LavaLit

OpenBoR => Mod Center => Demos => Topic started by: NickyP on May 12, 2012, 08:05:55 pm

Title: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on May 12, 2012, 08:05:55 pm
(http://i.imgur.com/VUSNq.jpg)

1.17 Download
Download: http://www.mediafire.com/?d9e89vdpbj2reae
Lavalit Download: http://lavalit.com:8080/index.php?action=downloads;sa=view;down=271

1.0 Download
Download: http://www.mediafire.com/?sxo81186b7ebohl
Lavalit Download: http://lavalit.com:8080/index.php?action=downloads;sa=view;down=257

Changelog:
Quote
--1.17
-Updated Dragoon; now has 3 hit Attack combo, a mid-combo Chain move, and pressing Down-Down-Attack activates a new move.
-Updated Archer; now has a mid-combo Chain, and pressing Down-Attack in the air will shoot an arrow downwards
-Added Black Mage; uses offensive magic. Can't fight in the air
-Added White Mage; uses defensive magic. Can't fight in the air
-Added Summoner; can call upon NPC monsters to fight. Can't fight in the air.
-Added Hero; an overpowered version of the Fighter. Will later be an unlockable/secret character.
-Added middle bosses. Some stages from the previous release may have one!
-Added 3 new quests.
-Added new enemies, bosses, NPCs, music, etc
-Added character descriptions in the Character Select screen.
-Changed Dragoon's color palette; now resembles FF4 Kain
-Changed MP bar overlay; now it's not confusing to determine how much MP you have left.
-Changed non-knockdown attack physics to make juggling enemies on the ground much easier.
-Changed the BGM for towns.
-Edited the HUD; moved the number of lives you have to under the players icon.

--1.0
-Initial release

So yeah, this is my latest project. It's heavily inspired by Pierwolf, so a big special thanks to him! ClaFan is a semi-open world beat em up, much like Pierwolf's K&D: Endless Quest. It's just a 1.0 release now, but there'll be plenty of new stuff in the future!

Enjoy! Be sure to read the readme for controls and stuff, though it's all fairly self explanatory. :)
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Hardak on May 12, 2012, 11:19:13 pm
Cool.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 13, 2012, 01:34:04 am
 You finally released this Nick!
 I'll download this and if I have time, I'll add something to this demo. It's same stuff I shared to Pierwolf.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 15, 2012, 01:44:05 am
 Impressive as before Nick!

 My complaint is that bosses lifebar shouldn't be ontop of text dialogues.
 I'm suggesting you to use delay entity (read tricks and tutorial section) to give some delay after defeating boss.
 something like this:

group 1 1
at ...

spawn boss
coords ...
at ...

spawn delay
coords ...
at ...

 I think you need to remove 'wait' at end of levels to avoid arrow SFX played after defeating boss.

 It is great that you have various heroes with their own abilities. Gives gret replayability value! I ought to try the demo again with other heroes (I only use Knight).
 Makes me wonder if you have hidden quests or branching quests system. something like, if you do these quests, you won't be able to access the others.

 NPCs are great addition, it's surprising that they can heal you mid way.

Spoiler
That slime boss suprised me. This reminds me to Secret of Mana slime boss and Lufia 2. Great boss and challenging!
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: zankurous on May 15, 2012, 12:58:58 pm
This is the kind of game that make me wonder why action RPGs are not made following the mold of beat-em-ups, because this game is excellent!

There are many things to like in this mod (the game speed, the retro look, diverse characters and the quirky dialogue just to name a few!)

I canŽt wait to see what else you have in store for ClaFan, so IŽll be sure to be on the lookout for any updates on this gem. Congratulations Nick for this awesome project of yours and keep up the good work! :)

By the way, works great on the PSP with the latest OpenBor Build so thats another plus!  ;)
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 15, 2012, 01:15:16 pm
I'm glad you two like it!  :)

The next version should have the Black and White mages playable, some new quests, and a new kind of stage that should be a little different from the usual!
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: rafhot on May 15, 2012, 01:19:24 pm
did have inspired by castle crashers to do your game?
i liked it

thanks for share
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Pierwolf on May 15, 2012, 04:31:44 pm
downloading now, NickyP! i'm curious to know what you've made so far!  :)
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: shulbocka on May 17, 2012, 02:47:57 am
I was not expecting this game to be as good as it was, and I thought it was going to be awesome. You are doing a great job on this so far, and I'm looking forward to seeing the new stuff you said you have coming. Keep up the good work man, and please, whatever you do, don't not finish this.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: nedflandeurse on May 17, 2012, 02:47:07 pm
I like the idea!!
Very good one! :cheers!:

Only one thing to update visually:

Characters sprites clash with the background :eek:
It can look better with appropriate background color... (8bits)
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 17, 2012, 07:34:53 pm
Thanks guys!  :)

I made some adjustments to Dragoon and Archer and balanced them out a little; you can see the changes here:
http://www.youtube.com/watch?v=Jk2zu1dYE1g

I made Dragoon a less technical character by giving him a normal 3-hit combo, and by adding a mid-combo Chain that launches enemies up and does a 6-hit combo in the air. I've also added a mid-combo Chain to Archer; she shoots an arrow that penetrates enemies and launches them.

That's all for now. Next I'll be working on some interesting new types of stages.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 17, 2012, 08:56:30 pm
Oh, sorry for the double post, but I thought I'd address some of your thoughts!

Quote
My complaint is that bosses lifebar shouldn't be ontop of text dialogues

Hm. Maybe I can put boss HP above the HUD, but right below the playing field? I'll mess around with it...

Quote
did have inspired by castle crashers to do your game?

Nope! The original idea for ClaFan was to be a remix of Final Fantasy 2 on the NES. This is why Firion, Maria, and Leon are playable characters in this game (renamed Fighter, Archer, and Knight respectively). The main inspiration for this remade FF2 was Guardian Heroes, and I was going to make this a mod with branching paths, deep character interaction, and diverse movesets. Then, I played Pierwolfs Endless Quest mod... and I loved it. I wanted more gameplay and games like that mod, so I converted my FF2 mod into what you see today!

Quote
I was not expecting this game to be as good as it was, and I thought it was going to be awesome. You are doing a great job on this so far, and I'm looking forward to seeing the new stuff you said you have coming. Keep up the good work man, and please, whatever you do, don't not finish this.

See, it's things like that that really motivates a guy. That's really nice of you man, thanks a lot!

Quote
Characters sprites clash with the background
It can look better with appropriate background color... (8bits)

At first, I did experiment with stage sprites in Paint Shop, and tried to "convert" them to NES style. But they just ended up looking really... well, bad. I know it clashes a little, but in the end it looks much better than what it would have been.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: shulbocka on May 17, 2012, 11:20:31 pm
See, it's things like that that really motivates a guy. That's really nice of you man, thanks a lot!

No problem man. It's mods like this that really motivate someone to want to make games of their own. I didn't realize you were also the same guy who made Fire Emblem: Castle Defense either until I checked out your personal site, and dude, that game is awesome too. I honestly think this one is better, but I definitely like what you did with it, and enjoy it a lot. If you ever go back to that again, I have some feedback and ideas on it as well if you ever care to hear. Keep in mind, it's more from a gameplay perspective rather than a coding one, since I don't know how to code.
Also, awesome video by the way. I like Dragoon's spear attacks a lot, but I wouldn't mind seeing at least one more variation in there (maybe an overhead, or sideways swing). If you do the thrust and then the swipe, it looks too much like you're just doing one move. A side swing in there, or even a quick kick in the middle of a 3-hit combo would break it up and make it look more interesting in my opinion.
Also, I don't know what's possible in openbor, but it would be cool if you could add a limit/gauge on how many arrows can be fired within a time frame with the Archer character. Maybe give a 3-7 arrow limit, and then have them recharge after a few seconds (preferably at least 5) of non-use. If you've played Kingdoms of Amalur, you'll know what exactly I mean. That way she couldn't spam her arrows, and clear out hordes of enemies while eating a sandwich. I know she's an archer, but it's a little too easy to annihilate everyone like that. Even guns have to reload.
I really like the overall design of the game too, but I think the menu text is a little hard to read against the white background. Maybe if you made the menu text some kind of blue, or more of a grey rather than white, it wouldn't blend in so much. Like I said man, these are just my opinions and ideas. I'm definitely diggin what you got so far, and know I will like whatever you choose to do, based off what you've already done. Good luck man, and keep up the good work.  :cheers!:

Holy crap, sorry for the block of text too. You can tell I like this game though, otherwise I wouldn't have said so much.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 19, 2012, 02:07:37 am
 Nice update!

 BTW I always wanted to see Dragoon leaping high and land ontop of enemies. That's my favorite move from this class and it helps me learning one of Blue mage spells ;).
 I know how to make this if you're interested.

 Also, do you want me to show you how to shoot downward for archer?
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 19, 2012, 03:41:59 am
Quote
I didn't realize you were also the same guy who made Fire Emblem: Castle Defense either until I checked out your personal site, and dude, that game is awesome too. I honestly think this one is better, but I definitely like what you did with it, and enjoy it a lot. If you ever go back to that again, I have some feedback and ideas on it as well if you ever care to hear. Keep in mind, it's more from a gameplay perspective rather than a coding one, since I don't know how to code.

I did start on a pseudo-sequel to FE: Castle Defense, called FE: Fire Wars. It's supposed to be like a petit version of Dynasty Warriors (wide attacks, lots of enemies, taking over bases, etc). But, the lack of animations made the whole thing look a little dumb. Don't worry though, you'll still see my proposed Dynasty Warriors-petit gameplay in another mod, wink wink. Either way, PM me your thoughts for an improved Castle Defense. I'm curious.  :)

Quote
The two attacks now look like they could both be part of the same move, just broken into two moves. If you do the thrust and then the swipe, it looks like you're doing one fully transitioned swipe. If you had a side swing in there, or even a quick kick in the middle of a 3-hit combo, it would look a lot nicer in my opinion. The kick would be cool, cause you usually see a lot of staff fighters use kicks to fill in combos, and it would only have to be one or two sprites (which I can do if you actually like this idea, but don't want to sprite it).

For now, Dragoon is placed in the "done" category, and my efforts being used to make Black and White Mage. I'll keep those thoughts in mind though, in case I ever decide to update him.

Quote
Also, I don't know what's possible in openbor, but I think it would be cool if you could add a limit/gauge on how many arrows can be fired within a time frame with the Archer character. Maybe give a 3-7 arrow limit, and then have it recharge them after a few seconds (preferably at least 5) of non-use. If you've played Kingdoms of Amalur, you'll know what exactly I mean. That way she couldn't spam her arrows, and clear out hordes of enemies while eating a sandwich. I know she's an archer, but it's just too easy to annihilate like that. Even guns have to reload.

Bah, that's cake. I did it in my Time Crisis demo, (http://lavalit.com:8080/index.php/topic,6098.0.html) and it worked well enough. I suppose I could implement the same tricks for Archer, but that'll be after I finish the Mages.

Quote
BTW I always wanted to see Dragoon leaping high and land ontop of enemies. That's my favorite move from this class and it helps me learning one of Blue mage spells .
 I know how to make this if you're interested.

 Also, do you want me to show you how to shoot downward for archer?

How would you make the Dragoon Jump, aside from it just being a freespecial with a high jumpframe and attackbox? Like, would you make it a homing attack or something? As for Archer, I dunno... I think it looks retarded, but I kind of like how the arrows spawn so far away from her. It's another method of crowd control, which thanks to the new shot I gave her, she's apparently the best at. I wouldn't mind if you showed us how to shoot downwards anyways, for reference.  ;D
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Pierwolf on May 19, 2012, 05:21:34 am
just a quick reply, i don't have much time. i just want to say: Go on like this, Nick! i absolutely adore this demo!  :cheers!: :cheers!: :cheers!:
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 23, 2012, 12:21:02 am
 Here you go Nick, attached below is addition I made to show Dragoon move and Archer's downward shooting.

 Dragoon's jump is activated by D U A and after he jumps, you can move him with direction keys.
 Archer's downward shoot is accessed with Down+Attack while jumping so it doesn't change her arrow rain ;).
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: erf_beto on May 23, 2012, 07:31:52 am
I just want to say I like this mod - a lot! - even though I didn't play enough of it. Nothing personal, it's just Diablo has been feeding on my soul lately...  :nervous:
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 23, 2012, 02:21:52 pm
Here you go Nick, attached below is addition I made to show Dragoon move and Archer's downward shooting.

 Dragoon's jump is activated by D U A and after he jumps, you can move him with direction keys.
 Archer's downward shoot is accessed with Down+Attack while jumping so it doesn't change her arrow rain ;).

Ah, sweet! Thanks Bloodbane, I'll add those in right away!  ;D

I just want to say I like this mod - a lot! - even though I didn't play enough of it. Nothing personal, it's just Diablo has been feeding on my soul lately...  :nervous:

Don't worry about it, at least you gave it a chance. That alone is enough for me.  :)
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 25, 2012, 03:38:53 am
Added Bloodbanes updates! I sped up the down shot animation for Archer, because it took to long for the arrow to shoot. Now it's better though.

So I've been thinking... I might want to change the second boss theme, aka the boss theme that plays when you fight a monster boss (giant slime, etc). So, why not help me choose?

Option 1 (the current theme)
http://www.youtube.com/watch?v=aeMaYc7vN9U

Option 2
http://www.youtube.com/watch?v=Ipkdjfo-p5s

Option 3
http://www.youtube.com/watch?v=0lPZqUQy4Ns

... And my mind is drawing a blank. I can't think of any other options at the moment. But yeah.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: BeasTie on May 25, 2012, 04:55:36 am
Option 1 seems the best IMO, it's the most epic and fantasy sounding, the other two are kinda too modern/electro, sound more like street fighter than a fantasy game score.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: erf_beto on May 25, 2012, 08:40:23 am
I played it some more yesterday, and it's really good!

One thing I'd like to mention is I had the easiest time playin with the Archer but I died horrible, frustrating, deaths with the Thief. Attack range and speed are king in this game.

I liked the Red Mage the most. Looking forward to the BlackMage. :)

By the way, I suggested something for Pierwolf's KnD:EQ that would be even more appropriate here: random encounters! Invisible "levels" moving around in the world map, surprising the player!

 >:D
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 26, 2012, 03:55:29 am
but I died horrible, frustrating, deaths with the Thief.

Has anyone else found the Thief to be the suckiest character? I swear I didn't plan it like that; he's supposed to be the speedy guy. But even I noticed in my own tests that he's bottom tier... guess I should consider reinventing him too.

By the way, I suggested something for Pierwolf's KnD:EQ that would be even more appropriate here: random encounters! Invisible "levels" moving around in the world map, surprising the player!

Believe me beto, nobody, and I mean nobody, wants random battles in this mod as much as I do. Hell, if I knew how to make random battles, I'd probably abandon this mod for a proper RPG. But as it stands, I really don't know how to do it. Or rather, I do, but I don't know how to make it good.

Bloodbane is the reason why you go back to the map on the same spot as where you left off. ClaFan utilizes a script that tells the game where you should respawn on the map, while you're on the rewards stage ("thanks for saving me, here's a 1up" etc). The problem with random encounters is... how would I make them random? Ok, so they are invisible levels moving around that bump into you and start a fight... you warp to the fight, win, and then what? Where do I spawn you? At the moment, I have no idea how to "capture" your last spawn point before warping to the fight... I only know how to tell you where to respawn afterwards. And that difference alone is what prevents me from making an action JRPG on OpenBOR.

As a consolation prize, I created the survival stages on the maps (gray markers). They serve as your "random battles"... complete with a battle theme from Tales of Rebirth, no less.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: erf_beto on May 26, 2012, 08:05:21 am
I noticed the gray quests look a lot like random battles. I had no idea about the respawn issue. Not a modder  :blushing:

But i guess script can make that work - what can't it make work? Wash the dishes and throw the trash, I guess... ;)

Probably something about storing a variable with the (x,y) position to send the player back too.


Regarding the Thief, yes, the speed helps, specially when you play him right after the Dwarf! But when you are being overrun with monsters, his limited attack range overshadows his speed. Just my opinion (or play-style), other people may have different thoughts.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 27, 2012, 12:55:26 am
 There is a way to store previous location and come back there if you'd like to buuut... I agree with Nick, I dislike random encounter as well. Very annoying! I rather come back to previous maps and meet same enemies in same spot than getting random encounter. That way I can choose, which enemy I'd like to beat.

 If you want randomity, it's best to randomize gray map locations or the enemies in there (or in any dungeons, on 2nd thought).

Quote
I suggested something for Pierwolf's KnD:EQ that would be even more appropriate here:

 Well my suggestion is that certain quests or dungeons are only open after talking to certain ppl. It makes towns more interesting.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: utunnels on May 27, 2012, 01:09:03 am
I recall some genesis action/platformer game(blade of vengeance) which contains various secret room just hides the rooms off-screen.
In another word, the rooms are also on the same map. Once you enter a "door", you are actually warped to that position. So after you come back, the game doesn't have to restore the states of the treasure chests and enemies.

Though the game has a straight forward level set so there's no question like "what if you replay current stage".
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 27, 2012, 01:47:33 am
 Forgot to reply to this.

Added Bloodbanes updates! I sped up the down shot animation for Archer, because it took to long for the arrow to shoot. Now it's better though.

 Glad you can do it yourself. Actually you can have her shoot more arrows if you'd like. Just copy @cmd shooter2 ... and paste it in same frame or other frame and you'll have another arrow. Set different speed (in z at least) to see the other arrow.

Quote
So, why not help me choose?

Option 1 (the current theme)
http://www.youtube.com/watch?v=aeMaYc7vN9U

Option 2
http://www.youtube.com/watch?v=Ipkdjfo-p5s

Option 3
http://www.youtube.com/watch?v=0lPZqUQy4Ns

 Hmmm... I prefer boss track from Riviera, it's serious and spiritful at same time. I always prefer such boss theme.

 2nd theme is good but it's best for desperate moments (as title suggested).
 1st is too serious IMO as if the boss battle is very critical. If you have time limited situations, this theme might work.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 27, 2012, 07:29:41 pm
So I made two new characters, the White Mage and the Summoner.

White Mage: Can fully heal all players for 35 MP, and cast a barrier that will attack enemies just by walking close to them. She can't attack in the air though, and her attack combo is definitely bottom-tier.

Summoner: Very poor fighter, but all of his Chains summon an NPC that can fight for him.

Next I'll be working on the Black Mage.  ;D
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: msmalik681 on May 28, 2012, 05:40:37 pm
just tried your demo its nice and I'm sure you could have random battles using a random spawn script and invisible enemies.  Cant wait to play the completed version.

i would love to play another game like dragon view: http://www.youtube.com/watch?v=gBYEXI66xpQ&feature=related
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 29, 2012, 01:10:51 am
 BTW Nick, I noticed there are people in towns and castles. Are you planning them to talk or at least do something?
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on May 29, 2012, 11:01:42 am
Eventually they will talk, yes. For now, they are merely decorations.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on May 30, 2012, 12:32:15 am
 I hacked this demo to show how to lock and unlock certain quests. It's attached below and without music to speed up upload process.

 The lock/unlock details are as follows:
1. 3rd grey battle level (on south of map) is unlocked by clearing tutorial dungeon
2. Castle level is unlocked by clearing Bandits quest
3. Save Fairy quest is unlocked by 'interacting' with certain NPC in town on west
4. Lizardman's treasure is unlocked by 'interacting' with certain NPC in town near castle

 Those NPCs won't say anything now but I'll leave that to Nick to add if he agrees with this idea.

 I'll explain in details how the scripts for lock/unlock works if anyone is interested. BTW it's same as in Pierwolf's mod except that his mod doesn't have anything resembling #3 and #4 above.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on June 11, 2012, 02:27:58 am
I hacked this demo to show how to lock and unlock certain quests. It's attached below and without music to speed up upload process.

Ah, excellent! This will be handy for the complete release. For now, I like it the way it is.  :laughing: It's easier to test!

Also, I've mapped the Dragoon's Jump attack to down-down-attack instead of down-up-attack. Just for ease.

And now; screenshots!
(http://i.imgur.com/6nbLt.jpg)(http://i.imgur.com/uJwmk.jpg)
(http://i.imgur.com/NTOvP.jpg)(http://i.imgur.com/KRCm1.jpg)
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on June 11, 2012, 04:27:46 am
 Whoa! Hero class looks interesting!

 Summoner... I hope her/his summons are active character instead of just fullscreen attack magic with different graphic (me and my sister complain alot about the latter).
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Pierwolf on June 11, 2012, 03:39:35 pm
love the screenshots! can't wait to try it! good work!  :cheers!:
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on July 29, 2012, 08:55:39 pm
Who said going on adventures had to be all work and no play?

(http://i.imgur.com/JWZL8.png)

 ;) Some fun things to look forward to in the next update of ClaFan, folks.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: erf_beto on July 30, 2012, 02:40:09 am
8bit nudity??? NOOOOOOOOOO!!!
 :laughing:
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: maxman on July 30, 2012, 03:09:48 am
Man, when I played it, I thought it was a complete version until I found out there's no ending in the game and I realized it's a demo. Heheh. I'm looking forward to a complete version of it. It's interesting. Thanks a lot, pal! :cheers!:

By the way, is that shot going to be for an ending or something?

8bit nudity???
I would say yes. It doesn't look nude to me, erf_beto. That one looks okay.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on July 30, 2012, 05:08:36 am
8bit nudity??? NOOOOOOOOOO!!!
 :laughing:

What the---- no! White Mage is wearing a pink bathing suit! I guess I have to make the color a more distinguishable color.

But yeah. What is it? You'll see!

Man, when I played it, I thought it was a complete version until I found out there's no ending in the game and I realized it's a demo. Heheh. I'm looking forward to a complete version of it. It's interesting. Thanks a lot, pal! :cheers!:

Thanks maxman!
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Bloodbane on July 31, 2012, 10:29:23 am
 Good idea!
 So what are we going to play there?
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: NickyP on August 01, 2012, 03:55:55 am
Good idea!
 So what are we going to play there?

Volley ball! :cheers!: ... Er, sort of.
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: Die_In_Fire on August 01, 2012, 07:42:17 pm
8bit nudity??? NOOOOOOOOOO!!!
 :laughing:

 :laughing: reminded me of the unused sprite of a naked girl on river city ransom

I was missing this mod, I will give it a try!!!  :cheers!:
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: fredo46 on August 12, 2012, 04:45:09 pm
Great demo, playing it was a blast !
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on August 12, 2012, 08:41:55 pm
Because I'm moving away for law school tomorrow, I imagine that I won't have much time for BOR stuff... at least, not until I'm settled in with the new apartment, city, study habits, etc...

So. I'm releasing whatever I have for the latest ClaFan update. Unfortunately I was unable to make both the war stage and the beach volleyball minigame. Still, it's enough of an update to keep you guys happy.

I'll try to check around Lavalit in the days to come, but don't be surprised if you don't hear from me in a while. Trust me, this isn't a "good bye"; I love OpenBOR too much to give it up entirely. Either way, enjoy the latest version of ClaFan. Have fun!

 :)

EDIT: Whoop. Forgot to say that the new download links are in the first post. For those who are lazy, though...

1.17 Download
Download: http://www.mediafire.com/?d9e89vdpbj2reae
Lavalit Download: http://lavalit.com:8080/index.php?action=downloads;sa=view;down=271

Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: agu on August 13, 2012, 01:21:17 am
Nicky,  is the game a demo to a complete game? And I win all the points but do not see an end stage  :(
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on August 13, 2012, 10:07:09 am
Nicky,  is the game a demo to a complete game? And I win all the points but do not see an end stage  :(

In my head, it's sort of like an offline MMO. It's neither complete nor a demo, it's just there, and updates periodically. I posted it in the Demo section here on accident... :blushing: Because on my website, you'll see that I put it in the Completed section. Oh well.

There's no "final stage" yet, nor is there anything to unlock. Everything that's there is on the world map. There's also no "Stage Complete" screen because it's supposed to be endless.

Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: agu on August 13, 2012, 10:17:34 am
Ok, thank you very much for clarifying my doubt, and the truth is a cool game;)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Bloodbane on August 16, 2012, 12:23:50 am
 I've played the demo and it's fun!

 The underwater level is something new. I noticed you altered gravity there. I'd suggest you make some of the decoration fishes swim higher.
 I'm suprised to see the subboss. I should've realized the clue by noticing the oysters from Pokemon.
 Though I'm a bit disappointed with boss. I thought it would be another Pokemon. Oh well :).

 The ship level is good idea but I really really dislike the enormous length. It's tooo long. I believe you need to treat ship level like raft level, in which enemies come by waves ... em... not literally I mean.
 Speaking of raft level, you can add some effects like big water splashes spawned on water. This gives clue that monsters are jumping out of water ;). If combined with how you spawn enemies in this level, it would look great!
 Oh the boss in raft level is great! that's a nice and simple way to give challenge without spamming enemies.

 I've tried summoner at 1st and I have to admit, magicians or its kin just aren't suited for me :P. Anyways, summoned creatures are great. I think it would be greater if they attack while spawning.

 I agree that Hero is too powerful. His alternate attack is easy to spam in regular fights. Hmmm... I ought to try defeating river boss as someoneelse (It's easy with him).

 Black Mage is powerful. I just realized that his freeze spell is easy to spam. Great for dealing with mob of enemies. Makes me wonder about Red Mage.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Die_In_Fire on August 16, 2012, 04:30:22 am
I like it!! It's an interesting challenge, and also fun to play!!

My fave is the Black Mage, a proper use finish waves of enemies at once!!

How did you do the boss of the raft level?? I mean the boss is on the water and don't come to the raft, and characters cant go to water, yet they can damage him!! It's a pretty cool idea!!! Maybe I can use that trick!!

The hardest boss for me was the one on the fairy stage!!!!
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on August 16, 2012, 09:51:48 pm
I've played the demo and it's fun!
I like it!! It's an interesting challenge, and also fun to play!!
;D.

The underwater level is something new. I noticed you altered gravity there. I'd suggest you make some of the decoration fishes swim higher.
 I'm suprised to see the subboss. I should've realized the clue by noticing the oysters from Pokemon.
 Though I'm a bit disappointed with boss. I thought it would be another Pokemon. Oh well :).
I wanted to use Octillery for the boss of the underwater stage, but the sprites were so limited. I didn't want to reuse the idea I had for the Kingler boss (runs around shooting), so I just used the octopus enemy from Tales of Eternia.

Quote
The ship level is good idea but I really really dislike the enormous length. It's tooo long. I believe you need to treat ship level like raft level, in which enemies come by waves ... em... not literally I mean.
Didn't you at least like the subboss in the ship level? I designed it especially for you, Bloodbane! :laughing: I know how much you appreciate a boss with a decent challenge/AI, so I was hoping to see your reaction to that! Ah well, I guess it was just too easy for you.

Quote
Oh the boss in raft level is great! that's a nice and simple way to give challenge without spamming enemies.
Quote
How did you do the boss of the raft level?? I mean the boss is on the water and don't come to the raft, and characters cant go to water, yet they can damage him!! It's a pretty cool idea!!! Maybe I can use that trick!!
:) It's actually a simple trick, let me explain.

First off, the raft level itself is no different from any other level. The only difference is, there's a wall on both sides of the raft. This gives the impression that the player is trapped on the raft, with bg moving using bgspeed. In the boss stage, there's only one wall... between the player, and the boss. The wall in the boss stage is just the right width to seperate the player and boss, but still enable the player to successfully land a hit or two when the boss is near. Pretty neat, right?

Quote
I've tried summoner at 1st and I have to admit, magicians or its kin just aren't suited for me :P. Anyways, summoned creatures are great. I think it would be greater if they attack while spawning.

 I agree that Hero is too powerful. His alternate attack is easy to spam in regular fights. Hmmm... I ought to try defeating river boss as someoneelse (It's easy with him).

 Black Mage is powerful. I just realized that his freeze spell is easy to spam. Great for dealing with mob of enemies. Makes me wonder about Red Mage.
Quote
My fave is the Black Mage, a proper use finish waves of enemies at once!!
I love how neither of you mentioned using the White Mage, and that's kind of good. Because if you did, you would see just how pointless she makes the game. Cast the barrier, run into enemies, and heal when things get dangerous... :laughing: Yeah, White Mage is more broken than Hero. I should probably fix her, but I kind of don't want to. No one wants to be the White Mage, so for those that do, her broken-ness is a nice surprise!
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: DJGameFreakTheIguana on August 17, 2012, 02:20:18 am
Still haven't played yet, so I just downloaded it. I'll try it once I get some of these Valis sprites on some sheets before I clean the Background off with something, and eat some chicken.

X)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Bloodbane on August 18, 2012, 01:57:14 am
Quote
Didn't you at least like the subboss in the ship level? I designed it especially for you, Bloodbane! :laughing: I know how much you appreciate a boss with a decent challenge/AI, so I was hoping to see your reaction to that! Ah well, I guess it was just too easy for you.

 Oh didn't notice that! Hmmm... I remember that guy but for some reason his AI is shadowed by aquatic bosses here. Let me fight him again.

Quote
I wanted to use Octillery for the boss of the underwater stage, but the sprites were so limited. I didn't want to reuse the idea I had for the Kingler boss (runs around shooting), so I just used the octopus enemy from Tales of Eternia.

 Well, you could make Octillery as static boss which mostly shoots.
 Wait, should it be Kingdra?

Quote
No one wants to be the White Mage, so for those that do, her broken-ness is a nice surprise!

 Now, that makes me curious :).

(some hours later)

 Ah yes, I fought that subboss and that guy is really tough. Great job Nick!
 I remembered why I ignored this guy before. I was playing as summoner and that guy beat my harpy instead. Moreover, I was going to change character that time so I allowed him to beat summoners to death.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: dafirus on August 27, 2012, 12:50:17 pm
Any news?  :nervous:
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on August 27, 2012, 02:01:31 pm
Quote from: Bloodbane
Wait, should it be Kingdra?
Yes, you're right. My mistake!

Quote from: Bloodbane
Ah yes, I fought that subboss and that guy is really tough. Great job Nick!
Great, I'm glad he was hard! :laughing: Kind of a funny thing to say...

Any news?  :nervous:
Unfortunately, no.  :( Law school is very hard and even more time consuming. Believe me when I say that I really want to sit down and make more stages for ClaFan (and other BOR stuff), but I just don't see it happening. When I get a chance I will work on it, but I can't promise when that will happen.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 12, 2012, 11:04:33 am
(http://i.imgur.com/ERUA8.jpg)
(http://i.imgur.com/zUC9f.jpg)

;) Guess who is working on ClaFan again?
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: zankurous on November 14, 2012, 03:48:07 am
Nice to see even more progress from this charming mod! The Valkyrie looks pretty good, and the two-handed atribute sounds promising for some punishing combos! :)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: soniczxblade on November 14, 2012, 10:48:40 am
hi, this is my fave mod, I lol to death when I beat the boss that you can not reach, you just on the what is it called... pile of woods;D, when I use the strongest character, the last one, I did the chain attack rapidly, buwackaroonie, I beat it bfore my freind does
sorry on the wrong spelling, my android has a bad mood to text tiday
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: shulbocka on November 14, 2012, 07:22:41 pm
Hell yeah! This is still one of my favorite mods of all time. The idea is just awesome and a lot of fun, it would've been a real shame to see you turn away from it and let it go to waste. Keep up the good work man and I'll definitely be keeping my eyes peeled on this baby.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 15, 2012, 06:54:36 pm
(http://i.imgur.com/guAR2.png)(http://i.imgur.com/WAW9p.png)

This makes the character count what--19, now? I think I might just be breaking a new BOR record with this mod...

Oh, don't you worry. I'm making new stages too. But those screens will come at a later time.  ;)  Can't spoil all the fun!

Hell yeah! This is still one of my favorite mods of all time. The idea is just awesome and a lot of fun, it would've been a real shame to see you turn away from it and let it go to waste. Keep up the good work man and I'll definitely be keeping my eyes peeled on this baby.
hi, this is my fave mod
Nice to see even more progress from this charming mod!

Comments like these are what give me some of the best motivation. Thank you guys! I promise I won't disappoint; after all, ClaFan is probably single best work period.  :)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Bloodbane on November 15, 2012, 11:13:56 pm
 I thought DJGameFreaktheiguana mod has way more chars than your mod :)

 Anyways, do these new chars have significant difference with the others?

 I keep thinking of attempting healer NPC with this mod like Mint or Milly (if you know who I meant ;) ) but kept forgetting. I'll do it after this :)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: soniczxblade on November 16, 2012, 11:28:30 am
Comments like these are what give me some of the best motivation.(this is supposed to be a quote, sorry my net was loggy so, need a shortcut, and also using an android so, can't type clearly)

Hi NickyP, thanks, think you can add sone new more chars, cloud,( I played final fantasy, your mod) squall, or sonic?;D,
onion knight seems quickster, I like him on 012
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 16, 2012, 12:22:11 pm
I thought DJGameFreaktheiguana mod has way more chars than your mod :)

That's right! I completely forgot about DJ's mod.  :laughing: He's got what, like 50 characters?

Anyways, do these new chars have significant difference with the others?

Well, let me describe them like this...

Valkyrie
For the most part, she's a variant of Fighter and Knight. Her neutral Chain is rolling forward, turning around, and slashing. This is a great way to approach enemies, as you remove yourself from danger and attack them from behind. Her mid-combo Chain is similar to Fighter's: she knocks them upwards, but instead of knocking them back down like Fighter, she knocks them forwards. This is great in multiplayer; when the other players are mages, it keeps enemies away so that spells can be cast without danger!

Onion Knight
Like the character description says, Onion Knight doesn't have any Chain attacks whatsoever. At first, it sounds like the Onion Knight is a useless character. However, his main attack string is critically different from every other character in the game; instead of the last attack knocking enemies back, his is a launcher. This means, with proper timing, the Onion Knight can transition from ground melee to air melee fluidly. Notice that with the other launching characters (Fighter, Knight, Dragoon, Dwarf), you have to use the Chain button. Because Onion Knight only uses the Attack button, it makes it easier for the player to fight in the air. As such, Onion Knight is basically "Easy Mode." Even though he's a very limited character, he's a solid choice for someone who is unfamiliar with the Chain gameplay!

Monk
Monk's neutral Chain is a lunging kick with a recoil upon landing a hit. This means that Monk can basically play "pinball" with his enemies and attack without putting himself in immediate danger. The downside is, this also leaves Monk completely vulnerable to attacks from the rear. Monk's mid-combo Chain is a backflip kick that launches enemies upwards, then transitions into the neutral Chain attack.

I hope that explains the diversity a little better.  ;D

Hi NickyP, thanks, think you can add sone new more chars, cloud,( I played final fantasy, your mod) squall, or sonic?;D

Cloud and Squall probably not, and Sonic is really doubtful.  :laughing: I'll think about making them NPC's, though...
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 18, 2012, 06:46:26 pm
Please look at the poll.  :)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Bloodbane on November 20, 2012, 08:54:47 pm
 Here you go Nick, attached below is White Mage NPC. She follows one player and heals that player if his/her HP falls below 60. She also can heal herself :).
 The catch with her is she's not invincible and she ignores enemies at all.

 Enjoy!
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 20, 2012, 09:43:08 pm
Here you go Nick, attached below is White Mage NPC. She follows one player and heals that player if his/her HP falls below 60. She also can heal herself :).
 The catch with her is she's not invincible and she ignores enemies at all.

 Enjoy!

Bloodbane you are awesome; thank you! And I know just the stage to use her in, too!  :)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 27, 2012, 09:08:55 am
Well, the poll was up for a few weeks. Nine of you voted, and six of you voted for the Fighter's sprite to be changed to FF3 style. So, without further ado...

(http://i.imgur.com/aFhz7.png)
Say hello to the new Fighter!

"But NickyP," you're probably thinking, "new characters and updated characters are cool... but what about new stages? That's what we really want!"

Well, I'm still working on that. But in the meantime, would you perhaps be interested in...

(http://i.imgur.com/4FR7b.png)
A brand new town system?
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: maxman on November 27, 2012, 11:43:00 am
Wow! Terrific work on the RPG style/feeling, Nick!
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Pierwolf on November 27, 2012, 01:42:55 pm
very interesting nick! keep up the good work!
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Die_In_Fire on November 27, 2012, 04:53:53 pm
wow!!that new town system screen looks like a snes game  :cheers!:
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: BeasTie on November 27, 2012, 05:09:40 pm
Looks really good, you could probably hide stuff in the town map too, eg. destroyable bushes,like zelda.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Bloodbane on November 27, 2012, 09:06:52 pm
 The new town looks great!

Quote
you could probably hide stuff in the town map too, eg. destroyable bushes,like zelda.

 :laughing: :laughing:
 oh sorry, I was thinking about throwing bushes ;D
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: BeasTie on November 27, 2012, 09:42:48 pm
Which ever works ;D
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 28, 2012, 09:59:53 am
 :) I'm glad you guys like it. I hope you like it even more when I release the next update!

wow!!that new town system screen looks like a snes game  :cheers!:

I made all of the maps in the game (world map + towns) using RPG Maker. It's neat, because I've been making games in RPG Maker since I was 13! I stopped using it when I discovered BOR some 8 years later... and thanks to ClaFan, I get to use both!  ;D

But enough talk. You want to see more new stuff, right? Well--

(http://i.imgur.com/vYReS.png)
The World Map has been expanded two-fold in width!

(http://i.imgur.com/6oqxw.png)
You can talk to NPC's!

And that's all for now. Once these law school exams are over (December 6th, baby) there will be such an awesome explosion of new content to see. You won't even know what to do with yourself.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Pierwolf on November 28, 2012, 01:45:49 pm

I made all of the maps in the game (world map + towns) using RPG Maker. It's neat, because I've been making games in RPG Maker since I was 13! I stopped using it when I discovered BOR some 8 years later... and thanks to ClaFan, I get to use both!  ;D


i was thinking of doing the same thing for my game. i have RPG MAKER VX Ace, but i've never used it, or any of the previous versions. i only use the cool img files that i find in the various rpg maker folders, and assemble them in photoshop, for now.

from what i've understood, you use instead the program itself to create maps? this could make me save a lot of time. any tips for a totally rpg maker noob like me, nyck?
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 28, 2012, 02:32:28 pm
from what i've understood, you use instead the program itself to create maps? this could make me save a lot of time. any tips for a totally rpg maker noob like me, nyck?

Yep, that's what I do! It's simple, really. I just make a map, set the view setting to 1/2 (it may be different in VX Ace, I use 2000), and prntscrn. It's just that easy! But sometimes, the map will be bigger than what you prntscrn, so you'll have to kind of put together the "pieces" in MSPaint or something.

The reason you have to use the prntscrn key is because there's no other way to export RPGMaker maps into an image file. Hope I helped, man!

The new town looks great!

Quote
you could probably hide stuff in the town map too, eg. destroyable bushes,like zelda.

 :laughing: :laughing:
 oh sorry, I was thinking about throwing bushes ;D

I like the idea, but I'll save it as an "extra-but-sweet feature." It'd be detracting from the main game if I edited all 20-some characters to give them world map attacking sprites! That's time I could be spending on making more stages and stuff! ;)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: dafirus on November 28, 2012, 04:39:33 pm
May I suggest a Job? Still have time? I would see a Holy Swordsman (Final Fantasy tatics), which is the game's character Cidoffus Orlandeau.
http://www.angelfire.com/fl5/fftactics/holy_swordsman.html
http://finalfantasy.wikia.com/wiki/Cidolfus_Orlandeau

Do not like the look of it but the job would be pretty cool in a well done character. Examples:
http://tobiasmastgrave.files.wordpress.com/2011/08/swordsman.jpg
http://fc01.deviantart.net/fs4/i/2004/231/2/9/Holy_Knight.jpg

What do you think?
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: Die_In_Fire on November 28, 2012, 05:12:34 pm
can you hide the HUD on the map stages??

rpgmaker... I never learnt how to use it... I always weanted to create an actio-rpg a la Secret of Mana  :-[
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: zankurous on November 28, 2012, 08:15:17 pm
Wow! Su much new stuff to try out! Good luck with this mod and I wish you the very best of luck with your exams! :)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on November 29, 2012, 09:52:20 pm
May I suggest a Job? Still have time? I would see a Holy Swordsman (Final Fantasy tatics), which is the game's character Cidoffus Orlandeau.

What do you think?

I never played FF Tactics, but from the sounds of it, he's just a more offensive Paladin. I don't know... with Fighter, Onion Knight, Valkyrie, Dwarf, Knight, Dragoon, Hero, Thief, and Monk, I think I have enough pure offensive characters. I've been thinking; if I'm to add more characters, it would probably another kind of mage or something a little more gimmicky (kinda like Belmont). Wouldn't you say the roster is saturated with melee types?

That said, if you can honestly make me a sprite in the style of FF1-3 NES, and I like it, I'll consider putting it in.  :)

can you hide the HUD on the map stages??

No.  :( I wish I knew how. It's very annoying.

Wow! Su much new stuff to try out! Good luck with this mod and I wish you the very best of luck with your exams! :)

Thanks zankurous! I just rocked Civil Procedure I today, and this weekend I'll be studying for my upcoming Contracts I exam. After that is Torts I, and I'm free! (for a month...)
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: zenny on December 01, 2012, 10:44:09 am
Having trouble with ClaFan on Wii OpenBOR on the most recent update. I put just the .pak file in the pak folder on my SD card. It loaded halfway and then sent me back to the Homebrew Channel.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on December 01, 2012, 10:47:31 am
EDIT: I just tried ClaFan on the Wii version of 3740... the latest build of OpenBOR. It worked just fine for me. What does the log file say? I think you're doing something wrong... maybe using an old version of OpenBOR?

Having trouble with ClaFan on Wii OpenBOR on the most recent update. I put just the .pak file in the pak folder on my SD card. It loaded halfway and then sent me back to the Homebrew Channel.

Most recent version of what; Wii OpenBOR, or ClaFan 1.17? I know that OpenBOR rarely updates without ruining something (just saying!), so I'll play the latest build of the game on the latest build of OpenBOR and see what happens.

In the meantime, use the OpenBOR version I uploaded here: http://www.mediafire.com/download.php?in4pp7t7nn6utck
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: zenny on December 01, 2012, 04:12:02 pm
EDIT: I just tried ClaFan on the Wii version of 3740... the latest build of OpenBOR. It worked just fine for me. What does the log file say? I think you're doing something wrong... maybe using an old version of OpenBOR?

Having trouble with ClaFan on Wii OpenBOR on the most recent update. I put just the .pak file in the pak folder on my SD card. It loaded halfway and then sent me back to the Homebrew Channel.

Most recent version of what; Wii OpenBOR, or ClaFan 1.17? I know that OpenBOR rarely updates without ruining something (just saying!), so I'll play the latest build of the game on the latest build of OpenBOR and see what happens.

In the meantime, use the OpenBOR version I uploaded here: http://www.mediafire.com/download.php?in4pp7t7nn6utck

EDIT: I am going to try to download the OpenBOR from this site and see how that works.

My bad, I was using ClaFan 1.17 on the latest build of Wii OpenBOR. I'll try the one in your uploaded file.
Title: Re: ClaFan - Classic Fantasy ver 1.17
Post by: NickyP on December 05, 2012, 11:43:01 am
Please check the poll. It's a new question.  :)

In the meantime, I've added two more new quests. I won't show screenshots so I don't spoil the fun, but just know they are there!
Title: Re: ClaFan - Classic Fantasy ver 1.0
Post by: soniczxblade on December 06, 2012, 05:01:20 am
Man, when I played it, I thought it was a complete version until I found out there's no ending in the game and I realized it's a demo. Heheh.


I thought that also, but I also thought that this was kinda yet less fun for a complete mod, I mean, it was still lack of characters and not fully finished, but I think it was nickyP who will judge his mod,
SimplePortal 2.3.3 © 2008-2010, SimplePortal