With the activity on the forum, I'm surprised more people haven't contributed. ATCS and Tiled are easy to use and the tutorials explain everything. The only thing that gave me trouble was Android Studio.
Yes, the maps were created in Tiled. Everything else in ATCS. I should have mentioned that b/c I couldn't get the graveyard map to open in ATCS either. Now I know why!
1. Yes, the quest_70 (saying you killed the boss) goes off when you speak to the boss b/c I could not figure out how to make the event go off AFTER the boss dies or when you get the key. I didn’t think of the script areas, I’ll try that.
2. As for being unbalanced, I was aiming to make it a notch more difficult than Lodor’s cave but honestly I just put random stats for the monsters. I’ll take a look at existing monsters and tweak them accordingly. I’ll also tweak the sword.
3. Dialogue – no problem changing that. I recall a couple of dialogues that poked fun about RPG hero’s barging into houses and was building off that. For algore’s intro, I understand if breaking the 4th wall is too much. No political statement per se, I just thought it was funny that putting the name together looked like an RPG name. I'll change it. The other instances are not supposed to be breaking the 4th wall. My thought was it’s the hero’s internal thoughts. I’ll clean them up and also remove the cursing
![Smile :)](./images/smilies/icon_e_smile.gif)
4. Shading – I wanted to have the player enter the graveyard at night (even though like you said there is no passage of time in the game). I read somewhere in the forums about using the shading to simulate night/darkness like in Lodar’s cave. Guess I didn’t think about having it change back. I’ll try your suggestion, maybe I’ll change it to a curse or something that makes it dark and then have it revert back when the curse is broken.
Anyways, the other suggestions (making the map more diverse) are simple changes. I’ll correct them and resubmit.
Thanks