New D-Mod: Three Amulets
Iplaydink's quest sized D-Mod Three Amulets has arrived!
As he says: This dmod will contain some thing unique for dmods like, bosses scripted from scratch and Zelda inspired dungeons with Zelda-inspired puzzles. It will also contain many new graphics and some by other well known creators.
And I imagine the general idea is to find some amulets, probably three of them.
As he says: This dmod will contain some thing unique for dmods like, bosses scripted from scratch and Zelda inspired dungeons with Zelda-inspired puzzles. It will also contain many new graphics and some by other well known creators.
And I imagine the general idea is to find some amulets, probably three of them.
I did. Played a little bit. Seems decent so far.
Yay, a bug.
The Blackjack table can die!!
A shame it respawns when you return to the screen, just like the Flower-picking girl.
EDIT: Theres... a lot of hardness errors when you get to the lava/blood/black rock terrain... Or should I say "no hardness at all"?
The Blackjack table can die!!
A shame it respawns when you return to the screen, just like the Flower-picking girl.
EDIT: Theres... a lot of hardness errors when you get to the lava/blood/black rock terrain... Or should I say "no hardness at all"?
The Blackjack table can die!
Sounds fun.
Sounds fun.
An interesting mix of good and bad ideas. Generally the DMOD is good to play, though the monsters become very hard towards the halfway point (or at least I'm guessing I'm about halfway). The game is very pedestrian though, and the new graphics aren't really working out for me.
So, nice to see two good DMODs being uploaded. I'll probably review both of your DMODs when I have time some day...
EDIT: Also, I haven't got a clue what I can do with those magic tokens I found. I just hope I'll have found out before the game ends.
So, nice to see two good DMODs being uploaded. I'll probably review both of your DMODs when I have time some day...
EDIT: Also, I haven't got a clue what I can do with those magic tokens I found. I just hope I'll have found out before the game ends.
If you have defeated the octapus boss you can spend them by pressing home key, otherwise there is a house in the village of stone where you can spend them.
EDIT: Theres... a lot of hardness errors when you get to the lava/blood/black rock terrain... Or should I say "no hardness at all"?
Hm, no tester complained about that, I'll take a look later today... Is it the hardness of objects, like houses that are wrong or the borders of the tiles? Or both?
EDIT: Theres... a lot of hardness errors when you get to the lava/blood/black rock terrain... Or should I say "no hardness at all"?
Hm, no tester complained about that, I'll take a look later today... Is it the hardness of objects, like houses that are wrong or the borders of the tiles? Or both?
the hardness was fine for me.
This tester didn't mention it because I tried to find gaps all around that area and I couldn't walk off the screen anywhere..... No gaps found.
Forget the hardness thing; sorted ish.
But the blackjack table was epic :3
But the blackjack table was epic :3
That's fixed now, but I wont bother uploading an update...
I didn't mention about the blackjack table because it indeed WAS epic
How come in my D-Mod bugs, if there were any, would be devastating, but in this D-Mod bugs are epic?
Because your dmod is epic so it can't be more epic, mine however needs all the epicness it can get
I'm enjoying this D-Mod so far. I just hate the slimes though. They're just too fast. They ARE slimes right? When in the world did a moving peace of sticky yucky gooey green slime get to be so fast? My best guess is that they came from hell and run on nuclear power.
EDIT: This D-Mod kicks ass!
EDIT: This D-Mod kicks ass!
This D-Mod is awesome, if you look for some entertainment - CLICK THE DOWNLOAD BUTTON!
Excellent DMOD. Had fun playing it.
Thanks, I'm glad you liked it !
EDIT: Review, anyone?
EDIT: Review, anyone?
How to find a way out of town? I hate to search in a clueless way. Found bottles but not the exit.
Anyone?
Anyone?
East of town there is a river. There is a certain marked area of the water you need to examine to proceed. You'll know it when you see it.
Yeah, It's marked with sand or something like that to make the water look shallow, found it, Drink?
Why is shallow water a good place to build a bridge? Also if it's so shallow that you can see sand sticking out on top can't you walk over it?
Err... I guess the point is so Dink can jump into the river and build the bridge easily. The bridge is only needed because the women don't want to mess up their dresses.
Ok, to tell you the truth the sand is only there to show you that there's something fishy about that river (No pun intended).
No, I don't think it's deep enough for fishes to swim there.
So, have anyone played the whole thing yet?
I'm curious to read reviews, I can make out if people like this or not by this conversations...
I'm curious to read reviews, I can make out if people like this or not by this conversations...
I've just finished it and loved it! There were some flaws though, let me give you a list.
Critical strike adds so little damage that I was wondering if it worked at all. Perhaps you should increase the damage but it's not a problem if you leave it like this really.
Quite a couple of times there were sprites which froze Dink while there were monsters around (dead woman, barrels filled with paint, pressing home for example). Apparently you only realised that you should check if there are monsters around when making the last poster.
Perhaps it's better to let Dink notice the shallow water upon entering the screen so players who don't notice it don't get stuck right at the beginning.
There are a couple of savebots with monsters around them. It's not a very big deal but I prefer to save in a safe place.
The first boss doesn't seem to be put together very well though it's a nice idea.
Here's what's bad about it:
You spawn right into the boss fight without any kind of cutscene or anything else warning you that there's a boss fight. There's no boss music.
You can basically walk around and do nothing to win since the boss is going to walk into the rocks anyway; you barely have to lure him into them.
It should be more difficult somehow.
I noticed that there's a script called '4' attached to the screen of the boss fight but I can't find it. Is there a missing script perhaps?
The green slimes in the second temple are too fast as I said before. They also don't drop any gold.
There are plenty of ways to get gold but barely any to spend it.
The spikes spawned in the third boss fight (the tree) are perhaps too fast. They have the same speed as Dink which makes it impossible to outrun them. Luckily you can kill them quickly so it's not that much of a problem. It's also possible to outrun them with shadow form though it's not very practical. It would also be nice if they would spawn off screen and walk (roll, ride or whatever a spike does to move) into the screen so you can't have spikes spawning into you. Just freeze them and set them to nohit (I'm guessing that'll be necessary) before they've reached the location from which they can actually move.
Magic level is set to 0 upon arming a spell. That's NOT cool.
You can't save in shadow form. It's possible to make it possible but not necessary really.
There are also some minor mapping errors but nothing serious (except for being able to walk on the trees at one point).
EDIT: What the hell is the 'I' doing in screen 267?
That was the bad stuff but there's so much more good stuff! I'm saving it all for a review actually. It would help if you would fix the things mentioned above so I can give you a better score though.
Critical strike adds so little damage that I was wondering if it worked at all. Perhaps you should increase the damage but it's not a problem if you leave it like this really.
Quite a couple of times there were sprites which froze Dink while there were monsters around (dead woman, barrels filled with paint, pressing home for example). Apparently you only realised that you should check if there are monsters around when making the last poster.
Perhaps it's better to let Dink notice the shallow water upon entering the screen so players who don't notice it don't get stuck right at the beginning.
There are a couple of savebots with monsters around them. It's not a very big deal but I prefer to save in a safe place.
The first boss doesn't seem to be put together very well though it's a nice idea.
Here's what's bad about it:
You spawn right into the boss fight without any kind of cutscene or anything else warning you that there's a boss fight. There's no boss music.
You can basically walk around and do nothing to win since the boss is going to walk into the rocks anyway; you barely have to lure him into them.
It should be more difficult somehow.
I noticed that there's a script called '4' attached to the screen of the boss fight but I can't find it. Is there a missing script perhaps?
The green slimes in the second temple are too fast as I said before. They also don't drop any gold.
There are plenty of ways to get gold but barely any to spend it.
The spikes spawned in the third boss fight (the tree) are perhaps too fast. They have the same speed as Dink which makes it impossible to outrun them. Luckily you can kill them quickly so it's not that much of a problem. It's also possible to outrun them with shadow form though it's not very practical. It would also be nice if they would spawn off screen and walk (roll, ride or whatever a spike does to move) into the screen so you can't have spikes spawning into you. Just freeze them and set them to nohit (I'm guessing that'll be necessary) before they've reached the location from which they can actually move.
Magic level is set to 0 upon arming a spell. That's NOT cool.
You can't save in shadow form. It's possible to make it possible but not necessary really.
There are also some minor mapping errors but nothing serious (except for being able to walk on the trees at one point).
EDIT: What the hell is the 'I' doing in screen 267?
That was the bad stuff but there's so much more good stuff! I'm saving it all for a review actually. It would help if you would fix the things mentioned above so I can give you a better score though.
Thanks for review Quiztis.
And Erwin, I'll fix some minor problems and then post an update this weekend, I'm glad you enjoyed it.
And Erwin, I'll fix some minor problems and then post an update this weekend, I'm glad you enjoyed it.
Perhaps it's better to let Dink notice the shallow water upon entering the screen so players who don't notice it don't get stuck right at the beginning.
Heh, the game is like that too much already if you ask me. You'll have to leave something to the imagination of the player.
Also, I will review this one later today.
Heh, the game is like that too much already if you ask me. You'll have to leave something to the imagination of the player.
Also, I will review this one later today.
One thing that I somewhat regret in this dmod is the OPENswords.
There are five different and you get one chosen randomly, therefore the ending is too easy for some people and hard for some...
There are five different and you get one chosen randomly, therefore the ending is too easy for some people and hard for some...
Heh, the game is like that too much already if you ask me. You'll have to leave something to the imagination of the player.
There was a wall with a crack in it in the third temple and Dink say something about it upon entering the screen. So why is it like that for the wall and not for the shallow water?
One thing that I somewhat regret in this dmod is the OPENswords.
There are five different and you get one chosen randomly, therefore the ending is too easy for some people and hard for some...
I didn't realise. It's probably best to let the player choose a sword then.
There was a wall with a crack in it in the third temple and Dink say something about it upon entering the screen. So why is it like that for the wall and not for the shallow water?
One thing that I somewhat regret in this dmod is the OPENswords.
There are five different and you get one chosen randomly, therefore the ending is too easy for some people and hard for some...
I didn't realise. It's probably best to let the player choose a sword then.
Nah, too lazy to change stuff
All I did in the update, (Uploading it now) was to change a little on the map (remove the I, it was there for testing purpose and I forgot it XD), added a secret (golden heart) and made the green slimy guys walk slower and drop things.
Oh also fixed the blackjack table.
All I did in the update, (Uploading it now) was to change a little on the map (remove the I, it was there for testing purpose and I forgot it XD), added a secret (golden heart) and made the green slimy guys walk slower and drop things.
Oh also fixed the blackjack table.