Last Legacy Update (v.2)

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Re: Last Legacy Update (v.2)

Postby Runouw » January 7th, 2011, 5:14 pm

Small update...
Fixed a glitch that made it freeze, and added in the autosave feature.
If it crashes, now you won't lose your level!!
Right now I programmed it to make an autosave every minute and every time you click "Play Level". There will only be a maximum of 3 autosaves.
The "proper" way to exit the game is to click "Quit" in the level designer before closing it (if you don't want the annoying window to pop-up).



Also, I will be submitting this game onto Newgrounds and Kongregate soon. Pretty much when the game is out of beta mode.
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Re: Last Legacy Update (v.2)

Postby Highwire » January 7th, 2011, 7:10 pm

Runouw wrote:Small update...
Fixed a glitch that made it freeze, and added in the autosave feature.
If it crashes, now you won't lose your level!!
Right now I programmed it to make an autosave every minute and every time you click "Play Level". There will only be a maximum of 3 autosaves.
The "proper" way to exit the game is to click "Quit" in the level designer before closing it (if you don't want the annoying window to pop-up).



Also, I will be submitting this game onto Newgrounds and Kongregate soon. Pretty much when the game is out of beta mode.

By "soon", I assume you mean a fair bit of time? I'd love to see you give the final product the same level of polish that Super Mario 63 received, and I don't even care how much time that takes. Just a question: Is this game going to have a "campaign" mode, with a large variety of enemies, worlds, levels, bosses, etc? And how is the progression going to work? Is it going to be based around a hubworld, or is it going to be a little more linear? Of course, I'm not expecting you to go into detail on any of these things, but I'd love to get a basic idea of what you have planned for the final build.
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Re: Last Legacy Update (v.2)

Postby Chaukai » January 7th, 2011, 9:15 pm

Yes, I'm a bit curious on if there's going to be a storyline, if at all, for this game. I was really hoping for a background on everthing, and if the non-beta is coming out soon, I'm afraid there won't be anything. :/
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Re: Last Legacy Update (v.2)

Postby MessengerOfDreams » January 7th, 2011, 10:27 pm

I'm going to be perfectly frank. If on the offchance there is no storyline or a weak storyline behind it, Last Legacy will not be nearly as cool and successful as it was projected. You see, Mario's not a storyline game. This game's set up to be a story game. It has to be good.
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Re: Last Legacy Update (v.2)

Postby Runouw » January 8th, 2011, 12:45 am

To answer some previous questions, here is what Last Legacy really is:

We initially planned 1 semi-small game using the tile-changing ability in a platform engine with a simple storyline, but then the storyline eventually got too complex -- especially after we added an overworld, unlockable power-ups, bosses, mini-bosses, etc. -- that before we finish the game, we decided to release a beta on Newgrounds and other websites with little storyline (think older Mario games) and linear gameplay to make sure the gameplay and graphics area polished and enjoyable before we make a huge game with avoidable flaws. But then, we decided to make our levels with a level designer rather than tediously in Flash player itself, but because of this, the level designer needs to have lots of features capable of creating a fun game with. The beta you are playing right now is the beta for that level designer which was going to be used to make the beta we first mentioned.

So we decided to make the first beta into a full game and instead have two full games, one a sequel of the other, and you are playing the beta to that first game (of which now has a fairly decent story we haven't implemented yet)...


So pretty much the game(s) will eventually have a deep storyline... The only thing missing is the main character's name.
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Re: Last Legacy Update (v.2)

Postby Highwire » January 8th, 2011, 1:08 am

Ahhh, I see. I still don't feel like I've adequately had some of my questions answered, though. Is the full game going to have any tidbits in it (bosses, story elements, items, etc) that make the campaign a unique experience in of its own? Because as much as I adore the level designer already, I feel that a powerful, sprawling main story mode is essential to a game like this. It really seems like there's a ton of potential for this to become one of the most ambitious browser titles of all time, and I'd hate to see that potential wasted, but it's perfectly understandable, seeing as you two are in college, to not really have that kind of time on your hands.

Still, I was massively impressed by the scale of SM63, and when I first saw this game in action, I knew it was going to trump its Mario-themed predecessor in every respect. I'm sure you'll do this title much justice in the end.
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Re: Last Legacy Update (v.2)

Postby marcel1 » January 8th, 2011, 2:32 am

there is one glitch if you go in the transition and you put the lave right or left and you go back than is the lava gone
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Re: Last Legacy Update (v.2)

Postby Megar » January 8th, 2011, 3:34 am

The character should have no name.
Just "Hero" or "???" would do me.
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Re: Last Legacy Update (v.2)

Postby nin10mode » January 8th, 2011, 3:52 am

Or a custom name.
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Re: Last Legacy Update (v.2)

Postby Zed98 » January 8th, 2011, 5:25 am

nin10mode wrote:Or a custom name.


I agree with that...

Wait, do you mean we get to name the character? I think thats what he IS talking about, riiiiiiiiiiiiiiight? *Gets punched*
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