Updated D-Mod: Mayhem
I always liked Mayhem, it provides a very pleasant distraction from playing some of the other DMODs. Seeing that it now is (hopefully) even better is great news. I'm definitely going to spend some time playing this later this week when I've got some more spare time.
EDIT: Forget about spare time, I'm going to play this NOW.
EDIT: Forget about spare time, I'm going to play this NOW.
Did you get a chance to try this? I'm very curious to hear what people thought of new stuff. Especially the achievement system, since I've tried doing anything like that before.
I've started playing it again. I like the new achievements system. Though, I did just have an odd experience: I happened to smash all 3 wells, and it displayed the achievement text. But, I ran out of time shortly thereafter. When I restarted the game and checked the Achievement screen, it didn't list that achievement. (I'm guessing because the game wasn't saved because I lost, so the achievement wasn't recorded). With most achievements (Xbox, Steam), the achievements persist regardless of whether the player loses or doesn't save their game.
I like the run spell, but haven't found shouting all that useful (3-4 (?) extra attack doesn't seem to make that much of a difference).
Also, I was poking around the readme file, and I was curious why I was credited for the high score system, and I found this old thread. I'd completely forgotten that I'd created that patch.
I like the run spell, but haven't found shouting all that useful (3-4 (?) extra attack doesn't seem to make that much of a difference).
Also, I was poking around the readme file, and I was curious why I was credited for the high score system, and I found this old thread. I'd completely forgotten that I'd created that patch.
Yeah, you don't get credit for achievements unless you also win. I don't consider that a bug, but I suppose I could have been clearer on that.
Shout gives +2 attack for a five seconds. But that was actually an afterthought, the main thing it does is chase people away from you, which can sometimes be useful. I agree running is normally a bigger help though.
The highscore code has been tweaked a fair amount but it is based on your proof-of-concept, so thanks again for that.
Shout gives +2 attack for a five seconds. But that was actually an afterthought, the main thing it does is chase people away from you, which can sometimes be useful. I agree running is normally a bigger help though.
The highscore code has been tweaked a fair amount but it is based on your proof-of-concept, so thanks again for that.
I did play it and I really liked it. I didn't get around to it as much as I would have liked to though. And quite frankly it has been quite a while since the last time I played Mayhem, so I don't exactly know what the differences are. The achievement system looks pretty neat, even though I didn't get any as of yet (apart from the achiever one).
I spent over an hour playing it, and I could easily spend a lot more.
The high score saving is very clever. I didn't even know that was possible, but it's great.
Achievements are a particularly good idea for this kind of game because they make you try for certain scores (they are tough to reach, I only managed to get the 1-minute mode target) and encourage the player to explore and find all the neat stuff that's spread around the game.
This version is a lot more replayable than the original. Nice work.
I do still have the same problem I did with the original in one-minute mode: it doesn't actually play the 1812 Overture. It keeps playing the title screen MIDI instead. I'm playing in FreeDink, if that helps.
The high score saving is very clever. I didn't even know that was possible, but it's great.
Achievements are a particularly good idea for this kind of game because they make you try for certain scores (they are tough to reach, I only managed to get the 1-minute mode target) and encourage the player to explore and find all the neat stuff that's spread around the game.
This version is a lot more replayable than the original. Nice work.
I do still have the same problem I did with the original in one-minute mode: it doesn't actually play the 1812 Overture. It keeps playing the title screen MIDI instead. I'm playing in FreeDink, if that helps.
Also 1812 Overture is misspelled as "1812 Overature" on the main title screen.
@CocoMonkey
But it plays other midis? Sounds like maybe FreeDink can't handle midi file names that contain letters but start with a number (or possibly a 4-digit number specifically). Numeric midi names do have some special handling, so I can imagine how that kind of thing could happen.
@yeoldetoast
Huh, never noticed that. Hardly worth an update, but I'll make a note of of it in case I update for something else.
But it plays other midis? Sounds like maybe FreeDink can't handle midi file names that contain letters but start with a number (or possibly a 4-digit number specifically). Numeric midi names do have some special handling, so I can imagine how that kind of thing could happen.
@yeoldetoast
Huh, never noticed that. Hardly worth an update, but I'll make a note of of it in case I update for something else.
I am also using Freedink (the beta release in the other thread) and it works fine for me.
MURDER TIME FUN TIME!!
CocoMonkey: I remember fixing something related to MIDIs back in May - you'll want to update your FreeDink
(works for me, btw)
(works for me, btw)
I updated FreeDink not long after you posted the most recent version. I dunno why it won't play that MIDI for me, but it won't.