Q&A

I talked with Midak but now I can't find Kapura?

I knew that some people might get hung up here, but I left it in because I wanted people to explore and actually think a little bit more.
The first chapter was an introduction so I wanted to make sure that whatever you were supposed to do was spelled out very clearly, however half of the fun from the original game was getting stuck and figuring things out for yourself.
I distinctly remember back when the original game was being released, I would get together with my friends and ask them if they got past a certain obstacle or puzzle.  We would all see who could get through the chapter first.
So is this part of the game not spelled out for you? Yes.
Does it subtract from the expiriance? I would say no, but if enough people really think that it does, I will change it.
Besides, I spent over four months making this chapter, what's a few extra minutes of having to explore to you?

If you're getting frustrated though, here is a hint: Has anyone asked you to do a task that you haven't done yet?

And if you still cant figure it out: Try talking to the Turaga...
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What Music did you use for the Snowboard minigame?

The music is from Sonic 3: Ice Cap Zone.
Sonic 3 was one of my favorite games growing up, spent hours playing that game on a Sega Genesis... good times.
From this gameplay footage it can be easily seen why I chose this soundtrack.

The actual music I used was a remix of that soundtrack.
I considered using "Breaking the Ice", but ended up choosing "Ice Attack" because it resembles the original more.
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What happened to version 1.3?

First of all, the original version numbering format was Version = [Chapter.Revision]  So version 1.3 would be Chapter 1 Revision 3, which I never made.  Instead I bundled all of my bug fixes in with the Chapter 2 update.
After I decided to split up my releases into parts the version numbering format changed to Version = [Chapter.Part.Revision]  Therefore version 2.1.1 is Chapter 2, Part 1, Revision 1.
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How long until the next release?

I believe that version 2.2.1 (Chapter 2 Part 2) will take less time to develop than version 2.1.1 did because part 2 is quite a bit shorter.
The main setback is the Battle-Engine that I need to develop.  Basically I looked around at other games, and I noticed that quite a few of them have a single battle system that is reused over and over throughout the game (just look at any RPG game out there.) With minigames being by far one of the hardest things to build, I decided to implement this into my game by making selective minigames/engines that I can reuse over and over.  (For example; my gear-puzzle game I can reuse whenever Takua runs into some piece of equipment that needs to be fixed.  However the snowboarding minigame was more of a one-time thing.)
Therefore I decided to make a Battle-Engine that can be used whenever a fight breaks out between the Matoran and the Bohrok, which will happen a lot throughout the course of this game.  Besides this, there may be 3-4 new episodes in the next update but those shouldn't take nearly as long.

So I *think* that Part 2 will be developed quicker, but then again the Battle-Engine will be testing the limits of my coding skills by requiring me to code my first AI equipped with Pathfinding capability. Which I'm both excited and fearful to try and code.
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Why are you releasing the game Part by Part instead of Chapter by Chapter?

I decided to break each chapter into two (or more) parts and release the game part by part.  This will allow me to release updates more frequently (although each release will have less gameplay.) 
I decided to structure my updates like this for two main reasons:
  1. Unless I get some other programmers to help me, this will take a long time to produce and quicker updates will hold everyone's interest more effectively.
  2. Feedback! The bug reports that you guys submit help me immensely! The reason that the initial Chapter 1 release had so many errors was because I developed it almost entirely by myself before releasing it.  So hopefully splitting the game into smaller parts will help me deal with bugs when they are fewer and more manageable.
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Why are my save games erased when I update to a new version?

Flash saves the the game variables as "flash cookies" in you're computer's application data.  Whenever you change the name of the folder that you run the game from the save games don't move with it so they are lost.
I hate this system, but unless I make a executable wrapper or find a better Flash projector, I will just create a button in the "chapter select" screen that starts you out at the end of the last game release.

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What Programs do you use?

I make virtually everything with Adobe Flash software.  This is the same software that the original MNOLG makers used to make the game in the first place.  Previously I used Macromedia Flash MX 2004 but then I switched to Adobe Flash CS6 (which is just a newer version of the same software) because it has a few more features that make my life a little bit easier, both programs work just fine for editing an old game like MNOLG.
The only other program I use is Microsoft Excel.  I use this program to make editing tools that write large portions of code for me or decoding the text files into a much better format.  Some of my Excel tools are available on the Downloads page.
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How hard is it to make this game?

From Easiest to Hardest:
--- Dialogue ---

All you need to do is edit a text file to change what is being said. I also made and Excel tool that de-compiles the text into an easily edited format and then re-compiles it after you're done!  Easy as pie!

--- Game Areas ---

These are really simple because they are just one scene. All you need to do is position the graphics in a good place and you're done. So virtually no animation just art placement around the scene. sometimes you will have to draw something, but anyone who has scribbled in Paint should be able to handle that. (MNOLG art is very simplistic, you don't need to be an artist to replicate MNOLG-style graphics)
Click on the below image to see how BZPower member Infrared changed around my original Po-Koro overlook:

--- Episodes ---


These are similar to editing Game Areas only you are making more than just one scene and adding animations as well, which Flash makes pretty simple.  So in concept they are easy, however they still take quite some time to put together.

--- Modifying the Game Engine ---

This requires very little graphical manipulation and a lot of programming. I'm not a programmer, I've only taken one or two basic programming classes in school and I was able to teach myself Actionscript which is the language that Flash uses. I do believe that Actionscript it simple enough that anyone could learn it, however it will just take more practice if you've never coded anything before.

--- Games & Puzzles ---

Basically a combination of Modifying the Game Engine and Making an Episode; lots of animation and LOTS of coding.


To put it simply, I believe that anyone could edit Dialogue, Game Areas, or even with a little practice Episodes. which accounts for 80-90% of the game.
The coding is the only thing that has a bit of a steeper learning curve.
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