Being the bad guy 1.01 (EvilOverlord)Updated 04.04.2021

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Re: Being the bad guy 0.41

Postby Bright » Fri Jul 18, 2014 2:02 pm

Did that happen in the newest version?
Bugger, I can't seem to get that work properly.
Try pushing enter when you enter that scene. See if that changes anything.
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Re: Being the bad guy 0.41

Postby Moonlightshadow » Sun Jul 27, 2014 8:12 am

Hi,
awesome game so far I must say. 8)
However, a few bugs were encountered.

Spoiler: show
Sprites of fallen bosses sometimes don't match with said boss.
After upgrade of home is trigged event with Robber king again so I ended with two blades.
Crash with harpy I guess and door tiles in stomach vilage are walkable and some other tiles too.
Some issues(estetic) with sprite interferences on a bridge in Vlad's castle(upper bridge wall).
Said issues with trivia in places where trivia isn't.
Vore event with fair maiden in city of Westernoth is somewhat glitchy.

Aaaand now for some questions of mine. :?: If thou doesn't mind. :oops:
Is there some use for second iron that is found in old overlord castle?
What is deal with two false orbs of fire and earth that almost look like real deal?
Will more members of Legion of terror be visible?
Will Steve manage his graveyard? :zombie:
Is there possibility of adding TP gain for casting magic?
Will there be more rooms and floors in Heir's home?
Could we send our orc's carpenters to repair floor in church?
Who will occupy mysterious room next to smiths in our castle?
Shouldn't forest look diferently in others areas(like Lilah's old house) after planting dryad too?
Will Wild Dryad Forest consume continent?
That suspense is eating me. :gulp:

...

Oh, glad to hear about Sheesha. I was like ^^; Sheeesha! Where are youuuuuuu? ^^; Then I thouth she will jump on ship in Big Kaboom Escape and got little hearth attack when that didn't happen. 8O
Also I'm suprised to hear that Demon hunting sword is easter egg... Then again to get it I got to loot some stuff... Then stuff that stuff into other stuff in other area... Fight through two wawes of angry stuff AFTER which I recalled equip replacement for stuffed stuff... Get back to secret area to move some stuff to open door stuff and then grab the sword that sealed E.I.C. aka B.B.S.W.F.E...
Okay I see why it maybe isn't that easy to find and that not everyone is following Rogue handbook(PANTON INTRA CLAUSTRUM ATQUE ARDENS).


Regardles Thou great artist Bright. It still somehow rare to find game with villain protagonist and truly amusing one even more! :D Only thing that is even harder to find is something similar to Dr. Horrible sing along blog. :(
(And now I can only hope that spoiler tag will work alright)
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Re: Being the bad guy 0.41

Postby Bright » Sun Jul 27, 2014 11:44 am

Spoiler: show
Sprites of fallen bosses:
Not all of them have a fallen sprite, so I just made due. Are there any really jarring?

Robber king:
Hmm, that I can fix.

Harpy Crash:
Harpy won't be there in next update, so that will be fixed.

Tiles in giant stomach:
Hmm, the door tiles are new. Better check that out.

Vlads castle bridge:
Hmm, could you be more specific?

Westeroth maiden vore event:
Hmm, I`ll take a look at it. Define glitchy? Does the game crash?


Question:
Second iron: Not yet.

The orbs will have an use eventually, but for now they are just easter eggs.

I will make more legion of terror recruitables. Eventually.

Heh, I haven't had any plans for Steve yet.

I suppose it is possible to make TP gainable through magic use.

Castle might get more rooms once I get to it.

Mysterious room belongs to the goblin crone. You find her Westeroth city.

Forest mapping: I'm lazy, that's my explanation for that.

Forest will not consume the continent.

Sheesha in monster stomach should be found in the next update.


I am glad you liked the game so far. I really appreciate the feedback.
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Re: Being the bad guy 0.41

Postby Moonlightshadow » Sun Jul 27, 2014 12:53 pm

Thanks for answers :-D

Anyway for specifications
Spoiler: show
Sprites of fallen bosses:
Not really jarring nope, I just thought it was glitch.

Vlads castle bridge:
When is party walking on upper titles their heads are somewhat covered by bridge wall.(Estetic issue... really)

Westeroth maiden vore event:
Matrix glitchy 8) , nope... game don't crash.(It almost looked like they were swallowed twice)

Goblin crone room:
Will it be in next version? Because... uh... I did recruit goblin crone from Westernoth... :idea: maybe it was because I recruited her before Home upradge? And will she sell robes and magic staffs? Merchant for these magical things seems to be missing.

8O I almost forgot... will there be snake girls aka lamias aka nagas? Coz it looks like Eris is no longer supposed to be naga.
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Re: Being the bad guy 0.41

Postby Bright » Sun Jul 27, 2014 1:33 pm

Spoiler: show
Sprites of fallen bosses:
Not really jarring nope, I just thought it was glitch.

Sprites:
Remember any specifics?

Vlads castle bridge:
When is party walking on upper titles their heads are somewhat covered by bridge wall.(Estetic issue... really)

Bridge:
I`ve changed it now. It looks different now.

Westeroth maiden vore event:
There was a double text thingy. I changed that.

Goblin crone room:
She gives you hint on where to find party members.
I forgot to add a transfer event in the hallway, derp.

I didn't really find any sprites that fit Eris. At the moment she is a woman with the ability to turn into a naga at will. Favored form is human though.
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Re: Being the bad guy 0.41

Postby Moonlightshadow » Sun Jul 27, 2014 2:42 pm

Spoiler: show
Sprites:
Remember any specifics?


Efreet turning into Vlad and Shadowy demonic thing from desert city turning into imp would be it I guess.
Also one forest tile near Westernoth is walkable.

Glad to be helpful good sir.
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Re: Being the bad guy 0.41

Postby Bright » Wed Sep 10, 2014 10:21 am

Remember when I said I would have an update ready after summer?
Sorry guys, I failed.
I do still plan to finish the game, but at the moment it will have to be on an "it will be done when it is done" basis.
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Re: Being the bad guy 0.41

Postby Ka-Atis » Wed Sep 10, 2014 12:52 pm

Oh yes, the creative stuff which ends up taking so much longer than originally planned. Been there too, know it too well... ;)

Cool to see you do intend to finish it. It was great fun, I would have been fine with you ending it here and now (
Spoiler: show
"ha ha ha, there, sacked some cities, ate a lot of people, got me a cool castle, I'm Overlord now! And Snuffles is back!"
), but continuation is of course even better. :D

And of course, take your time. :)
Now I eat you!}- >:-(.. ____ D: -{no.. nooo..
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Re: Being the bad guy 0.41

Postby nattarit » Tue Sep 23, 2014 5:04 am

I enter the wel at the undergroundl of the dysert town already. How to enter the door of the underground? It said that "The doors seems to be closed shut".
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Re: Being the bad guy 0.41

Postby Moonlightshadow » Tue Sep 23, 2014 6:05 am

nattarit wrote:I enter the wel at the undergroundl of the dysert town already. How to enter the door of the underground? It said that "The doors seems to be closed shut".


You are Big Bad Overlord... you see obstacle? More like Kaboom way :evil: .
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Re: Being the bad guy 0.41

Postby nattarit » Tue Sep 23, 2014 8:49 am

where is obstacle?
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Re: Being the bad guy 0.41

Postby Moonlightshadow » Tue Sep 23, 2014 3:44 pm

nattarit wrote:where is obstacle?

These doors are an obstacle... If I recall that right. (I think I do but I could be wrong of course :-D )
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Re: Being the bad guy 0.41

Postby Bright » Tue Sep 23, 2014 3:50 pm

Explore your surroundings.
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Re: Being the bad guy 0.41

Postby nattarit » Wed Sep 24, 2014 5:42 am

show me the picture please?
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Re: Being the bad guy 0.41

Postby nattarit » Wed Sep 24, 2014 9:29 am

Ooluf, Sirrta, Stu, Lilah, Gusto,Hermit, Chuck, Hassad, Dryad, Sheesha, DONE
I found Sirrta , Stu , Gusto , Hermit , Hassad , Elea. But where is Ooluf , Chuck , Dryad and Sheesha?
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Re: Being the bad guy 0.41

Postby nattarit » Wed Sep 24, 2014 9:29 am

I know how to enter the door of the underground just buy explosive at undercity.
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Re: Being the bad guy 0.41

Postby 0Anesthetic4u » Sun Jan 18, 2015 4:08 am

How's the Game Comming along?

I'm realy hoping to hear good news. This is probably in the top coulple of RPGs produced here, and I realy want more of it to play.
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Re: Being the bad guy 0.41

Postby Bright » Sun Jan 18, 2015 6:07 am

Working on it. I`ve put myself on a no-deadline policy as I have crippling procrastination problems if I try to force something.


I bought a few RPGmaker DLC and I pondering on changing Lilahs (the witch) look to one of those I bought.

I am also considering to give Gusto a "check surroundings for treasure or traps" skill, but not sure if that would make it too easy.
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Re: Being the bad guy 0.41

Postby Ka-Atis » Sun Jan 18, 2015 7:49 am

Bright wrote:I am also considering to give Gusto a "check surroundings for treasure or traps" skill, but not sure if that would make it too easy.

I think it can work well when the player has to click on that function in order to have him actually do such a check (similarly to Skeeves' trivia; no "auto-detect"), and when each treasure or trap has a defined difficulty score, where Gusto's "skill score" must be higher in order to have him find it. I wouldn't use die rolls (such as, this trap/treasure is 30% likely to be detected), as that may just encourage players to reload the game until the trap/treasure is found.
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Re: Being the bad guy 0.41

Postby Bright » Sun Jan 18, 2015 8:04 am

It would be more of a:

"There's traps in this area.
There's enemies in this area.
THere's treasure in this area.
There's danger here. (If there's a vorescene that can be triggered. hehe)

The alternative is a lockpick skill that just enables him to walk into locked doors, kinda like Lilahs Shrink, or Eleas jump.
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