Click on the item; in the bottom left of the info screen, you'll see several choices, including equip, perhaps sell, and drop.
Ah ha! I thought I had to do a drag and drop type thing. Every time I did it my internet shut down so I was getting mad. Thank you.
YAY! ^_^
Thank you.
So much.
xxx
"The most important and recognize player in the history of the country."
Sometimes I wonder what my life would be like if I were as great as Paulo Wanchope.
Minimum 4 characters for names = Yuck.
No spaces allowed in names = Yuck.
Also, you should start out with some gold. Otherwise all you do at the stat is run around looking for said gold, which involved a definite need to constantly save, run, run, find gold, save, run, die, restart, run, run, find gold, run, die, restart, etc.
Which really isn't how a game should start.
EDIT: If you're going to die so much, I would suggest making the restarting a very quick process. Something such as "You died! Restart at last save point?" instead of "You died!" *button lick* "PWNED!" *button click* Load a game? *button click* *button click* *play*
Bow before the mighty Javoo!
Looks like fig isn't god anymore![]()
there was a picture here
Ninjas suck.
Is there any advantage to being neutral whatsoever? If not, then you should get rid of the option altogether.
EDIT: Keys for Save and Take Item would be great.
EDIT: The Captain always says I have defeated 137 out of 477 enemies at the moment. I'm trying to get to 30% but it seems he can't be bothered counting anymore.![]()
Bow before the mighty Javoo!
I moved one square and died. :( The game is not balanced early on. xD
There's no avatar for Dark Hazzard.
The game seems to go the opposite direction of traditional games. In traditional games, it's harder the further you get. In this game, it's much easier. xD It's pretty much a level grind. Having said that, it's still entertaining enough to keep you clicking for quite some time, if only to get to the point where you can kill anyone.
Mulley, I've hit a bug. I think I went straight from one map to another and at the same time, went into the green temple thing which happened to be on the edge of a map. The monsters and items look like they belong to such temple and I've defeated a green Warren thing, but I don't see the inside of the temple, I see the world map instead, including the green temple which is sitting on the edge of this area where I first entered. I can even walk on the water.
I think there's a bug where if you enter a new area and there is a temple in the first square you move to in the new area, it displays the world map but the events (and where you can walk, etc) are all the inners of the temple. To top it all off... I'm stuck. If I go onto a certain square (which I imagine is the entrance to the temple, judging by what happens), it refreshes the map but the map is still bugged. I can't get out!
*saves and exits to get out of it*
Bow before the mighty Javoo!
Based on people's feedback, I'm starting an update list in my first post for what I'll include/update in the "official" V5.0 release. If I miss anything in the list, please let me know.
When I started this with V1.0, it was meant to be a 10 minute diversion where you either defeat Cid or you die and try again. Now that it's so much larger and in-depth, I haven't been as happy with how the life works. I don't know why I didn't think of an Inn/HP style life before, but it makes a lot more sense now. I'll update it so that the life is your max life (just like HP), which grows with defeating enemies in battle, and your life can be restored at an inn in towns. This'll make it feasible to add a Cleric-style class as well. I tried before, but I couldn't create enough spells for such a class and it seemed too watered down. Plus with the addition of a more traditional HP-style life, I can look into adding status ailments back into battle, which didn't work too well before.
* adds "life and life experience become max life and max life expereince" to update list*
* adds "include inns in towns to restore life" to update list*
* adds "investigate adding Cleric-style class" to update list*
* adds "investigate adding status ailments" to update list*
Why would anyone want less than four characters? It's not like they're going to name themselves BoB.I can remove the minimum length on the username. It's probably a copy from the password minimum length being four characters.
* adds "no account/character name minimum" to update list*
Good point. Sometimes you overlook the simple things when you're developing a program.
* adds "allow spaces in account/character name" to update list*
I've gone back and forth on this. You find items and gold relatively easily, and you can sell items in the shop, so gold isn't so hard to come by.
Tav commented on the "pwned" screen losing it's novelty relatively quickly as well. I'll make an update so that the game over pop-up confirmation screen reloads from your last save point on "Okay" or takes you back to the Manage Character screen if you select "Cancel".
* adds "Remove Game Over screen and allow easier restart" to update list*
The idea behind playing a neutral character is it's less "intense". I wanted to have good and evil characters be harder to play, but the rewards greater. Good an evil characters will have more "extreme" battles with good and evil opponents due to two possible elemental opposites or samenesses (character alignment and good/evil equipment). Also, I didn't include the events yet as they're more peripheral and I wanted to get the core gameplay out for "user testing". A lot of the events will be based on good or evil alignment, with about a 65/35 split of negative/positive results based on your alignment. In the next update I'll be changing a few things to make the challenge versus reward of good/evil characters greater. Any comments or suggestions on this are appreciated.
* adds "improve alignment risk/reward ratio" to update list*
I didn't think about the Save but that one's easy. I started to look into the Take command but there's a lot of custom code depending upon where it shows up (items versus spells, field versus shops, etc...). When I finished the Beta version I planed on doing it in the next update, as it took some reworking of the code that I didn't want to worry about with the beta release.
* adds "Save and Take shortcut keys" to update list*
Yeah, I had a hard time balancing this game. It's a lot larger than V4.1 so there were a lot more variables involved in the balancing. I played through 3-4 times as various class combinations to work on the balancing and such in testing, but I obviously missed a lot of different class combinations and play styles. I might look into combining a few of the classes in the future to make their life a little easier (like the Ninja and Ogre becoming an Assassin). You should have seen how the game handled before I played through to work on balancing. It was attrocious! xD
This is great feedback and I appreciate it everyone! Please keep it coming.
Fix'd. :chef:
Yeah, it sounds like it didn't load the earth temple map for some reason. You hit on another item that I think I want to change on the next update, no special tiles on the outer edge of a world map screen. It's a little disorienting to switch world map screens ad be catipulted into a new map. That will probably also fix the bug you've run into.
* adds "no special tiles on outside of world map screens" to update list*