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The Suggestion...
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steve says this suggestion is based on Merlins QuestComments
19 Aug 2013
[comment_43798]
steve
20 Aug 2013
[comment_43809]
♪
I suppose I should pull down the map file and play it on the MRO engine.
21 Aug 2013
[comment_43814]
megaman4ever
Making large maps good is difficult, but this one was definitely a good one.
21 Aug 2013
[comment_43818]
Air_O2
If anyones interested, there's a more complete version of the map you can play through MerlinOpen (Its a bit larger(100kbs worth), and more fun imo).
http://www.mediafire.com/download/fzhph542ru9yfny/Merlins_Quest.txt
21 Aug 2013
[comment_43819]
megaman4ever
Anyway, the lack of a save feature and the abnormal reel makes this one difficult right from the beginning xD
Hopefully you'll keep on making great maps, and feel free to post comments here if you have anything to say :)
21 Aug 2013
[comment_43822]
steve
21 Aug 2013
[comment_43825]
♪
22 Aug 2013
[comment_43829]
steve
I was thinking about the relationship between MR Open and the online engine I've been working on. Given the difficulty of merging code, I would like to take a rather relaxed approach.
So, I'm not going to try to keep MR online exactly aligned with MR Open, instead I'll keep an eye on it and copy things I particularly like.
This means we both get creative freedom. It might mean the two versions diverge, but if they're both good who cares?
It might also mean we end up both fixing the same bugs, but if we communicate the fixes to each other we can still benefit.
What do you think?
22 Aug 2013
[comment_43832]
♪
I've likely fixed a number of bugs I can't even remember about!
22 Aug 2013
[comment_43836]
steve
22 Aug 2013
[comment_43837]
megaman4ever
...Who knows, at this rate MR6 might be coming before the fourth installment! :D
22 Aug 2013
[comment_43841]
megaman4ever
I wonder what happened to those goblin towers.. Other enemies which were planned to be near-unmovable such as the plants and laser heads are really flying around compared to what they were in Open - even though everything else feels like it should.
22 Aug 2013
[comment_43842]
steve
Towers and other near-immovables should behave normally now.
7 Sep 2013
[comment_43920]
megaman4ever
......I'm not sure how to put this.
Anyway, I finally took time to play this map properly, and there are a LOT of problems. Gameplay-wise, it's pretty good. Design-wise, it's great. But.. I have a feeling that this engine is somehow iffy with compatibility, as has been shown with the Descent into Darkness map as well.
I circled all the bad stuff I found from just a single screen (the above image is from the problem screen before beating it, the below is from one screen under it). Since a still image can not possibly cover everything, I'll do my best to describe what happened - this is 100% reproducable. I don't have a clue how this stuff happened, though - I suppose that map data might reveal the reasons.
First off, upper left corner: Ulin is summoned, but the icon is odd. This happens across all of Created, with various wizards.
Second, the ninja and the ninja graves - for whatever reason, the tile and collision data for everything is shifted downwards! Or, perhaps the tile images have moved upwards and the collisions are proper..? The result - you can partially walk on tiles, and there are invisible walls below everything.
Third, the balloons. They look out-of-place. I'll assume that the balloons and the forest are in different layers and were put in the same tile, or that the gfx has "moved upwards" on top of it.
Fourth - and this is the big one - Merlin. I have no idea why it happened, but.. The room has no collisions on the bottom side. After clearing it, you can walk down from the top screen to the bottom one from nearly anywhere, even though there are arrows on only the two tiles. This enables Merlin to move on the active background until he is close to the edge. This is not all - during battle, a ninja actually hit me outside the screen's bounds through the bottom! I was able to walk freely over there and blast away (that is also why Ulin is not visible on the top screen's battle, he is out of view as well), but... ...Yeaah.
After playing more, I had similar problems in other screens as well, and the tiling and screen edge arrows are really messed up! A possible cause might be if the roomSize is not adjusted to the proper size...? I dunno.
7 Sep 2013
[comment_43921]
megaman4ever
Well, After going inside the active layer trees and moving right and up from the bottom screen (so essentially moving one screen to the right from the bottom screen through the active layer), I ended up in a room like in the following image. I'm very sure that this is not the way it was designed to look.
Very soon after beating it, the game crashed. Like, after the sound had started playing, but before the mini-map loaded. Judging from the screens left and below it, the room should have an entrance upwards - but the wall was solid while playing the room. Maybe it tried to load data from the room rightwards of it upon clearing, and failed (due to it being on the rightmost edge of the map).
7 Sep 2013
[comment_43922]
megaman4ever
7 Sep 2013
[comment_43940]
steve
But yeah it crashed for me too around then.
I've also noticed the weird wizard icon as well. So yeah, confirmed bugs.
8 Sep 2013
[comment_43948]
♪
I'm pretty sure that's a bug I already fixed.
8 Sep 2013
[comment_43953]
megaman4ever
14 Sep 2013
[comment_43990]
steve
26 May 2014
[comment_44177]
admc1995a
26 May 2014
[comment_44178]
megaman4ever
7 Jul 2014
[comment_44185]
merlin1234
9 Jul 2014
[comment_44189]
steve
14 Jul 2014
[comment_44206]
megaman4ever
It's definitely a great way to save the game and chances are that average users will come to think of it. Or not.
23 Dec 2017
[comment_44544]
megaman4ever
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Rating: 5.00 in 2 votes
Status: rate
Merlins_Quest