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Bloody Palace Demo 1

PostPosted: April 13th, 2013, 9:03 am
by JSlayerXero
Bloody Palace Demo 1
Wanna know the name?
Devil May Cry!

So... Yeah... I decided to take the Bloody Palace mode from the DMC series and translate that into LL. It's going to be significantly shorter than in DMC, because if I'm reading this right, it's going to be 300KB or larger if I make it 30-31 floors long.

This is Demo 1. Demo 2 will most likely be up to the first boss. However, I want some opinions and/or feedback on this project in general before I try to make Demo 2. I'm currently planning 30 or 31 floors. The bosses are going to be either every 5th or 6th floor. I'm also going to end up having to program at least 3 more enemy types. So comments, feedback, suggestions, opposing viewpoints, violent reactions, criticism on this first demo, and anything else you can think of are all much appreciated. I would also like to know if I should edit this post or make new ones for the later iterations of this.

Also, I figured since Story of U got on here that this being a demo wouldn't be an issue.


Code: Select all
23x17~ae24.21ae2.21ae2.21ae2.21ae2.21ae2.21ae2.21ae2.21ae2.21ae2.21ae2.21ae2.21ae2.21ae70~~~~0;368;448;1;0;0|6;336;383;64;64;0;1;set,g_minute,1:set,g_rank,0:set,g_flrc,0:set,g_combo,0:activate,clocksec|6;751;48;64;64;0;1;c,This%20guy%20here%20is%20the%20template%20for%20Scarecrows.%20Any%20changes%20to%20them%20is%20first%20applied%20to%20this%20one%2C%20then%20I%20delete%20all%20the%20previous%20ones%20and%20paste%20this.%20He%20also%20contains%20the%20base%20script%20for%20every%20grunt%20enemy.|71:Debug;-24;440;1;100,100,100,100,0,0,0,0,0,-50,-100;1;1.5;2;add,g_combo,g_combo,0:add,g_rank,g_rank,0:activate,combo:add,g_second,g_second,600:c,This%20is%20a%20debug%20enemy%2C%20specifically%20designed%20to%20be%20fiddled%20with.|71:Scarecrow;784;112;0;100,100,50,100,0,0,0,0,0,-30,10,-90;1;1;3;add,g_combo,g_combo,1:activate,combo:add,g_flr,g_flr,1:activate,flrcomp:branch,3,8,g_minute,3:branch,2,10,g_minute,1:add,g_second,g_second,3:exit:add,g_second,g_second,1:exit:branch,2,13,g_second,10:add,g_second,g_second,5:exit:add,g_second,g_second,10|71:Scarecrow;592;448;0;100,100,50,100,0,0,0,0,0,-30,10,-90;1;1;3;add,g_combo,g_combo,1:activate,combo:add,g_flr,g_flr,1:activate,flrcomp:branch,3,8,g_minute,3:branch,2,10,g_minute,1:add,g_second,g_second,3:exit:add,g_second,g_second,1:exit:branch,2,13,g_second,10:add,g_second,g_second,5:exit:add,g_second,g_second,10|71:Scarecrow;624;448;0;100,100,50,100,0,0,0,0,0,-30,10,-90;1;1;3;add,g_combo,g_combo,1:activate,combo:add,g_flr,g_flr,1:activate,flrcomp:branch,3,8,g_minute,3:branch,2,10,g_minute,1:add,g_second,g_second,3:exit:add,g_second,g_second,1:exit:branch,2,13,g_second,10:add,g_second,g_second,5:exit:add,g_second,g_second,10|71:Scarecrow;656;448;0;100,100,50,100,0,0,0,0,0,-30,10,-90;1;1;3;add,g_combo,g_combo,1:activate,combo:add,g_flr,g_flr,1:activate,flrcomp:branch,3,8,g_minute,3:branch,2,10,g_minute,1:add,g_second,g_second,3:exit:add,g_second,g_second,1:exit:branch,2,13,g_second,10:add,g_second,g_second,5:exit:add,g_second,g_second,10|71:Scarecrow;560;448;0;100,100,50,100,0,0,0,0,0,-30,10,-90;1;1;3;add,g_combo,g_combo,1:activate,combo:add,g_flr,g_flr,1:activate,flrcomp:branch,3,8,g_minute,3:branch,2,10,g_minute,1:add,g_second,g_second,3:exit:add,g_second,g_second,1:exit:branch,2,13,g_second,10:add,g_second,g_second,5:exit:add,g_second,g_second,10|2:exit;368;736~6:timer;321;352;96;96;0;1;branch,3,3,a,1:sleep,1:add,a,a,1:branch,3,12,g_minute,10:branch,2,10,g_second,10:subtitle,2,0%7B%24g_minute%7D%3A%7B%24g_second%7D,100:sleep,30:branch,3,6,a,3:branch,5,2,g_flrc,1:goto,3:subtitle,2,0%7B%24g_minute%7D%3A0%7B%24g_second%7D,100:goto,6:branch,2,15,g_second,10:subtitle,2,%7B%24g_minute%7D%3A%7B%24g_second%7D,100:goto,6:subtitle,2,%7B%24g_minute%7D%3A0%7B%24g_second%7D,100:goto,6|6:clocksec;32;32;32;32;1;1;branch,5,10,g_flrc,1:sleep,30:branch,5,6,g_second,0:sub,g_second,g_second,1:branch,3,8,g_second,60:goto,0:activate,clockmin:goto,0:sub,g_second,g_second,60:add,g_minute,g_minute,1:branch,3,8,g_second,60:branch,5,13,g_flrc,1:goto,0:sleep,30:goto,10|6:clockmin;64;32;32;32;1;1;branch,5,4,g_minute,0:sub,g_minute,g_minute,1:add,g_second,g_second,59:exit:sleep,5:activate,death|6:death;96;32;32;32;0;1;movechar,this,-1000000,0,0,0,0,0|6:flrcomp;128;32;32;32;0;1;branch,5,2,g_flr,4:exit:set,g_flr,0:set,g_flrc,1:branch,5,1,a,36:move,exit,0,-8,0,0:add,a,a,1:sleep,1:goto,4|6:Devcom;640;32;64;64;1;1;c,This%20is%20where%20commentary%20and%20stuff%20is%20stored.%20This%20is%20based%20on%20the%20Bloody%20Palace%20from%20DMC4.%20However%20the%20mechanics%20are%20slightly%20different.:c,Room%20contents%3A%204%20Scarecrows%0DNote%3A%20May%20add%20more|6:flrcount;304;320;128;128;0;1;subtitle,1,Floor%201,100:sleep,1:goto,1|6:crank;160;32;32;32;0;1;branch,3,2,g_rank,1:exit:branch,3,6,g_rank,2:subtitle,2,%3Cp%20align%3D%22left%22%3E%3Cfont%20color%3D%22%239933CC%22%20size%3D%2248%22%20face%3D%22Elephant%22%3EDoram%3C/font%3E%3C/p%3E%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D,0:sleep,300:exit:branch,3,10,g_rank,3:subtitle,2,%3Cp%20align%3D%22left%22%3E%3Cfont%20color%3D%22%230080FF%22%20size%3D%2238%22%20face%3D%22Elephant%22%3ECheeeen%21%3C/font%3E%3C/p%3E%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D,0:add,g_second,g_second,1:goto,4:branch,3,14,g_rank,4:subtitle,2,%3Cp%20align%3D%22left%22%3E%3Cfont%20color%3D%22%2300CC00%22%20size%3D%2245%22%20face%3D%22Elephant%22%3EBuffed%3C/font%3E%3C/p%3E%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D,0:add,g_second,g_second,2:goto,4:branch,3,18,g_rank,5:subtitle,2,%3Cp%20align%3D%22left%22%3E%3Cfont%20color%3D%22%23FFCC33%22%20size%3D%2237%22%20face%3D%22Elephant%22%3EAwesome%3C/font%3E%3C/p%3E%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D,0:add,g_second,g_second,3:goto,5:branch,3,22,g_rank,6:subtitle,2,%3Cp%20align%3D%22left%22%3E%3Cfont%20color%3D%22%23996633%22%20size%3D%2234%22%20face%3D%22Elephant%22%3ELudicrous%3C/font%3E%3C/p%3E%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D%0D,0:add,g_second,g_second,5:goto,4:branch,3,26,g_rank,7:subtitle,2,%3Cp%20align%3D%22left%22%3E%3Cfont%20color%3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Re: Bloody Palace Demo 1

PostPosted: April 13th, 2013, 6:31 pm
by Neo-Exodus
Unfortunately I have never played Devil May Cry. This demo is extremely short so it is hard to make any judgements. The UI is very clean. An arena type concept like this would be cool. I would like to see a demo 2.

Re: Bloody Palace Demo 1

PostPosted: April 13th, 2013, 6:34 pm
by Raz
Why Chen and Doram's name? I don't really get it, I just killed all the enemies.

Re: Bloody Palace Demo 1

PostPosted: April 13th, 2013, 7:40 pm
by JSlayerXero
I wanted to name the first four Ranks after Runouw users. I later narrowed it down to people hat have used LL at some point. Buff once made something, Doram once made stuff, Chen made block bosses and I don't think I need to explain the things AwesomeJRFD has done. If you feel like it you can use the Debug enemy to advance through the Ranks and see the various names I gave them. Granted, D and C are the only two ranks you can naturally reach in this demo, but I had to code in the data for ranks B and above to make sure they functioned, as what you see on this floor is going to be the template for all future floors. I dunno how often you'll be able to get the highest rank. However you'll have to be able to get it at some point. This demo exists more of a proof of concept on top of being a teaser for the full thing.

As I mentioned before, suggestions on how long it should be, now many enemy types to use, how often I throw a boss at you, and many other comments would be much appreciated. However, keep in mind that for every floor added, the file size gets larger based on the amount of stuff already present in the template floor. So each floor will add another 10KB to the file size. That number will be even larger if I custom program block-based enemies. While it's great to know you played it all, I was hoping for feedback on what to do with this project. While I obviously didn't spend all of my time making this level, I spent some weeks at first, then went on hiatus, then did more. Overall I spent 20-30 days or more actually working on this. Building new enemy types from scratch could take awhile, however I plan to be like DMC4 and demo everyone of the various enemy types before the first boss, so when you run into the first boss also determines how many and how densely enemy types are introduced. Seriously, any kind of suggestion for Demo 2 and the full release would be much appreciated.