Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: noahbaby94 on December 29, 2008, 10:00:33 pm

Title: Real-time fighting
Post by: noahbaby94 on December 29, 2008, 10:00:33 pm
Hi I'm new to the forums I've been hanging out at the irc lately and I thought I'd show you what I've been working on.It's a real-time fighting arena style game with health bars,movement and a simple attack system.It's powered by xlib.Screenies should be coming soon.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on December 29, 2008, 10:15:22 pm
Welcome aboard :)

This sounds promising, I can't wait to see the screenies :)
Title: Re: Real-time fighting
Post by: noahbaby94 on December 29, 2008, 10:33:48 pm
Here's the screenies.
(http://img150.imageshack.us/img150/8370/img001ri0.gif) (http://imageshack.us)
I need some help with sprites 6*8.I need better fighters and enemies.
Title: Re: Real-time fighting
Post by: kalan_vod on December 29, 2008, 11:13:50 pm
Well I hope you continue work, I like to see more! Haha, well CDI has released a demo of a fighting game using xLib. [Here] (http://www.junemann.nl/maxcoderz/viewtopic.php?f=24&t=2690), might help you out in you game!
Title: Re: Real-time fighting
Post by: DJ Omnimaga on December 30, 2008, 12:34:28 am
I like these sprites. I'm sure they would also do pretty well in some kind of strategy game, with the energy bar at top and all :)
Title: Re: Real-time fighting
Post by: TIfanx1999 on December 30, 2008, 01:52:42 pm
Were the screen shots removed ?, because I don't see anything...
Title: Re: Real-time fighting
Post by: DJ Omnimaga on December 30, 2008, 02:07:22 pm
I think Imageshack is down atm. They arent very reliable for image hosting these days, altough I prefer Imageshack to photobucket
Title: Re: Real-time fighting
Post by: noahbaby94 on December 30, 2008, 04:06:35 pm
The image is back now.I'm working on getting a second enemy and more battle skills. in then perhaps make a little side area/shop and make it an arena rpg.Does anyone have any ideas for extra skills for him preferably no ranged ones right now all I have is attack.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on December 30, 2008, 10:41:46 pm
Does the character can equip multiple weapons? Due to the nature of the engine, I think it would be cool to have techniques, like sword techs. Maybe main attack should be stabbing in one direction, second attack slashing (would hit all enemies to your left, right and in front of you), another attack could be some kind of lighnign bold you throw at the enemy (would attack everything straight forward) and maybe a spell to attack from anywhere on the screen
Title: Re: Real-time fighting
Post by: metagross111 on December 31, 2008, 11:19:01 am
i think you would do well to research the attack patterns in some dungeon crawler RPGs, most famously Pokemon Mystery Dungeon, possibly Izuna: Legend of the Unemployed Ninja. It may provide so insight for your game, even if the examples are turn-based.

Now that I think about it, a Fire Emblem game should be quite feasible, and possibly popular. I wonder who would tackle such a project?
Title: Re: Real-time fighting
Post by: necro on January 02, 2009, 03:13:48 pm
So the game is something like a Megaman Battle Network? If so, I'd suggest having attacks that hit diffrent patterns of squares like the various sword attacks in that game.
Title: Re: Real-time fighting
Post by: noahbaby94 on January 04, 2009, 09:43:53 pm
New screenies.
Lot's of new skills engine reworked.
(http://img399.imageshack.us/img399/8052/img001mv3.gif) (http://imageshack.us)
It's faster on the actual calc.
Next is making a shop area intro-ish thing.
Title: Re: Real-time fighting
Post by: metagross111 on January 04, 2009, 09:50:24 pm
it looks good, you know what i think would be cool? having a couple rocks or obstructions around to provide cover and somesuch.
Title: Re: Real-time fighting
Post by: noahbaby94 on January 04, 2009, 09:52:14 pm
Yeah that could be cool really easy to add too.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 04, 2009, 10:12:26 pm
oooh awesome, for some reasons the graphics reminds me Ultima for calcs :)
Title: Re: Real-time fighting
Post by: kalan_vod on January 05, 2009, 12:25:08 am
That looks really cool bro, love the "fire" attack! Keep that great work coming!
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on January 05, 2009, 09:55:42 am
how does the fire attack work? at times ive seen it take up the whole screen, but at others it just seems to be a limited flame.

Moved to Real-Time fighting topic
-simplethinker
Title: Re: Real-time fighting
Post by: noahbaby94 on January 05, 2009, 12:01:18 pm
Now I need help with the sprites I really don't like the one's I've got now. The fire almost looks like something from mario.
Title: Re: Real-time fighting
Post by: metagross111 on January 05, 2009, 01:43:11 pm
in this type of game, the best you can do is a squiggly line sprite
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: DJ Omnimaga on January 05, 2009, 04:05:03 pm
I think you meant to post this in the Real Time Fighting topic, right?
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: metagross111 on January 05, 2009, 04:08:53 pm
crap, i think i hit the « previous next » button or something
Title: Re: Pokemon Stadium - Battle Simulator in the works
Post by: noahbaby94 on January 05, 2009, 05:45:43 pm
The fire attack has two variations fulls screen pwnage and a smaller 3*3 attack the full screen uses masses of mana though.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 05, 2009, 06:15:35 pm
is it random or can you actually choose which one to use?
Title: Re: Real-time fighting
Post by: noahbaby94 on January 05, 2009, 06:43:33 pm
You can choose between the two.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 05, 2009, 07:34:48 pm
aaah ok, I wasn't sure if it was more some kind of random critical damage attack.
Title: Re: Real-time fighting
Post by: noahbaby94 on January 06, 2009, 06:39:40 pm
OK here's it at full speed.
http://noah.wikidot.com/arena-rpg
Title: Re: Real-time fighting
Post by: noahbaby94 on January 06, 2009, 08:59:56 pm
I've got the beginnings of the shop area the link is at the same spot as the old one.Next is making an inventory.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 06, 2009, 10:56:26 pm
wow  pretty nice, this is quite fast actually. Glad you managed to have the screenshots shown at right speed
Title: Re: Real-time fighting
Post by: metagross111 on January 07, 2009, 01:44:28 am
looks great. i liked that fire attack that went around you.

btw, i think that a fire attack that covers the entire screen is sort of cheap. maybe you can manage a sort of a diamond shape?
Title: Re: Real-time fighting
Post by: noahbaby94 on January 07, 2009, 10:37:52 am
Yeah that sounds better otherwise I guess you could just spam the fire attack.
Title: Re: Real-time fighting
Post by: kalan_vod on January 07, 2009, 05:27:46 pm
Nice work~! I love the shop, its fun haha. Reminds me how Asteroids (Joes game) was on calc (the shop).
Title: Re: Real-time fighting
Post by: noahbaby94 on January 11, 2009, 02:03:29 pm
Nooo I've lost my link cable so no more screenshots for a while.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 11, 2009, 02:19:23 pm
ouch this sucks I hope you find it x.x
Title: Re: Real-time fighting
Post by: noahbaby94 on January 11, 2009, 11:05:50 pm
Inventory system is begininng to work now I can select items and wield them now I just need to make a sellback shop and I'll release a beta.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 11, 2009, 11:06:56 pm
promising :),  I hope this is finished :)
Title: Re: Real-time fighting
Post by: noahbaby94 on January 12, 2009, 11:25:02 pm
Finnally I found my link cable I'll post some screenies tomorrow.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 13, 2009, 01:52:05 am
Yay! The worst thing to happen is when you have to type the entire game by hand on the PC when you finished due to no longer having a link cable or vice versa x.x. I did that a few times with 10 kb games in the past
Title: Re: Real-time fighting
Post by: noahbaby94 on January 13, 2009, 07:34:23 pm
Check out the start of an inventory system.
http://noah.wikidot.com/arena-rpg
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 13, 2009, 07:45:02 pm
nice, will the final menu be in the same style than FF games?
Title: Re: Real-time fighting
Post by: noahbaby94 on January 13, 2009, 07:46:35 pm
I'm not totally familiar with the ff series what do they look like?
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 13, 2009, 07:57:34 pm
(http://www.ffcompendium.com/misc/ff3menu.gif)(http://www.ffcompendium.com/misc/ff4menu.gif)
(http://www.ffcompendium.com/misc/ff5menu.gif)(http://www.ffcompendium.com/misc/ff6menu.jpg)
(http://www.ffcompendium.com/misc/ff7menu.jpg)(http://www.ffcompendium.com/misc/ff8menu.jpg)
(http://www.ffcompendium.com/misc/ff9menu.jpg)
Typical FF menu, from FFIII to FFIX

Or like RPG Maker, but the only difference is that the navigation is to the left instead
Title: Re: Real-time fighting
Post by: noahbaby94 on January 13, 2009, 08:00:21 pm
I like that look I'll probably add that after I get the current system properly working.
Title: Re: Real-time fighting
Post by: noahbaby94 on January 15, 2009, 10:29:29 pm
Now were in glitch land look at latest screenie.
http://noah.wikidot.com/blog:7
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 15, 2009, 10:55:17 pm
lol  bonus weapon glitch? O.O
Title: Re: Real-time fighting
Post by: noahbaby94 on January 18, 2009, 06:14:28 pm
Yeah!! I fixed it there were numbers all over the place that were wrong.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 18, 2009, 06:50:18 pm
aah ok. It,s not as bad as these bugs that are impossible to recreate then (I really hate these and often end up not even fixing them x.x)
Title: Re: Real-time fighting
Post by: noahbaby94 on January 20, 2009, 03:50:41 pm
I have finnally decided on a name.
Plotless the rpg
Mainly do to the fact that there isn't any plot in the game.In other news I've started working on a ff based menu for saving looking at stats and items.
Title: Re: Real-time fighting
Post by: simplethinker on January 20, 2009, 04:54:21 pm
Sounds good ;D.  It's very....fitting
Title: Re: Real-time fighting
Post by: kalan_vod on January 20, 2009, 06:05:55 pm
ROFL, yeah I made a few titles similar to that XD...Hope to see this progress more!
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 21, 2009, 12:28:09 am
lol weird title, but the game could still turns out pretty good anyway if it has good features and stuff. :)
Title: Re: Real-time fighting
Post by: noahbaby94 on January 21, 2009, 08:38:42 pm
I've come to a cross-roads making the menu should I abbreviate the items or have it clear the screen and display everything normally.
Here's a picture of what I have now.
(http://noahblog.wikidot.com/local--files/arena-rpg/SCREEN01.BMP)
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 21, 2009, 09:16:53 pm
I would recommend against abbreviating the item names if the names aren't avaliable anywhere else in the game. You could always shorten the names of the actual items though. I like the menu actually, but I am wondering if it would be better if the border white area was 1 pixel wide instead of 2?
Title: Re: Real-time fighting
Post by: TIfanx1999 on January 21, 2009, 09:56:20 pm
Abbreviations should be okay as long as they can be understood. A short description of the item may help though.
Title: Re: Real-time fighting
Post by: kalan_vod on January 21, 2009, 11:44:10 pm
I try to keep my menu names to a four letter + : ..ATTK works, you could go over it in a readme...Like they read those ;)
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 22, 2009, 01:09:43 am
I try to keep my menu names to a four letter + : ..ATTK works, you could go over it in a readme...Like they read those ;)
yeah, on the earth there are only 31337 people out of all the ones got got internet access who read readme and instructions when downloading something
Title: Re: Real-time fighting
Post by: kalan_vod on January 22, 2009, 01:51:41 am
I try to keep my menu names to a four letter + : ..ATTK works, you could go over it in a readme...Like they read those ;)
yeah, on the earth there are only 31337 people out of all the ones got got internet access who read readme and instructions when downloading something

Someone should make a program to make them read the read me, oh wait kevin did ;).
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 22, 2009, 02:48:54 am
Oh I did, but only two of my games uses it so far and I don't feel like implementing it in each of my other games except if I ever make new ones that are hard to install. Harrierfalcon did one too IIRC
Title: Re: Real-time fighting
Post by: simplethinker on January 22, 2009, 11:27:19 am
If you don't read the readme even when you're confused with something in the game, then you are an idiot >:( and you aren't worthy to play the game ;D
Title: Re: Real-time fighting
Post by: noahbaby94 on January 22, 2009, 02:11:02 pm
Yeah I'm gonna have to write a good readme for this file considering that half the time I have trouble remebering what stuff does.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 22, 2009, 06:07:38 pm
oh I hear you. I don't remember how to hack some of my old game stats and I even forgot where to find some items and some boss in some of my RPGs, because it has been so long x.x. For ROL series it's not a problem though, since I planned them on paper prior making them
Title: Re: Real-time fighting
Post by: noahbaby94 on January 22, 2009, 09:34:12 pm
New screenies the I still need to tweak it some though.
(http://noah.wdfiles.com/local--files/blog:9/IMG_005.gif)
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 22, 2009, 10:50:36 pm
i like the new menu better
Title: Re: Real-time fighting
Post by: kalan_vod on January 23, 2009, 03:17:25 am
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
Title: Re: Real-time fighting
Post by: noahbaby94 on January 23, 2009, 09:35:51 am
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 30, 2009, 04:18:55 am
I am curious about the title, since this is one of the RPG I am supposed to add to the new forum section. I am supposed to add both pokémon games too but I am waiting until their next update
Title: Re: Real-time fighting
Post by: noahbaby94 on January 30, 2009, 09:26:11 am
Right now I've become side tracked with school but now I've got less work so I can get back to it. Right now fix the load stuff.Then I'll release a demo.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 30, 2009, 06:24:38 pm
aaah ok, I hope to see this finished some day :)
Title: Re: Real-time fighting
Post by: noahbaby94 on January 30, 2009, 07:27:43 pm
Demo out yeah!!
Download here http://noah.wikidot.com/local--files/blog:11/Plotless.zip
Sorry if the readme sucks I wrote it in kinda of a hurry if you don't get anything pm me post here.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 30, 2009, 07:49:23 pm
ooh nice I will check it when I get some time (prbly after Drak's game tho)
Title: Re: Real-time fighting
Post by: noahbaby94 on January 30, 2009, 10:50:12 pm
What I really need now are balance suggestions. It's a little borked atm.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 31, 2009, 01:53:02 pm
;.;
Title: Re: Real-time fighting
Post by: noahbaby94 on January 31, 2009, 03:07:26 pm
;.;
You've got to create a new file.Use plotless to start the game.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on January 31, 2009, 04:45:34 pm
ooh ok ty x.x
Title: Re: Real-time fighting
Post by: TIfanx1999 on January 31, 2009, 09:21:23 pm
I'll give it a try later and post some feedbackz. =)
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 01, 2009, 12:19:17 am
(http://xlib.mtv-music-generator.com/plotless.gif)

There we go :)

Nice so far. My only recommendation would be to add a dispgraph (prbly following a Disp command) before the title screen so this bug doesn't happen at the beginning, and have the characters be able to talk up and down, not just left and right
Title: Re: Real-time fighting
Post by: Drak on February 01, 2009, 12:06:51 pm
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

VEGETA ICONS
Title: Re: Real-time fighting
Post by: noahbaby94 on February 01, 2009, 01:35:47 pm
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

VEGETA ICONS
What is a vegeta icon?
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 01, 2009, 05:13:03 pm
Uhm o.O  I am confused
Title: Re: Real-time fighting
Post by: noahbaby94 on February 01, 2009, 05:17:00 pm
What does have the characters able to talk up and down mean?
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 01, 2009, 05:26:00 pm
I mean, if I go right below a shop or a character, or right above him, I am unable to trigger a convo/talk to them, it only works when I stand left or right. If you check in the screenshot I try to press the action key below and above these and it does nothing. I most rpgs you can talk to NPCs from any direction, or from the bottom
Title: Re: Real-time fighting
Post by: noahbaby94 on February 01, 2009, 05:29:47 pm
Oh OK I see what you mean now that wouldn't be to hard to implement.
Title: Re: Real-time fighting
Post by: trevmeister66 on February 01, 2009, 08:50:19 pm
This looks promising. Can't wait to see more work on it. I'll give it a shot sometime soon and give you some suggestions.
Title: Re: Real-time fighting
Post by: Drak on February 01, 2009, 11:42:51 pm
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

VEGETA ICONS
What is a vegeta icon?


vegeta (http://en.wikipedia.org/wiki/Vegeta)


vegeta icons. measure it in that amount. for every power point over 9000 (http://i292.photobucket.com/albums/mm2/plexd11/HIS_POWER_LEVEL_ITS_OVER_NINE_THOUS.jpg), have it display one of these.
(http://i72.photobucket.com/albums/i179/angelljmoods/avatars/dbzangelx_vegetascarred.png) (http://www.youtube.com/watch?v=vq5csKvXCT4)
Title: Re: Real-time fighting
Post by: noahbaby94 on February 02, 2009, 07:05:38 pm
So I've written a scrolling engine and now I'm trying to think of what to do with it any ideas?
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 02, 2009, 10:04:23 pm
if you ever turn your RPG into a full one with storyline and all, not just arena-based, couldn't you use it for overworld movement and have battles in one single screen with no scrolling?
Title: Re: Real-time fighting
Post by: noahbaby94 on February 02, 2009, 11:00:31 pm
if you ever turn your RPG into a full one with storyline and all, not just arena-based, couldn't you use it for overworld movement and have battles in one single screen with no scrolling?
You know what I think I'm gonna use that suggestion and re-write the engine to have battles in the map still no plot though.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 02, 2009, 11:04:03 pm
wouldn't battles with scrolling be too slow tho?
Title: Re: Real-time fighting
Post by: noahbaby94 on February 02, 2009, 11:05:38 pm
No I would use your suggestion to scroll and then go to separate screen to battle.
Title: Re: Real-time fighting
Post by: trevmeister66 on February 03, 2009, 11:47:06 am
Yeah I think that's a good idea. Scrolling battles would definitely be too slow, but I like the idea of scrolling world, and then non-scrolling battles.
Title: Re: Real-time fighting
Post by: noahbaby94 on February 03, 2009, 04:40:39 pm
I need some ideas on how to deal with the battle system should battles be triggered by random or should you see if a battles about to occur?
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 03, 2009, 04:47:32 pm
i would say random, to save on speed, especially if you're gonna have scrolling. Have a number be set randomly in a variable when the map engine is first ran, then after each battle, and have this number be decreased by 1 every step, to trigger a battle when it reaches 0
Title: Re: Real-time fighting
Post by: trevmeister66 on February 03, 2009, 06:14:51 pm
Yeah I agree it should be random. Makes it more fun and unpredictable.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 04, 2009, 12:47:33 am
providing they aren't too frequent. I saw some calc rpgs where you get battles every step or two
Title: Re: Real-time fighting
Post by: Drak on February 04, 2009, 11:31:34 am
providing they aren't too frequent. I saw some calc rpgs where you get battles every step or two

yeah. earthbound's got an anti piracy measure that does something a lot like that



I honestly can't play a game where the battles are every two steps (unless its like, the LAST dungeon or something, where you have to fight waves of them regardless) because I'd probably wind up getting frustrated and quitting.
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 04, 2009, 12:06:55 pm
yeah it gets frustrating at times, especially when you play on a real console and when your mom tells you to stop playing because you were on video games for too long, and the save point is 10 minutes away. Lost lot of progress this way back in the days x.x

Final Fantasy for calcs was a bit like this. The first version even had a bug that allowed a fight to occur even if you didn't even moved one single step after another fight x.x
Title: Re: Real-time fighting
Post by: TIfanx1999 on February 04, 2009, 12:37:13 pm
Random would certainly be eaiser. If you can see the enimies it would make it more like The old ultmia games or Zelda II
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 04, 2009, 02:00:01 pm
Oh, one thing though: If the enemies doesn't move at all, like in Final Fantasy Mystic Quest, then you could always have this though. Mystic Quest was similar to Zelda II and Ultima games or Lufia II with the fact you see enemies on the map when moving around, the only difference being that they didn't move at all

You could have them stored directly into the map and change the matrix var when they are killed. Don't have the only reappear when exiting the entire dungeon though if you do that, because i found this a bit too easy in Mystic Quest and it was annoying to level up since you had to exit the dungeon everytime
Title: Re: Real-time fighting
Post by: kalan_vod on February 04, 2009, 03:41:12 pm
Yeah, the last thing kevin mentioned sounded cool..But maybe like pokemon NPCs were, have them on the map and make if you walk in their view the battle starts...But Random is faster and easier to accomplish.
Title: Re: Real-time fighting
Post by: Drak on February 04, 2009, 11:41:10 pm
Yeah, the last thing kevin mentioned sounded cool..But maybe like pokemon NPCs were, have them on the map and make if you walk in their view the battle starts...But Random is faster and easier to accomplish.

im actually shooting for something like that. some enemies you can see, but they don't even look like enemies at first, you'll just know them eventually if you come back around. sometimes they wont be there, sometimes they will. it all depends on whether or not you want to have the "random crawl" feel to it or if you want to have events that deal with location. I'd say if you're shooting for speed/space, do it random, otherwise there's a lot more coding to be done. If you *ARE* going to have it so you can see the enemies, it might be a cool idea to make them harder to spot...
Title: Re: Real-time fighting
Post by: noahbaby94 on February 08, 2009, 05:41:00 pm
Ahah!! I've found the game that I played years ago that I remember that inspired this game. http://www.onlineflashgames.org/6-adventure-games/1735-flash-game-gladiator/play.html
Title: Re: Real-time fighting
Post by: DJ Omnimaga on February 08, 2009, 07:36:04 pm
Interesting, quite similar too :)
Title: Re: Real-time fighting
Post by: Drak on February 10, 2009, 04:16:28 pm
Ahah!! I've found the game that I played years ago that I remember that inspired this game. http://www.onlineflashgames.org/6-adventure-games/1735-flash-game-gladiator/play.html

whatever you do, don't make it as buggy as that game is where half the time you can't do anything because of the bad programming that gets you stunlocked continually for over ten seconds at a time or leaves your AI assist doesn't do a dang thing because he isn't programmed well. I remember playing that game on newgrounds when it came out and I remember hating it because the programming was rushed and not looked through for fine tuning.
Title: Re: Real-time fighting
Post by: kalan_vod on February 10, 2009, 05:27:45 pm
I like the main maping, where the whole area moves.
Title: Demos.
Post by: noahbaby94 on March 10, 2009, 11:02:27 pm
Most recent demo of plotless this has been discontinued as of now though.
You can get it here (http://noah.wikidot.com/local--files/blog:11/Plotless.zip).
Soon to be released shire demo for LOTR.
Edit: Please don't post in this thread this means you dj.  :P