having played both branches trough to the end, now on my 5X. Still neat:-) Couple of minor points:
  • If I turn of the device without exiting to the desktop the map is (at least often) blank when I return to the game. You can go on exploring and it will update the map with new walls but to get the old walls back I have to forcibly close the game. This issue seems to be new because I've only experienced it the last couple of hours of play but I can't know for sure if it's just something I never did earlier.
  • When going up/down a set of stairs I often end up facing in strange direction, frequently towards the stairs. There are a few points where you're under attack from the very moment you descend and this makes those moment slightly panicky as you wildly try to turn towards where enemies might be.

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Projects / Re: Naroth - 3D open world RPG
« on: February 23, 2016, 09:02:58 am »
Now it works, thanks!

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Projects / Re: Naroth - 3D open world RPG
« on: February 22, 2016, 10:41:30 am »
None of the quests were cancelled so I guess that a problem with Gradwin's dialog sounds very plausible.

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Projects / Re: Naroth - 3D open world RPG
« on: February 22, 2016, 08:33:00 am »
I was doing a second play through and think I might have found a couple of issues. I kind of think you're supposed to be able to either complete the "ring of power" quest or keep the ring and use it? The game and one of your earlier comments kind of suggested it. I've tried to wear it but can't seem to find a way to do so. The more serious problem is that I intended to take the alternative ending this time but I don't seem to be able to. I spoke to the water guy and he told me to talk to either of two people. So I walked pretty straight to Gradwin(?) but once I arrived there he suggested that I had already talked to what's-her-name and said he hoped I knew what I was doing. I have talked to her but that was way before I ever got the choice. Bit of a bummer given that this was what I wanted to do the second time around.

As expected play is quite a bit faster now that I've done it before:-)

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Projects / Re: Naroth - 3D open world RPG
« on: February 13, 2016, 11:42:16 am »
Hmm, that might explain why the save sound put a smile on my face :-) I might have to play it again at some point, bit curious about that last dungeon/final boss, maybe on my 5X rather than on the tablet. I don't know about play time but I don't think it was less than 15 hours.

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Projects / Re: Naroth - 3D open world RPG
« on: February 13, 2016, 08:45:27 am »
Well, I'm now done with the main quest and just about everything else I can find, save a dungeon where I can't get past the initial room because I seem to lack a key. I've enjoyed the game so thanks, great work!

And the "get stuck with reverted controls" issue hasn't reared it's head since your fix so I'm guessing it's gone. When you save the game it seems to keep on tracking your fingers while it saves which can lead to violent changes in direction once the save is done. I could hazard a guess that this behavior is what caused it to "overshoot". Oh, I like the little spinning disk save sound :-)

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Projects / Re: Naroth - 3D open world RPG
« on: February 09, 2016, 09:27:44 am »
Well, I've found a couple of minor things that you might want to know about:
  • At times I seem to get "stuck" in a position where I'm looking too far upwards/downwards and the look controls stop working correctly, they feel sort of inverted and unresponsive. It seems to happen mostly when I access the save game menu. The problem goes away if I force close the game and start it again. Has happened around five times.
  • I've managed to back up and get stuck behind a chest at the end of a corridor (specifically at the end of the burial site dungeon) with no way to escape and due to a badly timed game save I had to back up a little farther than I would have liked to.
  • I think that the dungeon mapping facility is a bit too conservative, I can clearly see that there is a solid wall but I need to spend time getting really close up with the wall just to make sure it's properly mapped.
  • I'm a bit daft so it took me some time to figure out that I could click the mini map to make a full map appear. Up until that point I found it hard to find my way around. Possibly just my inexperience with the conventions of the genre showing. But some kind of first-time hint would have made a difference.
  • On the same note I spent some time playing before I figured out that it was a good idea to tap on the fallen enemies to examine them.
  • As with the previous poster I've accidentally opened doors quite a few times when I only meant to look around.

But these are minor niggles and I'm enjoying the game. Currently working my way down the old mines.

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Projects / Re: Naroth - 3D open world RPG
« on: February 07, 2016, 02:22:29 pm »
A few hours, at least three I'd guess, probably somewhat more. That said I don't play this kind of games regularly and I'm a somewhat conservative player. I think I went off track with the main story line when I found killing that initial insect creature (utrapi?) too hard. The combination of controls which made me do the wrong moves when things got heated and the fact that you need to learn to move backwards and time your attacks as you seem to get stunned for a brief period every time you get hit got me killed a few times. So I decided to just go explore and ended up visiting the three towns and getting as many quest as possible. My first kills were three snakes and after that I did the wine retrieval quest. It's been easier since.

I like how "complete" the game feels with a full skill tree, mini-map and map, alchemy, and lots of neat touches like the birds flying, leaves falling, book pages turning, and the characters "talking". I also like that the battles are fairly quick and that the game eschews any requirement to eat and drink which means that I don't feel stressed when I'm just wandering around exploring and looking at stuff. The sound and music deserve to be mentioned as well, I like them quite a bit. The biggest thing separating this from a fully professional product is that the models and texture are a bit hit-and-miss and not everything fits together in the way it does when you've got several full-time graphics artists producing and touching up everything. And I'm guessing the amount and depth of the content but I lack the experience of similar games to fully assess those. But complaining about that would be completely unfair for a hobby project given away for free, I thinks it's pretty grand and I fully intend to find out what happened to the guys father!




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Projects / Re: Naroth - 3D open world RPG
« on: February 06, 2016, 10:23:57 pm »
Unbreaking the controls made it a lot less frustrating for me! I've reached level 8, have cleared a couple of dungeons, and I'm happily battling... those bigger Goblins and what my kids call the "dragon dogs". Very nice!

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Projects / Re: Naroth - 3D open world RPG
« on: February 06, 2016, 12:04:05 pm »
It's very nice so far! I second the request for inverted y axis controls, it's a highly divisive issue and I'm firmly in the non-flightsim camp after years of Quake experience back in the days.

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Support / Re: Polyline moving around
« on: January 12, 2016, 09:54:08 pm »
Thanks, that did it!

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Support / Re: Polyline moving around
« on: January 12, 2016, 08:43:08 pm »
I believe that the offending line is this:
Code: [Select]
Config.viewportOffsetY = -0.15f;
If I set this the property the line won't stay properly anchored in three dimensions but will rather start out too low and move downwards as the distance increases.

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Support / Re: Polyline moving around
« on: January 12, 2016, 08:07:14 am »
Well then, thanks for trying! I'll spend some time as soon as possible trying to get a complete example going to isolate the cause and report back when I do.

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Support / Polyline moving around
« on: January 09, 2016, 05:24:16 pm »
Hello,

I've played around around with trying to add polylines for showing vertex normals but have failed because they would not behave correctly on the Y-axis. So I created this tiny example:

Code: [Select]
        Object3D object = ...;
        world.addObject(object);
        world.addPolyline(new Polyline(new SimpleVector[] {
                object.getTransformedCenter(),
                object.getTransformedCenter().calcAdd(new SimpleVector(1, 1, 1))
        }, RGBColor.RED));

The thing that happens is that as the polyline has the right direction and magnitude but originates a fair bit below the object when I stand close to it and as I back away from it in any direction the entire line moves further down and ultimately disappears through the floor of my level. The line doesn't seem to otherwise transform, it just moves downwards. The object and line are stationary, only the camera is moving, and only on the X- and Z-axes while rotation around the Y-axis. Am I misunderstanding how this is supposed to work?

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Support / Re: View Frustum top/bottom parameters
« on: November 12, 2015, 09:16:02 am »
That works very nicely thanks!

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