Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: noahbaby94 on December 29, 2008, 10:00:33 pm
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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.
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Welcome aboard :)
This sounds promising, I can't wait to see the screenies :)
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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.
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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!
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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 :)
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Were the screen shots removed ?, because I don't see anything...
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I think Imageshack is down atm. They arent very reliable for image hosting these days, altough I prefer Imageshack to photobucket
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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.
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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
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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?
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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.
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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.
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it looks good, you know what i think would be cool? having a couple rocks or obstructions around to provide cover and somesuch.
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Yeah that could be cool really easy to add too.
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oooh awesome, for some reasons the graphics reminds me Ultima for calcs :)
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That looks really cool bro, love the "fire" attack! Keep that great work coming!
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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
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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.
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in this type of game, the best you can do is a squiggly line sprite
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I think you meant to post this in the Real Time Fighting topic, right?
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crap, i think i hit the « previous next » button or something
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The fire attack has two variations fulls screen pwnage and a smaller 3*3 attack the full screen uses masses of mana though.
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is it random or can you actually choose which one to use?
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You can choose between the two.
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aaah ok, I wasn't sure if it was more some kind of random critical damage attack.
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OK here's it at full speed.
http://noah.wikidot.com/arena-rpg
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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.
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wow pretty nice, this is quite fast actually. Glad you managed to have the screenshots shown at right speed
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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?
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Yeah that sounds better otherwise I guess you could just spam the fire attack.
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Nice work~! I love the shop, its fun haha. Reminds me how Asteroids (Joes game) was on calc (the shop).
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Nooo I've lost my link cable so no more screenshots for a while.
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ouch this sucks I hope you find it x.x
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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.
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promising :), I hope this is finished :)
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Finnally I found my link cable I'll post some screenies tomorrow.
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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
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Check out the start of an inventory system.
http://noah.wikidot.com/arena-rpg
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nice, will the final menu be in the same style than FF games?
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I'm not totally familiar with the ff series what do they look like?
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(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
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I like that look I'll probably add that after I get the current system properly working.
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Now were in glitch land look at latest screenie.
http://noah.wikidot.com/blog:7
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lol bonus weapon glitch? O.O
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Yeah!! I fixed it there were numbers all over the place that were wrong.
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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)
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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.
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Sounds good ;D. It's very....fitting
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ROFL, yeah I made a few titles similar to that XD...Hope to see this progress more!
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lol weird title, but the game could still turns out pretty good anyway if it has good features and stuff. :)
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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)
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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?
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Abbreviations should be okay as long as they can be understood. A short description of the item may help though.
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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 ;)
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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
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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 ;).
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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
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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
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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.
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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
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New screenies the I still need to tweak it some though.
(http://noah.wdfiles.com/local--files/blog:9/IMG_005.gif)
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i like the new menu better
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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 ;)
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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?
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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
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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.
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aaah ok, I hope to see this finished some day :)
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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.
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ooh nice I will check it when I get some time (prbly after Drak's game tho)
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What I really need now are balance suggestions. It's a little borked atm.
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;.;
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;.;
You've got to create a new file.Use plotless to start the game.
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ooh ok ty x.x
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I'll give it a try later and post some feedbackz. =)
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(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
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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
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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?
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Uhm o.O I am confused
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What does have the characters able to talk up and down mean?
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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
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Oh OK I see what you mean now that wouldn't be to hard to implement.
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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.
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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)
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So I've written a scrolling engine and now I'm trying to think of what to do with it any ideas?
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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?
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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.
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wouldn't battles with scrolling be too slow tho?
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No I would use your suggestion to scroll and then go to separate screen to battle.
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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.
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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?
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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
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Yeah I agree it should be random. Makes it more fun and unpredictable.
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providing they aren't too frequent. I saw some calc rpgs where you get battles every step or two
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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.
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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
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Random would certainly be eaiser. If you can see the enimies it would make it more like The old ultmia games or Zelda II
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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
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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.
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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...
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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
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Interesting, quite similar too :)
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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.
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I like the main maping, where the whole area moves.
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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