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315mb, last updated 3:20 PM 2/20/2012
Hey everyone!
You may remember last year I released a group of games in java.
You may also remember that lots of people couldn't get it to work.
So I've finally converted it to something that everyone should be able to run:
http://dl.dropbox.com/u/16520690/JeqoconB.zip
That's 315 megs. Extract it all, or none of the sound will work.
There are a few missing music files, and a few small bugs, but it's overall complete enough that I just wanted to post it.
First thing to notice: there are three options in the game selection menu, but only two of them work.
Now, let's continue:
While in a game, you can press escape to return to the game selection menu and switch to the other one (or reset the current one, I guess?)
Press F5 to adjust voice options, such as selecting what voice to use (if a screen reader is running, you can use that, too!), speaking rate, even pitch if you're using sapi5.
Both games are designed with console-style controls in mind. You can adjust these in both games if you can find the configure controls options. The arrow Keys and enter should be enough to get you there, but if not, I'll list the defaults later on in this post.
The information buttons have been greatly improved from the java version. Instead of reading everything at once, they open lists that you can navigate with the arrow keys, or whatever directional buttons you've assigned in config. For DBGU, f1 covers everything. the JF IM Adventure has a menu for characters (F1) and one for items (F2).
In the JFIMA, you can press F3 to hear the general area that you're in. One of the big issues people were having was getting lost in the first area, so this should help you get a better idea of where you are.
In DBGU, F2, F3 and F4 should let you save, load, or adjust save slot (I don't remember which is which at the moment, but I think F2 is save, F3 is change slot, and F4 is load. I'm not certain, though.).
In both games, F8 mutes or unmutes background music. F9 and F10 adjust the BGM volume.
I was having an issue in the JFIMA with sound getting frozen about three quarters of the way through. I haven't had this happen for a while, but I added a backup method for refreshing the sound system. So if you can still hear sapi say what makes sense for what you press, but no sfx are playing, press F11. If this doesn't fix it, please let me know!
The topography cues in the JFIMA are the same as for Mario. An electric ping-type sound is something higher than where your feet are, a bizarre sort of wind sound is a drop. If the wall sound rises in pitch, it indicates a slope. There are door and ladder sounds as well, but I ... don't think I can describe those.
I'll try to find the disorganized documentation I have scattered about. Hopefully it will eventually be included in the archive.
Anyway, those default controls.
It's designed to support two players at the same keyboard, so there are two sets of controls. Remember that you can adjust as needed.
Left / A
Right / S
Up / W
Down / Z
F / Numpad1 (button 1)
G / Numpad2 (button 2)
H / numpad3 (button 3)
R / numpad4 (button 4)
T / numpad5 (button 5)
Y / numpad6 (button 6)
space / enter (start)
You won't be using 4 5 or 6 in DBGU, but they are essential to the JFIMA.
The way the fighting system in DBGU works, what the commands actually do in-game will vary from character to character, so this list of defaults is more a "most often" list.
DBGU:
left = move left
Right = move right
Up = jump
down = crouch
1 = punch, read selection at a menu or in subtitles
2 = kick, previous menu or select character /item.
3 = In-game menu, confirm menu selection.
Also, press 1 when the game is paused to have your inventory sorted. It's not necessary, but I found that it's very easy to get lost in there, so I added this ability.
Subtitles that don't pause the game might get spoken several times. You can usually press control to put a stop to this if it gets annoying.
JFIMA Controls:
left = turn/move west
right = turn/move right
up = turn/move north
down = turn/move south
1 = attack
2 = guard, examine/interact, power up.
3 = Jump
4 = Hold to use the accessible camera to examine your surroundings (see below).
5 = Hold to access inventory or party menu (see below...)
6 = Crouch. I know it seems far from jump, but in the default layouts they're actually right beside each other.
The accessible camera only moves in 2d, but you really only need it to move in 2d. Press the guard/examine/ki button with it active to bring the camera to your position, then use the arrow keys to move it around. It will play topography sounds for tiles at different heights, or the landing sound of the tile if the height is the same. (Or the sound for bumping into a barier if the tile is more than three meters higher than you are).
The controls for the party/inventory menu are a little arbitrary, largely because I kinda just ran out of things that made sense.
Left/right will select a different party member and read their health.
Up/down will move through your inventory.
1 (attack) will drop whatever item is selected.
2 (guard/examine/ki) will have you try to face the nearest enemy, if any are in range.
3 (jump) activates/deactivates an item. Note that it doesn't make a sound when you equip things in the armor category. I often find myself pressing up and then down just to hear the game tell me if it equipped successfully or not.
6 (crouch) will have you switch to the selected party member, if possible.
Dropbox tells me that it will take four hours to upload, while when I started typing this it told me 3. Also, expect my dropbox to get temporarily disabled for too much traffic shortly after the upload is complete, since that happened last time with a smaller archive. (Mirrors will be appreciated!)
Documentation and such...
JFIMA Help
DBGU Quick walkthrough
DBGU more thorough walkthrough (incomplete)
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
George... Don't do that.