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Re: [MOD] The MASTER key.
Posted: Fri Dec 21, 2012 8:56 am
by Pandafox
Dr.Disaster ... seriously... will you repeat again and again the same thing until the end of the world ? maybe soon....
Re: [MOD] The MASTER key.
Posted: Fri Dec 21, 2012 10:08 am
by Dr.Disaster
Pandafox wrote:Dr.Disaster ... seriously... will you repeat again and again the same thing until the end of the world ? maybe soon....
Just repeating the obvious for the blind to see or would "for the deaf to hear" be more accurate
Perhaps this illustrates it better:
http://www.youtube.com/watch?v=e29k-F5jBpk
Re: [MOD] The MASTER key.
Posted: Fri Dec 21, 2012 1:33 pm
by Phitt
I tried the mod and while I thought the ambient music was a bit weird (and at first I was also annoyed by the *ding* *ding* *ding* sounds, but fortunately they disappeared after a while) I also thought it had a slightly psychedelic touch to it, which I liked.
But it would still be a good idea to make it regular ambient music, and not only to make sure people can adjust the volume or turn it off completely if they don't like it. Wav files are also 10x as large as ogg files. Since there aren't many custom assets (or none? so far I haven't seen any) I assume the huge file size of the mod is caused by the very long wav files you implemented. If that is the case then you can reduce the file size by 90% that way. Down from 200mb to 20mb. If that is not a good reason then I don't know what is.
I also think that the sounds are gone for good anyway if you reload (which usually happens with playSound triggered sound effects unless you use a special method to start them again after a save was loaded), but I only reloaded once so far so I'm not sure.
Re: [MOD] The MASTER key.
Posted: Fri Dec 21, 2012 2:07 pm
by RMariano
Dr.Disaster wrote:Pandafox wrote:The strange "music" background was made by one of my friends.
I like it because I feel as "Lovecraft" atmosphere... But it is only my opinion
You may like it but others may not. If it's supposed to be "music" then why won't you set it to be this mod's "music" too? Right now it's "sound" and since LoG has only one master volume for "sound" your "music" drowns the regular game sounds, which i.e. makes locating things pretty hard.
Speak for yourself... The Master Key is very well done and that's the bottom line.
Gameplay, Sounds and Puzzles - all top notch.
Re: [MOD] The MASTER key.
Posted: Fri Dec 21, 2012 2:11 pm
by Pandafox
yes of course...
in fact when I made this mod, I didn't understood I can change the background ambiance
That's the reason.
Since I started to use the editor the first time I understood a lot of new things !
I know I could change that and make a new version but I'm very busy on making my new dungeon (with all the experience of the first one bring to me) and I really don't want to touch again the Master key... It is over for me
Re: [MOD] The MASTER key.
Posted: Sun Dec 23, 2012 6:38 pm
by Numberouane
We are playing with my daufgter
In the first level,
where there is the crab, she found a secret passage in the crystal room and of course being a teenager, she just doesnot know how she did it
Any tips for me?
In the spider area, again,
, a secret on the top left of the room. I got the antivenon bracelet but how to open this square? any special sequence with the buttons?
Level 2
Where is the big button? This big room is safe now but on door behind two plates ... I guess I have to trap monster on the plates but gate cant stay closed...
How to do this one?
Thanks
Re: [MOD] The MASTER key.
Posted: Sun Dec 23, 2012 8:54 pm
by Pandafox
Hi Numberouane
I can try to give to you some hints...
Level 1 :
Are you talking about 2 different games? yours and your daugther's game?
Because at the beginning, if you choose the left or the right door, the level is a little different
If you talk about the door just behing the crystal, near to the Crab, this is a door you only can see if you start with the right door.
If you got the bracelet, what is the question...?
How to open? but you are inside?
Anyway, no buttons sequence, only press the button, wait... wait... wait... the secret passage open and close alternatively and you have to run inside when it is open.
Level 2 :
Yes, you are right, you must catch 2 monsters inside the 2 cages to open the door behind and get the last key.
It is not so difficult, you can use the monsters factory and try to keep 2 snails alive it is more easy to control
Re: [MOD] The MASTER key.
Posted: Sun Dec 23, 2012 11:57 pm
by Numberouane
ok clear
Yes I got the bracelet, but on her map, on the left of the passage opening/closing, she got a square like secret one while I dnt hv it on the map.
yes u tight, she started by the crab part.
Re: [MOD] The MASTER key.
Posted: Mon Dec 24, 2012 11:54 am
by Pandafox
Numberouane wrote:ok clear
Yes I got the bracelet, but on her map, on the left of the passage opening/closing, she got a square like secret one while I dnt hv it on the map.
yes u tight, she started by the crab part.
Ah ah ! Yes... I must admit this secret is not easy to find...
You must walk on a invisible pressure plate later to open it (at the end of the smal herder corridor)
Why? Because in fact, you are not supposed to go to fight the spiders now, you are not supposed to be strong enough yet
But, later you must come back here to get the green gem, then you can see the secret opened.
Re: [MOD] The MASTER key.
Posted: Mon Dec 24, 2012 1:07 pm
by Numberouane
we are now becoming crazy with the moving walls area....on level 5
Time for a break