Post subject: Chronicles of Galia: The First Mission (updated to v1.2)
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Hey guys, guess what? I've just released my latest game to the public. I spent a long time making it, and I hope you enjoy it. Of course, comments and critiques are always welcome.
    Game Info: "Jean-Pierre is back in a fully enhanced and extended version of his original Adventure! The original quest of yore has been greatly expanded upon, and it has now become Jean-Pierre's largest, most expansive adventure yet! Just like my other games, The First Mission was programmed using 100% QBasic language, featuring colorful VGA graphics." The game plays kinda like a classic 2D overhead-view Zelda, except with turn-based battles. Due to QBasic's limitations, though, the palette is limited to 16 colors, movement is grid-restricted, and the sound is delivered via the system's beeper.
Direct download link: http://www.rphaven.org/gs/cog1/AZMR1.zip Web page: http://www.rphaven.org/gs/cog1/e-main.htm EDIT: Updated to v1.1 - Fixes a bug with a bombable wall in Crystal Cavern (Zuntrios). EDIT 2: Updated to v1.2 - Fixes a bug with the Pegasus Feather in the Dragon Shrine (Zuntrios).
Active player (287)
Joined: 3/4/2006
Posts: 341
I played the Adventure games a long time ago (long enough to forget the solutions to everything) and enjoyed them, so I'll definitely check this out. One thing I never figured out in Adventure 2: how do you solve the rooms with a special tile in the middle and a number above it? I always just walked around aimlessly until the room somehow solved itself.
Active player (328)
Joined: 2/23/2005
Posts: 786
Easy: Step on the center tile that number of times. I also had a hand in making this game, so I can't wait to see what people think of it.
Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Zuntrios at RPHaven found a bug in the Crystal Cavern. One of the bombable walls (the 4-block one to the southwest of the cave) kept regenerating no matter what, effectively trapping the player inside. The thing is, that part worked fine throughout all of the beta-testing stage. Just before release, though, I spotted a minor issue in that same room and fixed it... except that fix obviously broke that part with the wall, and I didn't realize because that flag was already turned on in my file! Oh, well...: Anyway, it's fixed now. The file version has been upgraded to v1.1 to reflect the bug fix. The download link is the same: - http://www.rphaven.org/gs/cog1/AZMR1.zip (A note for those of you who already have save files, and wish to keep your progress: To preserve your save file, you just have to copy your AZMR-SAV.DAT file to the new folder.)