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Magic Castle - Comments feedback
January 06, 2021, at 03:30 AM (66 comments)
Title: Magic Castle - Comments feedback Author: mgarcia Date: 2021-01-06 13:30 +1100 Tags: Images Comments: Open
Magic Castle - Comments and feedback page
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Comments and feedback from the Magic Castle interview page
Translation updates and credits posted here: http://netyaroze-europe.com/Media/Magic-Castle-Translations
66 comments on "Magic Castle - Comments feedback"
https://youtu.be/7vsuuRCVHr4
As John in the comments already said, it would be really useful for hobbyists (and for preservation purposes) to have access to the source code as well. Please consider this.
Also, I have some feedback to give. Should I post here, twitter or email?
Regarding the source code, unfortunately it's not ours to release that would be something you'd need to ask @SG_matsu and/or @PIROWO directly via twitter.
@Panacea, cool thanks for that!
I would prefer all feedback and comments posted on archive.org or here (there's no limits on comment size) :)
@KoroAkechi. I've seen the game running on a PSVita https://youtu.be/jrBfG8Of9aM
I'm not sure if that same file would work on psp.
@Jake. We haven't tested the game on Retropie. I think it uses a modified version of PCSX. In that case, a PS1 bios might be required instead of the hle bios.
These are things that I think that could improve that game:
-Make clones enemies wait a bit before appearing. Melee characters can get punished by killing an enemy and having another one appearing close to them
-Make key invincible when appearing, so you don't automatically go to the next floor by killing an enemy with multi-hitting moves
-Raise a little bit the value of rarer coins, as 3 platinum coins aren't even enough to buy the cheapest item from the shop
-Make the hitbox for the shop smaller, so you can fight enemies without opening the store for every attack.
And things that I think could improve the game, but may change the experience devs intended:
-Make coins slowly go towards the player or stay in place, so it's easier to pick them
-Make clone enemies slight weaker than the original (less damage and hp), skeleton rooms are a problem to deal with because they are always following the player, never stop appearing and red skeletons have a lot of HP. (You can deal with these rooms using scrolls, this change would make easier to deal with these rooms without scrolls, but it's hard mode so it's okay to be hard)
Someone knew if can b'played in PSP?
How can I contact you?
@FedePG, Characters have endings and unlockables, the game... hmmm I don't know sorry.
@Hidro, There's a great Spanish (and English) translation, Japanese is WIP, I don't know how many language MC can support, but I don't think adding more should be a problem, it's probably something that should be crowd sourced though, so check back in a few days.
1: It might be hard, but i need an id for the game, (like SLPS-00587) i tried to come up with a code searching for the most approximate from alphabetical id's but no results. I'm still figuring out what to do, it only displays "damaged data"
2: I can't get PSX2PSP to compress it, so it's heavier than any psp game ever.
If you can help me with one or none it's ok, as i said, i absolutely love your work , i'll try to do mine the best.
https://clips.twitch.tv/MiniatureUnusualClipsmomGrammarKing
And I also want to congratulate you for the amazing UI! It's nice to be able to quickly use a potion you just found or easily equip items!
Tested:
- DuckStation (PS1 emulator): Working!
- XEBRA (PS1 emulator): Working!
- PCSX2 (PS2 emulator): boots, but has graphical errors.
- RPCS3 (PS3 emulator): converted to EBOOT.PBP then converted to PKG. Working!
- PPSSPP (PSP emulator): converted to EBOOT.PBP. PPSSPP does not support PS1 games.
- PS Vita 1000 using Adrenaline: converted to EBOOT.PBP. Does not boot.
- PS Vita 1000 using RetroArch: Working!
Всіх вам благ, і чекаю ваші нові ігри у 2042му році!
@Panacea. Hard difficulty is meant to be very hard but maybe we can improve the key and shop collision. At least that glitch didn't corrupt the game like the previous one. Those are very hard to reproduce and debug.
@Hidro. The program can't display accents or special characters like Ç or Ñ. That's why French and Portuguese translations are unlikely to happen. In Spanish, uppercase letters without accents are acceptable. If it's fine to write Italian without accents we could add that translation.
@Jeff Sousa. I've never used retroarch, but I've read that button combination can be customized in the emulator configuration.
And for those trying to run the game on systems I can't test, sorry but I can't think of anything else. We'll have to wait until someone else shares a solution.
Não entendi.
If I can help you with the translation in any way, I'm available! Can I give you my email?
Would it be possible to give the key some invincibility after it spawns? I keep hitting it by accident when it happens to come out of a thick mob.
I also found that the demo sequence has no programming and the character in it can be controlled by the player. It will cause the game to crash if the character dies.
Você salva para gravar as configurações, modos habilitados e pontuações. As próximas versões podem ter mais motivos para salvar
don't you have any issue with the command on retroarch, that's really weird for me because the other game i tried (THPS2) on the same console (retroidpocket2) and same configuration, the controls works perfectly.
I will remove it then.
I'll see what can be done to prevent hitting the key right after it's been produced.
Thank you! Done!
(deleted)
I did not have any issues with the controls, except that the analog stick was disabled by default on the version of RetroArch for Vita that I was using. I was easily able to go into RetroArch's setting and enable the analog stick. Also, it is worth mentioning that I am using the latest nightly build of RetroArch.
If anybody thinks the game could be translated to French or Portuguese without using the Ç character we could try adding more languages. We could use alternate words.
I've written a workaround to avoid hitting the key the moment it's dropped. Now I'm testing how long should it be disabled. Maybe 2 seconds, or 1.5?
Sorry but the "Start and Select" combination probably wont change.
That combination is used a lot in Net Yaroze games/demos and I *think* some OPSM disc demo's also use that combination, but I'm not 100% on that, but I wouldn't be surprised. I'm not sure as to it's origin to be honest, but it predates Net Yaroze, at least from a SCEE NY point of view.
I tried to switch some conrols but it doesn't seems to work.
For retroarch users, what core do you use?
Thanks again!
I can't move the camera with the right stick (fairy+semi-manual), it works with L1 and R1 during fairy birdview.
The reset combination (Select+L2+R2) also doesn't work.
I'll still stream to beat the game with other character and do the bonus modes
I'm playing on epsxe, I'll try another emulator to see if the problem continues
my email: (deleted)
twitter: @RicardoBonfim13
@RicardoBonfim. I've sent you an email.
I've been really interested in this project and would like to help for a possible French translation.
If I can help in any way, feel free to contact me by email:
(deleted)
(I didn't know if I should have shared my email directly so I used a Base64 encode for it)
You can mail me too
(removed)
I made a save state: https://www.mediafire.com/file/3al0367ly7kob0k/sstates.7z/file
@crush-zombie. Thanks. I've seen you can control the wizard again if she gets hit by the bat, but of course, this is not a normal behavior. Can you provide more information? How did she fall into that state, was she hit by an enemy? And while I perform some tests, can you please confirm if this happens using a different emulator?